Normals 5LK moves can dodge lows: https://clips.twitch.tv/CulturedAlertWalletYouDontSay close LK is 2f startup :) Meterless Combos 5mk xx hit-grab (34, 36, 39 damage) 2mk xx hit-grab (29, 31, 34 damage) 5lk, uppercut (24, 27, 30 damage) 2lk, uppercut (NA, 24, 27 damage) *cs.mp(1) xx mk chicken, mp uppercut (34 damage) cs.mp(1) xx mk chicken, hp uppercut (35 damage) cs.mp(1) xx mk chicken, cs.mp(1) xx mk chicken, cs.mp(1) xx mk chicken (32 damage, use for meter build) cs.mp(1) xx mk chicken, cs.mp(1) xx mk chicken, hp uppercut (38 damage, side switch) *cs.mp(1) xx mk chicken, cs.mp(1) xx mk chicken, mp uppercut (43 damage) *cs.mp(2), 5hk (25 damage, easy hit confirm) *cs.mp(2), walk forward, cs.mp(1), neutral sjc j.HK (30 damage, corner oki setup) doesn't work on twins for Hugo, kara the uppercut with HK or MK cs.mp(2), xx hk chicken, mp uppercut (36 damage, max meterless confirm) get the loop started on twins (very finicky, not sure if it's a height or distance thing): cs.mp(1) xx EX chicken, cs.mp(1) xx mk chicken -> ender * = you can start this from late jump chicken kick overhead as well, 2 or 3 more points of damage On some characters you can add a disc into the normal chicken loop. Same damage, more stun. Alex, Hugo, Necro, Twelve, Urien cs.MP(1), MK chicken, cs.MP(1) xx HP disc Wacky charge partition combo on Hugo (maybe others?) cs.MP(1), HP sun disk, HK chicken kick, cs.MP(1), HP sun disk, dash forward, MP uppercut Corner Combos: Dudley cs.mp(2), hp disc, cr.fp Combo Notes Everything should work the same from a jump-in starter. Generally, instead of continuing a combo, you can use cs.mp(1), forward sjc, j.mk or j.hk. This will reset them so they land on their feet. MK leaves you right next to them. HK leaves you too far for 2mk xx hit-grab, but close enough for 5mk xx hit-grab vs. kara throw. https://clips.twitch.tv/CourteousBrightMonkeyDerp Chicken loops only work on twins in the corner, or if you parry a jump-in at mid-screen. You can also start a chicken loop on Yun if you parry a dash punch at the right time. . . You actually can't chicken loop Hugo mid screen. :( Yagyou Unblockable Loops Normal starter: cs.mp xx mk chicken, cs.mp xx mk chicken, cs.mp xx yagyou -> unblockable Hit confirm starter: cs.mp(2), walk forward, cs.mp(1) xx yagyou -> unblockable Overhead starter: jump in, late chicken kick, land, cs.mp(2) xx yagyou -> unblockable Akuma lp ball, dash x3, nj, fj mp ball, dash x2, nj, fj mp ball, dash x2, fj, nj, j.HK mp ball, dash x2, back dash, fj (empty jump c.lk or whiff st.lk, j.mk) hp ball, step back, whiff s.HP, sjf (hard to get the ball to hit once) Note: These are generally not worth going for unless your opponent doesn't know what to do. Gouki has a lot of escape options: teleport, hp dp, tatsu super, demon, kkz Alex lp ball, dash x2, nj, fj lp ball, dash x3, nj, fj mp ball, dash x2, nj, fj (let the ball hit twice) mp ball, hk chicken, nj, fj mp ball, fj, land, dash, nj, fj, j.mk https://clips.twitch.tv/SilkyRelievedRhinocerosOSsloth mp ball, fj, land, dash, fj, fj, j.hk hp ball, f+mp, f+mp, step back, fj, j.mk hp ball, f+mp, f+mp, fj, delay fj, j.hk hp ball, whiff d+fp, f+mp, lp, j.mk (this works but it's inconsistent) hp ball, whiff 5HK, sjf, fj, fj.hk hp ball, whiff 5HK, sjf, fj, fj.mk (these