Finally found out a way to combo off of an L Strike hit. You have to be on the ground, and you have to TK the motion for it.
(TK L Strikes are his best ground mobility options anyway so get to learnin’ that yesterday. Best way I’ve found to do it is by taking advantage of the huge buffer window and just
:qcb::ub: If you hold back, and do a TK quarter circle back, the game’ll read that as a TK reverse dragon punch.)
So anyway, it’s sorta spacing dependent. Basically if you cross under them after they pop up, you won’t get anything off of it, but if you don’t, what’ll happen is they’ll pop up when you hit them, and since you TK’d your Strike, you’ll be slightly off the ground, allowing you to connect a jL. It’ll connect just as you land on the ground, so jump back up and hit them with another jL, and string it together with jM, jS, land, and launch. It has to be launch and nothing else. If you try and sneak in a sL or any other normal before the launch, hit stun deterioration will make it so the launcher doesn’t connect.
And after you’ve launched them any air combo into finisher will follow up. jMMH, Strike xx Tornado or jMMHS, Strike/Strike/Spark Finisher.
So again. It’s (whatever your TK motion is)
:qcb::ub::l:, j:l:, land, j:l:, j:m:, j:s:, land, :s:, air combo, finisher.
If someone comes up with something more optimal from it, let me know. I’m trynna see if I can fit in another Strike before the launcher by doing TK L Strike, jL, land, jLMH, M Strike, land, launch, but no such luck yet.