Best Combos (updated for ver 2013):<br>
<br>
<b>Punish:</b><br><ul><li>
j.hp, cl.mp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (365 dmg)</li><li>j.hp, raw Launcher > BnB ender (~360-420 dmg)</li><li>j.hp, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 1 bar)</li><li>j.hp, s.mk xx EX Suicide xx switch > BnB ender or launch back to yoshi (~628-678 dmg, 2 bars)</li></ul>
<b>Hit-confirms:</b><br><ul><li> j.mk, cl.mp, s.lp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (323 dmg)</li><li>
j.mk, cl.mp, cr.lp xx HK Stone Fists xx switch > BnB ender or launch back to yoshi (~360 dmg, 1 bar)</li><li>j.mk, cl.mp, s.lp xx s.mk xx EX Poison Breath, throw (290 dmg, 1 bar)</li><li>j.hp/air target, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~470-510 dmg, 1 bar)*</li></ul><p>*It’s
possible to hit confirm with j.hp or air target alone since it’s multiple hits. (you
can visually see/hear if the opponent is blocking or not)<br></p><p>
<b>Overhead combos:</b><br></p><ul><li>f.mk, mp xx switch > BnB ender or launch back to yoshi (~315-350 dmg, 1 bar)</li><li>f.mk, mp, bb xx EX Gehosen, HP Gehosen (289 dmg, 1 bar)<br></li><li> LP Suicide xx switch > BnB ender or launch back to yoshi (~510-567 dmg, 1 bar)</li><li>EX Suicide xx switch > BnB ender or launch back to yoshi (~600 dmg, 2 bars)<br></li></ul><p>
<b>Counter/Reversal combos:</b></p><ul><li>EX Gehosen, HP Gehosen (250 dmg, 1 bar) xx switch (~450-470 dmg, 2 bars)<br></li><li>EX SlapUSilly/Stone Fists xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 2 bars)</li><li>EX SlapUSilly/Stone Fists xx switch > charge EX to Super (500+ dmg, 3 meters)</li></ul><p>
<b>Anti-Air combos:</b></p><ul><li>LP Gehosen, s.mk xx HP Gehosen (228 dmg) xx switch (~375 dmg, 1 bar)</li><li>LP Gehosen, HP Gehosen, HP Gehosen (278 dmg) xx switch (~400-440 dmg, 1 bar)</li><li>cr.hp (ch), s.mk xx HP Gehosen (298 dmg) xx switch (~420-460 dmg, 1 bar)</li><li>cr.hp (ch), s.mk xx Cross-Art (~550-600 dmg, 3 bars)<b><br></b></li></ul><p>
<b>Air-to-Air combos:</b></p><ul><li> fj.hk, cl.mp, s.mk xx HP Gehosen (285 dmg) xx switch (~400 dmg, 1 bar)</li><li>bj.hk, Super (415 dmg, 2 bars)</li><li>air target, s.mk xx HP Gehosen (235 dmg) xx switch (~350 dmg, 1 bar)</li><li>air target, Super (377 dmg, 2 bars)</li><li>bj.mp (ch) xx switch (~300 dmg, 1 bar)</li></ul><p><b>Post-Launch ender:</b><br></p><ul><li>cl.mp xx CADC, cl.mp/cr.lp, s.mk xx HP Gehosen (max damage)<br></li><li>cl.mp, s.lp, s.mk xx LP Gehosen (best okizeme)</li><li>cl.mp, cr.hk xx CH store<br></li><li>cl.mp, cl.mp, cl.mp xx HP Gehosen (corner)<br></li></ul><p><b>Post-Switch ender:</b><br></p><ul><li>same as post-launch</li><li>HP Gehosen, MP Gehosen, HP Gehosen</li><li>(j.mp/hp/hk), cl.mp, s.mk xx HP Gehosen</li></ul><p>Possible links for hit confirming:<br><br>1. cs.mp, s.lp (this one is all you really need to practice)<br>2. cs.mp, cr.lp<br>3. cs.mp, s.lk<br>4. cs.mp, cr.lk<br>5. s.lp, s.lp<br>6. s.lp, cr.lp<br>7. s.lp, s.lk<br>8. cr.lk (ch), cr.lk<br>9. s.lk (ch), s.lk<br>10. cs.mp (ch), cr.mk (great for counter hit hunting because cr.mk can combo into Windmill unlike lights)<br><br>Mid-range buffers:<br><br>1. s.lk xx s.hp xx Launcher<br>2. s.lk xx s.mk xx EX PB / EX Windmill<br>3. s.lk xx s.mk xx EX SUS xx switch<br>4. cr.mp xx Windmill xx switch<br>5. s.mk xx HP Gehosen / MK PB<br><br>You should punish things with (fastest to slowest): <br><br>1. cr.lp/s.lk xx boost/HP Gehosen (4f)<br>2. EX Windmill or Super (6f)<br>3. cr.mk xx HP Gehosen/Windmill (7f)<br>4. s.mk xx HP Gehosen/Windmill (8f)<br>5. Cross-Art (8f)<br>6. cr.hp xx Launcher (11f?)<br>7. Flea to Sling Headbutt, s.mk xx Windmill xx switch / HP Gehosen / Launcher (17f)<br>8. Windmill xx switch (18f)<br>9. j.hp, s.mk xx Windmill/EX Suicide xx switch (for long recovery moves like raw tags)</p>