just depend on the timing of the double jump forward) chicken loop xx HP disc xx LP ball, dash, sjf, djf, crossup j.MK (somehow you can time this to give you dj.HK?) https://twitter.com/inoue_oro/status/1569264640793935872?t=xv0ZlxjZk06TDrtt8dnogQ&s=19 add this to replay doc: HP ball, whiff 2MK, 2HP x2, sjf j.mk this is just a weird reset situation, but: https://clips.twitch.tv/SuperCaringStrawberryCclamChamp Chun lp ball, dash x3, nj, fj, j.MK lp ball, dash x3, fj, nj, j.HK lp ball, dash x3, back-dash, fj cs.mp(1), mk chicken, cs.mp(1), lk chicken, cs.mp(1) xx light ball, dash x2, whiff 5HK, fj, fj.MK https://twitter.com/inoue_oro/status/1193089662761308160 cs.mp(1), mk chicken, cs.mp(1), lk chicken, cs.mp(1) xx light ball, dash, slight walk, dash, whiff 5MK, walk back, fj.MK https://twitter.com/inoue_oro/status/1193058279607259137 cs.mp(1), mk chicken, cs.mp(1), hk chicken, cs.mp(1), LP ball, dash x3, nj, fj, j.MK (kinda near corner, requires precise positioning, probably don't do this) Note: After a neutral grab, throw LP ball and jump over. Dudley lp ball, dash, dash, instant nj, fj, j.mk mp ball, dash, slight walk, nj, fj, j.mk (second jump is fast) mp ball, dash, fj, delay fj, j.HK mp ball, forward jump, fj, delay fj, j.HK hp ball, forward dash, back dash, walk forward, forward jump j.mk hp ball, f+mp, slight delay, fj j.mk hp ball, f+mp, fj, fj j.mk (fast) hp ball, f+mp, sjf, jf, j.hk hp ball, dash, nj, fj, j.mk hp ball, dash, fj, nj, j.hk hp ball, sjf, nj, j.hk hp ball, dash, fj, land, UOH, cs.mp Elena lp ball, dash x2, nj, fj, j.mk lp ball, dash x2, fj, nj, j.hk mp ball, dash x2, nj, fj, j.mk (possible to get the ball to hit once, but inconsistent) hp ball, 2HP, 2HP, sj j.mk hp ball, hk chicken, nj, fj, j.mk hp ball, hk chicken, fj, fj, j.hk MP chicken loop xx MP ball (1) jf.HK, whiff cl.MK, step back, jf, crossup j.MK (inconsistent for the same reason) Hugo cl.MP(2), walk, cl.MP(1), lp ball, dash x2, nj, fj j.mk cl.MP(1) xx HP disc, HK chicken(1), cl.MP(1) xx HP disc xx LP ball, dash x2 OR dash walk, nj, fj j.mk OR fj, fj j.hk You can only do 1 rep of cl.MP(1) xx MK chicken on Hugo. You have to cancel into chicken on exactly the 18th frame after cl.MP hits. You can get another cl.MP(1) after this, but you can't get another MK chicken. Ibuki lp ball, dash x2, nj, fj j.mk lp ball, dash x2, fj, nj j.hk mp ball, dash x2, nj, fj j.mk mp ball, dash x2, fj, nj j.hk hp ball, jump forward, nj, fj, j.mk hp ball, jump forward, fj, fj, j.hk hp ball, walk back, 5HK, sj j.mk add this to replay doc hp ball, dash, walk, nj, fj j.mk Ken lp ball, dash x3, nj, fj j.mk mp ball, dash x2, nj, fj j.mk https://clips.twitch.tv/ManlySteamyCoffeeRlyTho mp ball, dash x2, fj, nj, j.hk //mp ball, dash x2, back dash, fj (empty jump c.lk or whiff st.lk, j.mk) hp ball, step back, whiff s.HP, sjf j.mk (hard to get the ball to hit once) //hp ball, step back, HP disc, sjf (hard to get the ball to hit once) hp ball, whiff 2HP, sjf, djf, j.mk hp ball, whiff 2HP, sjf, delay djf, j.hk Makoto lp ball, dash x3, nj, fj j.mk lp ball, dash x3, fj, nj j.hk lp ball, dash x3, backdash, fj Note: After a neutral grab, throw LP ball and jump over. Necro lp ball, dash x2, nj, fj j.mk (jump has to be fast) mp ball, back dash, walk forward, sjf j.mk (this is probably