Adding to the above...
The 2 standard set-ups are listed in one of my posts above.
Combos are:
2A5B5C5A6AA6C6[C]2C5C5AAA5B623C Higher damage, less char specific, harder to execute.
Just have to time 2C to make it 5AAA capable, and that is char specific.
or
2A5B5C5A6AA6C6[C]2C5C5A6B623C Less damage, more char specific, easier to execute.
Still best to have 5AAA capable timed 2C, but is not needed in most cases, and 6B is char specific on weather you need 1, 3 or does not matter how many hits of 6B.
(Ex: Ryogi needs 1 hit or 2(90% sure its 1 hit), nanaya needs 3, most it does not matter.)
Set-ups off of that include, but may not be limited to (or in other words, I don't know them all):
1.sj(1-9)wiffj2B: can be made pretty ambiguous with a slight delay (50/50 cross-up chance), can be made into obvious cross-up with more delay, can be made obvious fake cross-up with no delay.
2.sj(2-8)wiffj2B: same as above, but with more delay for ambiguous cross-up.
3.Wiff cross-up jB (9wiffjB) or (8~6wiffjB) or (8~6 land). (8~6) means neutral jump (8) and influence air movement with (6) to make cross-up ambiguous. Think Kouma or Miyako.4.Cross-up air back dash jC (94A+BjC). {4A+B} and not {6A+B} b/c you crossed them up. Just air back dash further into the corner. This one may bait activation, but I have not tested it.5. sj(1-9)6A+Bwiffj2B Double and triple cross-up wiff j2B. Hard to execute imo, can be made ambiguous with small delay of j2B.
6. Double cross-up jC (96A+BjC). Can be followed up with j2B or re-dash pressure or wait and see or a plus-frame special like 236B.7. Meaty cross-up jBdj2B double cross-up.
8. Her only fuzzy-guard set-up that I know of... Hard as hell to do. I know very little about it. May be char specific. Deep cross-up jBdjC2B 2A2B5A6AA6C...
Only ever seen Sp00ky do it (and one time at that), so he may know more.
After options 1,2,3,5, you can 2A or 5A or throw or 6C or 5B or arc drive or anything if they are scared enough.
Related note: 236C will beat wake-up activation and well timed 5B will clash with wake-up activation.
I've never tested the 3rd option(s) to see if they work like I described. I just think that they might. Have not tested the 7th option either. If 3 does not work try 7.
Option 3 and 5 may have worked in Ver. A, but not in PS2 due to increased 623C recovery. However, they may work again in CC1.07. Definitely get summon set-ups back in CC1.07.
(I'm assuming the reason why she cannot do summon set-ups after 623C in PS2 is b/c of increased 623C recovery, but I could be wrong.)
There are probably more set-ups. I don't know them. Anyone else have more? And please correct me if I'm wrong on any of these.
What's the benefit of going for this after a long loop?
By the above statement, I am assuming you mean, "What is the benefit of cross-ups set-ups in general." Mostly because it is the same benefit you get from this set-up as from any cross-up set-up. Sorry if I'm not understanding what you are trying to ask.
As to the benefit of using this set-up, I believe there are two different views of meter management thought process with this char.
The following is opinion.
One: Get into max as many times as possible to be as aggressive as you can be as often as possible.
These tend to use this set-up only when in max with the theory that cross-ups mean that your opponent has to guess more often, and this set-up creates more opportunities for them to make a mistake, resulting in more overall potential damage output.
Two: Get close to 200% and use meter to prevent going into max, keeping your minimum meter near 100% as often as possible.
This allows for a more defensive strategy, as her best answer to pressure is to use meter for shield bunker or DP.
With this in mind, the benefit is close to the same. Same potential for enemy mistakes which translates into more damage on average. Depends only if you like to conserve 100% meter or not.
-TexasTim-
Edit 1: Just off preliminary testing: Options 3, 4, and 6 need revising.
Option 3 looks like it wont work at all. jB hits meaty unless you do it supper early (hell, if its safe it might look like you messed up j2B...
), and you may be too far away for neutral jump
(8~6) to cross-up.
Option 4 looks like just 4A+B does not auto correct. Prolly needs an 8 input, which means something more like forward jump, instant air back dash into the corner (96587jC/jB) is needed.
(I see Satsuki do this sometimes. Thats where I got the idea, but H-VSions air normals might not work right for it)
Option 6 looks like I'm getting 2 different ways to back dash: one that puts you out of range of jC and one that is way shorter and leaves you in range. I've looked at the input display.
Can't see any difference, so I'm not sure how to get reliable set-up on this one. Also, j2B seems to be real hard to land as follow-up, but 5B combos...
Edit 2: Solved the option 6 back dash problem I was having. Looks like you can influence your air movement after air dashes by holding 6 and 4 inputs. Did not know this...
So option 6 looks like 94A+B~6jC. (was only looking at input display before the A+B...)
Note on notation: Options 4 and 6 notation can be confusing. (prolly just confusing myself and everyone else by mentioning it...
)
Option 4: 9=forward jump, cross-up, (V-Sion does not reverse inputs until after a neutral jump input) hence the 6 notation. Bottom line is you need IAD motion towards the corner.
Option 6: 9=forward jump, cross-up, (V-Sion does not reverse inputs until after a neutral jump input) hence the 4 notation. Bottom line is you need dash input away from the corner.
Hey Pat. Did you know that in MB you can DI?