I find the jhk>cr.mp portion to be hard because the air combo inevitably seems to give differing amounts of advantage, sometimes being mucho advantage, sometimes being very little… Its cause its so finnicky both on character weights and timing of button presses plus exact hits being canceled from… Whereas st.lk cause it hits higher seems to be more verall a better move to link from… I dont miss st.lk much but i couldnt get cr.mp to work… Not that i tried much, just seemed like to much work to make a tough link work…
Also the flight cancel f+hk>st.hk seemed really hard and i never got it to work either…seemed real finnicky on how many jhk would hit and that seemed to really determine whether or not the combo would work…
So i saw 2 dubious points by my merits and looked for something better FOR ME… I still used some things from your combo though… Its not like i scrapped the entire thing.
Finally, your combos from what i can tell all have to be changed significantly whether going for reset or full combo… In the beginning as well as whether from throw or regualr hit.
The combo i came up with doesnt have to be changed at all for the most part.
It works exactly the same with the exception of its opening string on all these starters:
Otg from an assist
Cr.lk starter
Throw starter
Airthrow starter
Otg already been used
So its a one size fits all combo.
It isnt optimized for damage as much as what you and uri are doing but it IS optimized for ease of use across all facets of painwheels game, from starter simplicity to works in corner and midscreen and against the entire cast…
To me, this is what a BNB should be… Something that you can use time and time again that is safe on block and easily hitconfirmable and works in most situations against most characters…
Memorizing corner combos and character specific combos is less important to my game than simply having REALLY good resets.
As i see it right now, stronger combos are best against solos, which dont see much play and are generally weak anyways. Duos are all about how fast you can get to 14300… If you can do that against a duo in 2 tries then you should be able to, as a duo kill the trio character in the same amount of time or less.
As a trio character it isnt about 14300 anymore cause trios do more damage against themselves… So less resets are needed anyways.
The biggest advantage super big damage combos are going to give would be in trio versus duo… And even then its all about how many resets does it take. Right now i need 2 resets to kill on average and that stays the same across most matchups except against solos…
So for me, i will only really consider a new combo if it kills in one reset on average (or less… Ie TOD)
Your combos from what i can tell kill 14300 in one reset on average at ratio 1. However when applying the match to pretty much anything not 2v2 or 1 v1 (i primarily use trios now) it kills in funnily enough… The same amount of resets… Plus requires alot more attention to detail like starter and character, corner… Etc etc.
Not saying that your combos are bad at all… I think they ARE better than mine… I just dont think they are for me in particular, and perhaps even most people, though that remains to be seen.
I like my shit as simple as possible when im playing complex games, and as complex as possible when playing simple games…
Lol
-edit
Oh yeah and the j.lp to st.mp Link is actually pretty easy cause it never differs, is a quick link from j.lp, and because it is done from DOWN FORWARD j.lp which gives a shit ton more frame advantage than forward j.lp…
The only problem with the combo i posted besides lower damage, is that i generally like to design my combos with all the tight links in the back… This of course to make sure i get the most damage out of the combo should i drop it in the later harder parts… And because once i get “into” the combo and start to really autopilot it… Around the middle, its harder to drop cause muscle memory kicks in.
…