dumb) mp ball, whiff 2HP twice, sjf j.MK hp ball, delay jf j.HP, slight walk, nj, fj, j.MK hp ball, ex disc, sjf hp ball, whiff 2HP twice, sjf j.MK Oro lp ball, dash x2, nj, fj j.mk lp ball, dash x2, fj, fj j.hk mp ball, dash x2, nj, fj j.mk (annoying, ball has a tendency to hit twice) mp ball, dash x2, fj, fj j.hk (annoying, ball has a tendency to hit twice) hp ball, ex disc, sjf j.mk (actually no idea how to parry this) hp ball, whiff st.hp x2, sjf j.mk Q lp ball, dash x2, nj, fj (hard) mp ball, dash x2, nj, fj (hard) hp ball, whiff c.HP x2, sjf hp ball, hk chicken, nj, fj (double jump before the peak of your jump) hp ball, whiff 5HP, sjf, fj, j.hk Remy mp ball, dash x2, nj, fj j.mk mp ball, dash x2, fj, fj j.hk hp ball, forward dash, back dash, walk forward, forward jump (I think this is bad but the down parry feels impossible) hp ball, dash, walk, nj, fj j.mk hp ball, dash, walk, fj, nj, j.hk (close-ish to corner) lp ball, dash x3, pause, forward jump (this is silly, I just included because I think it's neat) Ryu lp ball, dash x3, nj, fj mp ball, dash x2, nj, fj mp ball, dash x2, fj, nj, j.hk mp ball, dash x2, back dash, fj (empty jump c.lk or whiff st.lk, j.mk) hp ball, step back, whiff s.HP, sjf (hard to get this consistent) //hp ball, step back, hp disc, sjf (hard to get this consistent) HP ball, whiff 2HP, sjf, djf, j.MK (not sure if this is real, but it can be really ambiguous) https://twitter.com/inoue_oro/status/1220186029014994945?s=19 Sean lp ball, dash x3, nj, fj mp ball, dash x2, nj, fj mp ball, dash x2, fj, nj, j.hk mp ball, dash x2, back dash, fj (empty jump c.lk or whiff st.lk, j.mk) hp ball, step back, whiff s.HP, sjf hp ball, step back, hp disc, sjf (hard to get this consistent) Twelve lp ball, dash x2, nj, fj j.mk lp ball, dash x2, fj, fj j.hk mp ball, dash, whiff 2hp x2, fj j.mk hp ball, whiff 2hp x2, sjf j.mk hp ball, whiff 2HP, sjf, nj j.hk hp ball, EX disc, sjf j.mk Urien lp ball, dash x2, slight walk forward, nj, fj j.mk (jump fast) lp ball, dash x2, slight walk forward, fj, fj j.hk (jump fast) lp ball, dash x3, nj, fj j.mk (jump fast) lp ball, dash x3, fj, nj j.hk (jump fast) hp ball, dash x2, nj, fj (this sucks) cs.mp(2), cs.mp(1), hp ball, mk chicken, nj, fj, j.mk https://clips.twitch.tv/ZanyBlushingLasagnaKeepo cs.mp(1), mk chicken, cs.mp(1), hk chicken, cs.mp(1), LP ball, dash, dash, walk nj, fj, j.MK, cs.MP(1), HP disc, dash, cs.MP(1), hk chicken, etc. https://twitter.com/EyelidofSteel/status/1204937432820436992 mp, mk chicken, mp, hk chicken will cross Urien up, experiment with this Yang / Yun cl.mp(2), walk, cl.mp(1) xx lp ball, dash x2, nj, fj cl.mp(2), walk, cl.mp(1) xx lp ball, dash x2, back dash, fj j.mk Normal chicken loop works only from parried dive kick or jump-in. From the ground, use the alternate chicken loop: cs.mp xx ex chicken, cs.mp mk chicken, ender If you parry a jump-in, you can do one rep of the regular loop, then all subsequent reps must use the alternate loop. Parrying these should be the same whether they start from air parry or the alternate loop. lp ball, dash x2, nj, fj j.mk lp ball, dash x2, fj, fj j.hk mp ball, dash x2, nj, fj j.mk mp ball, dash x2, fj, nj j.hk Another idea: cl.mp(1) xx mk chicken, EX uppercut(1) xx LP ball, dash x2, nj, fj j.mk cl.mp(1) xx mk