If you’re attempting a reset, you typically want to get as much damage as possible first. Especially since it’s not guaranteed. By doing a higher damage combo, you generally only need to reset once then do a full combo, which is usually enough to kill most of the cast. Which is much better than having to do the same reset 10x, giving the opponent more chances to escape. You can still use the s.:l: for the reset, though I feel c.:l: works a little better after a ground bounce.
-Tentacle slam, s.:l: = 186K
-Tentacle slam, c.
,s.:h: xx :qcf:+:l:, dash s.:l: = 309K
-Tentacle slam, c.
,s.:h: xx :qcf:+:l:, dash s.:h: xx :dp:+:l: = 408K
For normal combo resets, I usually use:
c.:l:,s.
,c.:h: xx :qcf:+:l:, dash j.
:s:, s.
= 405K
c.:l:,s.
,c.:h: xx :qcf:+:l:, dash c.
,s.:h: xx :dp:+:m:, c.:l: = 457K
c.:l:,s.
,c.:h: xx :qcf:+:l:, dash c.
,s.:h: xx :dp:+:m:, c.
xx :dp:+:l: = 523K
The c.:l: and s.
enders you just
grab for f and b techs, neutral can escape. The :l: rocket slam you can catch neutral tech with
grab, but have to adjust timing for tech back and use :h: grab for f tech. You can catch all tech with :h: grab in the corner though, just slightly different timing.
Another reset is after launching, end your air series with downward DR, after doing this,
tentacle slam will grab both back and neutral tech, and you can grab forward tech with :h: grab. In the corner :h: grab catches all 3 techs, Neutral and back get reset in the corner, forward is reset away from the corner. Characters with airdash or invincible air hypers can escape.