Also, some sandoori stuff. For C-Kouma, once again.
First of all, good job on those.
Just want to clarify something to avoid confusion.
While your definition of sandouri is okay, I have a problem with its use here. In melty, usually the term refers to a specific kind of 3-way mix-up executed a specific way, that allows you to attack 3 specific points. I guess that what I mean is that a sandouri is a 3-way mix-up, but not all 3-way mix-ups are sandouri.
In your example, Kouma uses super jump to set up the mix-up. Sandouri set-ups are usually different, but not always. It depends on the situation and the char. They do always involve putting the char in a position where they can attack the opponent same side high, cross up low, & (true) cross-up high. Cross up high is the attack point that is called attacking sandouri.
So the set-up is typically executed with:
Dash > Neutral Jump > Return to Neutral > Float Back > (Mix-Up Option)
6A+B > j(8). > j(5). > j[4]. > (Mix-Up Option)
How this works to set up the mix-up options is that the neutral jump maintains dash momentum, so while you input neutral jump, you also are drifting forward to the P2 side of the opponent facing the wrong way. Return to neutral and then holding 4 will influence your momentum farther, in this case stopping your forward momentum from the dash input. You are left floating above the opponent on the P2 side facing the wrong way. This is just one set-up example. Others exist, but they tent to be char specific, and sometimes, situational. This example is the one that I see Kouma players go for the most often though.
Mix-Up Options are executed with:
Air Back Dash > Meaty Aerial High | for same side high.
j.4A+B > j.X
Land > Meaty Low Normal | for cross up low.
Land > 5/2X (whatever hits low)
Forward Double Jump > Instant Air Back Dash > Meaty(ish) Aerial High | for cross up high that must be blocked correctly; A true cross up.
This can be executed many ways, but the most common way is:
dj(7).* > j.4A+B > j.X
*Note that you are on the P2 side, but facing the wrong way still. So the dj(7). will correct your facing and then likely move you back to the P1 side of the opponent facing the wrong way. Once you dj. to correct facing, your inputs change to P2 perspective. Basically the controls are reversed, and the notation reflects this change. This is just general format, there may be char specific nuances.
Anyways, that's what I think a sandouri is. Your example may be a 3-way mix-up, but it is not a sandouri mix-up. If I have it wrong, though, let me know. This is not something that was ever explained to me the way I just did. It's something I learned by watching it happen in game and listening to JP commentary.
-NC TexasTim-