chicken, EX uppercut(1) xx LP ball, dash x2, fj, fj j.hk Instead of the j.mk, you can also do jump-over chicken kick. Since you crossed over but are still facing the same way, you must reverse the input. mp ball, walk forward, jump over, late chicken kick Depending on how you hit this may cause Yang to go left or right, but you can continue the combo. Needs some work. Starting from uppercut: Dudley ex upper xx lp ball, slight delay, j.lp, dash Ken ex upper xx lp ball, dash, j.lp, dash ex upper xx mp ball, dash, j.lp, dash hp upper, mp ball, dash x2, instant fj mk (what?) Makoto ex upper (1), lp ball (2), late fj lp, dash under (seems unblockable) ex upper (1), mp ball, slight delay, ex disc, dash forward, slight walk, fj (unblockable) General Unblockable Notes: Anyone with a move that takes them off the ground on frame 1 can attempt to escape by using that move as a reversal. If they get the reversal, the ball will hit them in the air, and they fall out of the normal loop. You may be able to react to this and continue the combo anyway, but I haven't tested it thouroughly. Characters that can do this should include: Necro -- flying viper Oro -- chicken kick Remy -- cold blue kick Urien -- headbutt Supers with significant invulnerability frames can trade with the ball or sometimes blow through it outright, escaping the unblockable loop. Examples: Alex -- boomerang raid (trades), stungun (wins) Gouki -- tatsu super, demon, kkz (win) Ryu -- shinsho (wins) Dudley -- rocket uppercut Gouki has the only non-super move that escapes entirely -- he can just teleport out of the unblockable setup. If you play against one of these characters, you may want to use Tengu instead of Yagyou. Characters you can jump over in the corner: Alex, Dudley, Gouki, Hugo, Necro You can do unblockable loops on them closer to the corner than other characters, because you set the ball and then just jump over. They also eat a bunch of setups from EX disc, for the same reason. You'll want to learn at least two loops for each character: one that unblocks with fj j.MK, and one that unblocks with nj j.HK. You'll use these to mess with people's parry timing and make them get hit once they start parrying out of your basic loop. If I'm playing someone that I know is good at parrying out of the loop, I will typically go for a fastest-possible double jump over them, then land 2LK to break guard. You can then delay a moment, and pick them up with cs.MP to keep doing loops. The delay is very important. If you hit them too fast, the ball hits them late and forces them to the ground. Vanao did it once: https://www.youtube.com/watch?v=VOuZYFYa72o Mixups and Oki During chicken loop, juggle w/ stand jab/short and dash 664 for same-side, 6[6] for cross-under follow with another cs.MP, cs.mk, 2mk, overhead, throw, etc. It seems like some characters land quickly and can just throw you out of the cross-under. Happens a lot with Alex and Makoto Chicken loop, juggle w/ short, EX disc After ending with chicken kick knockdown, double jump, then low/high/whatever In corner, chicken loop, mp upper, fj, bj, late chicken kick/low short Back throw into the corner, EX up disc, dash in Chicken loop into the corner, then jab reset into instant jump chicken kick, or back-dash to bait