5B 2C (2 hits) 623C will work on Warakia, Shiki Tohno, Satsuki, and Kouma mid-screen.
5B 2C (2 hits) 623C will work in the corner against most everyone save for Nanaya.
Some other stuff that should be in this thread...
One
variation of the corner combo after 623B that I've grown fond of that seems to work on most characters (some with character-specific tweaks here and there) goes likes this:
stuff 623B 5B 2B 2C (1 or 2 hits - char dependent) 5C 214A 623C
The
meter-building corner combo you don't see much these days goes as follows:
stuff 2C (2nd hit knock-down) j.[C] 5a OR 2a x4 or x5 (character specific) 5B 2B 5C 2C (1 or 2 hits - char dependent) 214A (623C) - This 623C is character-specific and I can only remember it working on Warakia and Ciel. Note that you
will lose jump-cancel capability early during this combo due to 2C being jump canceled. You can get around this by starting the combo off from a 2A OTG. Consider using the super-jump crossover variation outlined below should you use 623C at the end and have used up your jump-cancel early in the combo.
Example VideoA
blockstring ending with 214B can net you a 623C or a j.Air Throw. It acts as an overhead so, if your opponent doesn't have Satsuki matchup experience, he will most likely fall for it a couple of times so long as you don't use it that often. On block, at the correct distance, you should be safe. In fact, people have a tendency to attack after blocking 214B which can allow you to take advantage of the situation.
Throwing in a shield after 214B is blocked can net you another free combo.
Satsuki's crossup from 623C 2C (2 hits) has multiple options. You start out by jump canceling the second hit of the 2C into a forward jump. Immediately cancel the forward jump into a jump straight up and then hold forward. Satsuki will slowly fall to the ground now and if her path of movement is uninterrupted you should land directly behind your opponent.
Some of her options are as follows:
- AD back j.C into combo. Crossup.
- Land 2C into combo. Fake crossup.
- AD back j.[C] (hold down charge so that it does not execute) land 2C into combo. Beats high shield. Beats heat if you anticipate it and space properly. 2C clashes through heat.
- AD back j.[C] (hold down charge so that it does not execute) land 5B 2C into combo. Beats low shield (unlikely to be used >_>). eats heat if you anticipate and space properly. 5B clashes through heat.
Satsuki also has a crossup from her air throw so long as her opponent does not end up in the corner. From a situation like j.C 5B 2B 2C 623B 5B 623C 2C (2 hits) 5C 214A Air Throw you can superjump toward your opponent and create the same kind of situation above if you have your spacing and timing down.
If you find yourself not being able to just barely go over your opponent's head as he/she is getting up from the air throw after you superjump you need to do your air throw lower to the ground.
The standard options for this kind of a crossup are the same as the above if you have your spacing and timing down properly.
The trick to sealing this deal is to walk forward just a tiny bit or even dash and walk back a bit if the situation calls for it after connecting with the air throw. This can help with your spacing if you know for a fact that superjumping is going to land you in the wrong spot (i.e: in front of your opponent).
However, this is only one way of setting it up and requires you to air-backdash early in order to avoid hitting your opponent if they choose to rise in the standing state. Consider it the easy version of the more high-end setup.
The real trick in timing is to get it so that your air-backdash j.C hits almost perfectly meaty as your opponent gets up. In order to execute this, you need to superjump almost instantly after you hit the ground with little to no movement forward after landing. This will barely ignore the hitbox of your opponent when you air-backdash which creates one of the hardest Satsuki mixups for anyone to block.
need to do more research on this partIf you find yourself superjumping toward your opponent but the distance is too far to cross him/her up you can do a j.[C] mixup.
The j.[C] mixup revolves around your opponent fearing being hit by a j.[C] due to it's high-damage and combo followup which leads to even more damage.
If your opponent blocks your j.[C] you are perfectly safe and it also eats a big chunk of his/her red bar. One path they can take to countering it involves shielding.
Both blocking and shielding of j.[C] cause your opponent to be susceptible to the j.[C] mixup.
The j.[C] mixup can be used in super jumps, normal jumps, and IADs toward your opponent.
Video ExampleThe central point of this mixup is the fact that j.[C] can be purposefully whiffed into the ground. By timing your charge so that j.[C] never finishes charging you can cause your opponent to block or shield while you land right in front of them with little to no lag at all to do whatever you want. You can throw, arc drive (risky!), 2C, 5B, EX Bite, etc.
I haven't fully researched these options against all characters so YMMV.
Update 1/29/08:
Don't be afraid to end your blockstrings with 236A if you feel that you've pressed a lot and your opponent is being pushed too far away.
Everyone and their dog can predict the old 214A IAD j.C blockstring ender. This will at least end without you eating a bara or a random poke.
An interesting setup for mixup with Satsuki's air throw involves the usual superjump as soon as you land from throwing your opponent canceled at some point in time by a double jump up or toward which is then canceled almost immediately into an air-dash forward. Where does this put you? Somewhere above your opponent maybe, perhaps behind, or even in front. Can be used with j.[C] and j.C mixup variations into low 2C, grab, bite, etc. Be creative.
Using 2[C] as apart of your blockstrings can be beneficial in terms of mixup because a) some opponents don't expect it and get hit by it b) some opponents still block it but don't know that there's a 3rd hit and get hit by that c) seems to provide more frame advantage (need to check this). Furthermore, 2[C] has some weird clash properties that have been seen beating aerial and ground attacks of all kinds. YMMV
Having trouble connecting your 2C (2 hits) after 623C? Some alternatives include 2C (1 hit) 5C, 5B, and 5C into air throw setups. However, you can't bypass this if you're going for a 2C (2 hit) jump cancel mixup.
What you can do if you want to go for air-backdash mixup after 623C on a char you can't land 2C (2 hits) on consistently is super jump over them right after 623C and continue as though you jump canceled the 2C (2 hits). Jump straight up, hold back while falling down right next to your opponent (you'll actually be moving forward because Satsuki will turn around) and then either land or air-backdash.
Video Example Don't ever risk a guaranteed match/round because you don't know the precise timing to 2C (2 hits) after 623C. Save learning that for practice mode.
Another mixup you can use
if you've trained your opponent to expect SJ forward airdash back j.C is to hold down that j.C to make it cancel into the ground by charging and immediately throwing out a 2C. This needs to be accomplished at extremely low heights and your opponent must be expecting an overhead attack by blocking or shielding high. Of course, there are other ways to get out of this like backdash, but that applies most all mixups anyways. This mixup in particular works well in the corner where you can combo off a j.C into a 2C (1 hit) 214C or just go for the j.C whiff into 2C (1 hit) 214C.
22A is a fairly reliable anti-air. However, you need good timing and spacing/positioning in order to use it properly. It will beat out a lot of jump-in's with a counter-hit to boot most of the time. From there you can go into 5B 623B whatever or at least 5B 623C. Make sure to note that
it is air-blockable. This move has a very, very small hitbox and should be used with care.
More stuff later maybe...