If you’re referring to light air tatsu in that X Factor corner combo of yours, it works fine; and it does over 1,100,000. If you do one j:m: instead of two in that last air series, it’s easier and can do almost 1.2 mil depending on how it hits.
I should correct myself. The timing is strict, but if you get it right it works better than anything else.
Yea I deleted my post because I realize I was wrong about that. Don’t forget to add a fireball after landing. Adds and extra 20k+ with no extra effort.
Thank you, well I was looking into it cause Im running chris with akuma, and akuma’s standing fireball leaves the opponent in a standing state so he can DHC easily into chris’s grenade launcher.
He doesn’t need em since he can OTG on his own, but if u really want some just replace the demon flip dive kick in his combos with an assist call and bam you have it.
It doesn’t bounce them properly if the dive kick hits them slightly late, you have to dive kick quicker/earlier.
Best way to do this is delay the hits in your air combo a little bit so that the j:s: spike hits them when Akuma starts to come down from his jump. This provides a little extra time as he has a shorter distance to fall. Do the demon flip as soon as you land; I like to do this by holding while he’s falling and then inputting :qcb: as his feet land. Do the dive kick as early in the demon flip as it can be done.
These methods should get you earlier dive kicks that bounce consistently.
It’s basically the same concept as focus attacks in SSF4. If you land a level 2/3 focus and dash in then wait a little bit and push HP, they’ll do an air reset cause you did it too late. Same as when you knock them down with j.S in mvc3. If you don’t hit them early enough then they will reset. Make sure you delay your air combo.