something. If you drop a loop (fail to cancel, maybe you get just the second hit of cs.mp), throw a ball anyway, dash in, instant jump forward j.mk https://clips.twitch.tv/TallAltruisticPeafowlKappaClaus Chicken kick can hit behind you! https://clips.twitch.tv/GiantAwkwardBadgerKreygasm idk where to put this but here's a big-brain play: https://clips.twitch.tv/IcyFairDootNononoCat Very important reset: chicken loop to the corner, 2hp xx yagyou. If they take the ball, you get a hard knockdown. If they try to parry out, it resets damage and stun scaling. You have a lot of options to beat the parry: roundhouse, up disc, EX disc, jump chicken kick, air throw, or just do another 2hp xx yagyou if you have the bar. Once they start parrying, they are committed to either parrying the whole thing or taking a ton of damage off the reset. You will often get stun juggles off of this if they start to parry and then drop it. If they get hit with this, you can put out an EX disc, then meaty UOH into whatever. . . https://twitter.com/inoue_oro/status/1411859901601632258 https://twitter.com/inoue_oro/status/1296947811561271297 cs.LP is like +6 on block, so that's a good tick option. The throw isn't actually very threatening, but if they tech, you can hit them with cs.MP and go into the unblockable loop. You can also tick with 2LK or close 5LK. It isn't as plus, but it works a lot for some reason. Again, get them to start teching, then stand just outside of grab range and hit them with cs.MP. SGGK with either MK or MP, so you get a nice combo if your hit option comes out. Any yagyou hit causes a hard knockdown. With a slight partition, you can empty jump into 2lk xx uppercut, or do a late chicken kick for an overhead. This isn't really a good mixup, because if the opponent blocks, you take a full punish. The same mixup becomes a lot better in the corner. You can end a combo with low fierce xx yagyou, then charge an EX disc. Put the disc out so it covers their wakeup, and they're forced to take the empty jump mixup, in addition to whatever else you might want to try. Mid-screen, you'll have to recognize how far away the opponent is before your jump-in. However, on many characters, you can jump over and do the chicken kick backwards. If you do this right, you'll hit them with a crossup chicken kick, facing the wrong way, but you'll still land and get a full launch combo off cs.MP. After a back throw, you can dash in three times and it sort of auto-times another wakeup throw on the normal wakeup speed characters. Again, this is kind of a gimmick. One rep of chicken loop into this left/right mixup. Dashing late leaves you on the same side. Timing of the j.lp can also make you end up on the same side. Unblock them with 5MK or 2MK, combo into hit grab for the knockdown. You can also do a delayed 5MP and loop them back the other way. Timing is funky, you'll need to lab it. This setup only lets you do one chicken kick, so you'll need to watch meter usage. Useful against people who parry out of the usual setups, because they probably haven't seen this one. Pretty sure these can all be unblockable, but it seems unreliable. It depends on the timing of the ball and your normal hitting them, so stand vs. crouch block matters, as well as whether you use st.mk