I used to think that but I think it might be character-specific or something, Ryu’s SA1 seems to reset it, but Q’s SA2 for instance doesn’t, if you combo too much shit before the SA2 you won’t be able to do anything else after it.
Or maybe there’s a distinction between connecting with a super ‘normally’ and connecting with it when the opponent’s juggle limit is already at max but you just did it really fast after a hit so it still connected, like air target combos.
I know aegis does but like you, not sure totally
I know you can do st.mp in the corner off of throw, SAI, and it sorta acts as a reset, but I don’t think anything else’ll connect after it. If both combos do equal damage, then I guess you choose whether you want all or just part of SAI to connect, based on whether you want your opponent to be able to “quick-stand”/tech-roll or not (I think doing a cbk/special after connecting w/ a juggle super allows tech-rolling again), and whether you want more meter. Cr.mp might work instead of st.mp, but I’m not even sure if these variations as combo enders will work on every character. I recently re-watched an old vid to see weird/cool combos w/ Remy again (trying to learn him a bit…), and I saw corner neutral grab, cr.mp XX SAII, but it was done on Chun, and she has a big hit box. I only tried it once and the cr.mp whiffed, so it was my timing or perhaps you just have to be REALLY close to the corner. I wanted to find more combos like this; not just flashy but occasionally useful lol.