Launches don’t need to be high to let you do special combos. They follow the same rules as other tags, the incoming character can act when he passes the outgoing. So a spaced out launcher gives you more time. Where the characters center line is during the launch also counts. Take Rolento for example, it’s really easy to space out his launcher.
Well, some characters have different animations, so the moment when the other character can act, is indeed different. Hwo’s for instance is 3F slower than Ryu, meaning he doesn’t launch “as high”, even tho it’s the identical height - you just can’t act as early.
That’s why I ask as Rolento and Vega have particular “high”(or to be more specific, “fast”)-launchers.
Asuka can combo from her b+MP>MK xx CADC into cr.HP (the most useful one), M Bison can combo cl.HP xx CADC into cl.LK (impractical), and Ibuki can combo cl.HP xx CADC into hcb+P (pointless).
With EX CADC, Jin, Steve, Cammy, Poison, and Sakura can do it as well.
I did all of them myself (well corner from street11, but I verified it).
It’s just tight timing and in case of CH also positioning. It doesn’t work if the opponent is near the corner for instance. Just check the video link at the beginning of some categories. Paul’s meterless and deleux are already up.
Wait…wouldn’t the ken CADC thing create a infinite combo? as cl.mp cl.hp is a target combo you can CADC meterless from it into c.lk>cl.mp>cl.hp and repeat,or meaby the pushback it’s too much?
Rog goes up quite a bit on his corner meterless, surpassing Akuma: dash swing blow, c. mp xx headbutt M, s. hk, s. mk, s. hk, dash straight L - 416 damage.
This combo feels like it can be improved upon if only slightly because light headbutt does more damage than medium but doesn’t seem to reach, and heavy straight does more damage than light but I can’t get the juggle to hit because it’s slower.
Tiny improvement on Bryan’s corner combo: s. hp > s. lp, cl. hp xx fisherman slam M, cl. lk, cl. mp, cl. hp xx flying knee M.