or cr.lk. Akuma lp ball, walk forward, j.lp, dash mp ball, walk forward, j.lp, dash Alex LP ball, walk forward, j.LP, dash MP ball, walk forward, j.LP, dash Chun LP ball, walk forward, j.LP, dash MP ball, walk forward, j.LP, dash Dudley LP ball, dash, j.LP, dash MP ball, dash, j.LP, dash Elena LP ball, dash, j.LP, dash MP ball, walk forward, j.LP, dash (sometimes unblockable, go for low forward) Hugo testing this stuff sucks Ibuki LP ball, dash, j.LP, dash MP ball, dash, j.LP, dash Ken lp ball, dash, j.lp, dash mp ball, walk forward, j.lp, dash Makoto lp ball, walk forward, j.lp, dash (sometimes unblockable) lp ball, dash, j.lp, dash (sometimes unblockable) mp ball, walk forward, j.lp, dash Necro lp ball, walk forward, j.lp, dash mp ball, walk forward, j.lp, dash Oro lp ball, walk forward, j.lp, dash (seems unblockable) mp ball, dash, j.lp, dash (low forward might makes this unblockable) Q lp ball, walk forward, j.lp, dash mp ball, walk forward, j.lp, dash Remy lp ball, dash, j.lp, dash mp ball, walk forward, j.lp, dash (seems unblockable if they block low) Ryu lp ball, walk forward, j.lp, dash (seems unblockable) mp ball, walk forward, j.lp, dash (seems unblockable) Sean lp ball, walk forward, j.lp, dash mp ball, walk forward, j.lp, dash (seems unblockable if they block low) Twelve lp ball, walk forward, j.lp, dash mp ball, walk forward, j.lp, dash Urien lp ball, walk forward, j.lp, dash mp ball, walk forward, j.lp, dash Yang Since you can't do chicken loops, start with cs.mp(1) xx mp ball Yun Since you can't do chicken loops, start with cs.mp(1) xx mp ball who was I doing this on? not an unblockable: hp ball, walk back, ex disc, dash, fj Inoue (and others) 100% stun setups Alex cl.MP(1) xx MK chicken, cl.MP(1) xx MP ball, forward jump (ball hits twice) late j.HK, EX up disc, step forward, crossup fj.MK, chicken loop xx LP ball, dash, dash, nj, fj (fast), crossup j.MK, cl.MK xx HP uppercut j.HK, cl.MK xx EX uppercut(1) xx light ball, whiff fj.HK, 2HP xx MP ball, walk forward, crossup fj.MK, cl.MK xx HP uppercut Chun cs.MP(1) xx MK chicken, HP(?) ball, sj forward j.HK, EX sun disk, micro walk forward, jump over j.MK, (chicken loop), HP ball, forward dash x3, back dash, jump over, land 2MK, cs.MK, HP uppercut https://twitter.com/inoue_oro/status/1356910034152611844 EX uppercut(1) xx HP ball(3), jump forward whiff j.HK, land 5HK, EX sun disk, super jump crossup j.MK, cs.MK, HP uppercut https://twitter.com/inoue_oro/status/1356455752198549505 EX uppercut(1) xx HP ball(2), jump forward j.HK, EX sun disk, walk forward, jump crossup j.MK, cs.MK, HP uppercut https://twitter.com/inoue_oro/status/1356457091439841280 jump chicken kick, cs.MP(1), MK chicken, cs.MP(1), HP ball, jump HK (air), EX sun disk, jump crossup HP(1), land cs.MK, HP uppercut https://twitter.com/0123456777oro/status/1420764275828674565 (this combo is insane wtf) 2MK, EX uppercut(1), HP ball(2), dash, 5HK, EX sun disk, sj forward, j.MK, cs.MK, HP uppercut https://twitter.com/JhnS3298/status/1419800641002684416 cs.MP, HK chicken, EX uppercut(1), MP(?) ball, sj forward, land cs.MP(2), EX sun disk, crossup j.MK, cs.MK, HP uppercut https://twitter.com/inoue_oro/status/1418248333156491264 jump in chicken, EX uppercut(1), HP ball, dash, neutral jump HK, EX sun disk, sj