hmmmm
a qcb\qcf x2 is forced to be recognized as a shoryuken input for marvel @ a certain speed. I think you can pretty much consider this a fact.
iirc, strider can speed up his charge time by doing a teleport, instant change, falling FP\RH and upon landing, he will have a stored up charge. If you simply teleport, then fall w\o attacking and instant charge, you can’t throw a bomb immediately upon landing. I can’t remember how it went but it was something along that line.
To do a TK SRK, you first do an original TK motion, then you input dwn, dwnfwd+p. The TK into the dwn, dwnfwd @ a certain speed will buffer the fwd input from the TK and transfer it over w\in a time frame. Kinda effective with roll because you can TK SRK her flower bomb and repeatedly throw them from a very low height. Works well with ken or any other character that has something of similar use. Works well with strider with his j.srk inputs.
cable can do TK sj.fp, lk. This will do a sj.fp for a little extra bar then immediate TK LK grenade to be positioned where you want to be. Maximize that option tree dammit. Cable actually gets his bar out before the bullet shoots. All he has to do is pull his gun out and he’s built up bar for that move.
umm pretty much all characters can kara supers but it has very limited uses.
and for a crowd pleaser, you can tech throw by doing lp, fp. A double input tech throw to be exact. Can also be done with lk, rh iirc. Normally to tech a throw, you have to hit a fierce. When your opponent knows you can tech fairly well, eventually they’ll bait out that tech and you wiff with a fierce. Its part of the throw mind game. With the kara tech throw in place, it does 2 things. If they fake you out, its a jab so you don’t have to worry about that wiffed fierce. If they throw you, its a tech for the throw. It gives you the fastest possible counter hit + the option to tech the throw. Broken sizzle.
with charlie, if you do his banana kick like up, upfwd, fwd, dwnfwd, dwn, dwnback +K, you’ll input his banana kick + start a charge time. Usually by the time you land, its enough to throw a boom or flash kick. Pretty deadly and it makes his game that much more deadly.
strider has a bomb glitch where if the bomb goes off and he SJ’s the position of the explosion height is based upon striders. You can trick the game by thinking you SJed by doing a bomb, TK qcf+pp and activate orbs. You actually don’t leave the ground. Before strider goes into SJ frames, he’s in this animation where he’s about to go into the air. By Tking orbs on this frame, you force the game to think you went into the air because of TK input, but the qcf+pp keeps him grounded. Allowing for the glitch to take effect but not put strider into the air. Magnetro told me why that worked by the way.
strider can TK a sonic boom motion. When he has his satellite, sonic boom +p, you can charge it up, back, dwnback, dwn, dwnfwd, fwd, upfwd+P. This will TK his sonic boom and by doing it on the upfwd part, you don’t actually cancel into his j.qcf+p. Its kinda useless but ehhh, this is how you find out about the engine. Keep tabs on the weird shit and always go back to it a few months because by then, you’ve probably gotten better and you may use that trick a different way or apply in a way where it becomes applicable.