forward, crossup j.MK, cs.MK, HP uppercut https://twitter.com/JhnS3298/status/1420073736473038850 jump HK, cs.MK, EX uppercut(1), HP ball(2), EX sun disk, dash forward, crossup j.MK, (chicken loop) https://www.youtube.com/watch?v=t0ffQCa3KLI EX uppercut(1), HP ball(2), dash forward, neutral jump HK, EX sun disk, micro walk back, sj forward, crossup j.MK, cs.MK, HP uppercut https://www.youtube.com/watch?v=GGb4dk5GDsE Dudley forward jump HP(2), close MK, EX uppercut(2?), LP ball(2), forward jump HK, forward jump, double forward jump, crossup j.MK, close MK, HP uppercut cl.MK, EX uppercut(2?), LP ball(1), jump forward HK, forward jump, double forward jump, crossup MK, cl.MP(1), MK chicken, cl.MK, LP(?) ball, forward dash, HK EX DP(2?), LP ball(1), fj HK, fj, dfj, crossup j.MK, cl.MP(1), MK chicken, cl.MP(1), MK chicken, cl.MP(1), HP ball, sjf, dfj, crossup j.MK, cl.MK xx EX uppercut (corner) nj.HK, cl.MP(1) xx HP disc, kara MP disc (?), 2HK xx HP(?) yagyou, EX disc, jump over j.MK, cl.MK xx hit grab j.HK, EX uppercut(1), xx LP yagyou (2), empty jump 2HP xx MP yagyou, sjf, crossup j.MK, cl.MK xx HP uppercut Elena EX uppercut(1) xx LP(?) ball (3), jf late j.HK, EX up disc, slight step forward, crossup j.MK, cl.MK xx HP uppercut EX uppercut(1) xx LP(?) ball (2), MP(?) disc, dash, dash, cl.MK xx EX up disc, step forward, crossup j.MK, cl.MK xx HP uppercut j.HK, cl.MK xx EX uppercut(1) xx HP ball(2), dash HP disc xx MP ball, walk back, sjf, crossup j.MK, cl.MK xx HP uppercut Gouki lol yagyou Hugo cl.MP(1) xx HP disc, HK chicken, cl.MP(1) xx HP disc xx LP(?) ball, sjf j.HK, nj.HK, cl.MK xx HP uppercut(1?) xx LP ball, fj.j.HK, cl.MP(1) xx HP disc, HK chicken, cl.MP(1) xx HP disc xx LP(?) ball, sjf j.HK, nj, fj, crossup j.MK, cl.MP(2) xx LP(?) ball, fj.HK, dash forward, nj, crossup fj.MK, cl.MP(2) xx HK(?) chicken, 5HK nj.HP, cl.MP(1) xx HP disc, HK chicken, cl.MP(1) xx HP disc xx LP ball, empty sjf, nj.HK, cl.MP(1) xx HP disc, HK chicken, cl.MP(1) xx HP disc xx LP ball, dash, walk, fj, nj(?).HK, 2MK xx HP uppercut nj.HK, cl.MP(1) xx EX horizontal disc xx HP ball, empty sjf, land, nj.HK, cl.MP(1) xx HP disc, HK chicken, cl.MP(1) xx HP disc xx LP ball, empty sjf, nj.HK, 2MK xx HP uppercut cl.MP(2) xx LP ball, fj.HK, dash forward, nj, crossup fdj.MK, cl.MP(2) xx LP ball, fj.HK, dash, fj, crossup djf.MK, cl.MK xx HP uppercut late chicken, cl.MP(1) xx LP ball, fj.HK, dash, nj, crossup fdj.MK, cl.MP(2) xx LP ball, fj.HK, dash forward, fj, crossup djf.MK, cl.MK xx HP uppercut cl.MP(2), cl.MP(1) xx MP ball, fj.HK, EX up disc, fj.MK, cl.MK xx EX uppercut xx HP ball, empty fj, empty djf, UOH, cl.MK xx HP uppercut Ibuki cl.MP(1) xx MK chicken, EX uppercut(2?) xx MP ball(1), jump forward, ball hits (2), cl.MP (2nd hit only), xx EX up disc, step forward, crossup j.MK, cl.MK xx HP uppercut EX uppercut(2) xx MP ball(1), dash up, cl.MP (2nd hit only) xx HP ball, tap forward, crossup j.MK, cl.MK xx HP uppercut Ken cl.MP(1) xx MK chicken, EX uppercut(1), MP(?) ball(2), dash forward, neutral jump HK, EX sun disc, sj forward, crossup j.MK, cl.MK, HP uppercut https://twitter.com/inoue_oro/status/1358030542873059331 jump late chicken, EX uppercut(1), LP(?) ball(2), dash forward, neutral jump HK, EX sun disc, sj forward, crossup j.MK, cl.MK, HP uppercut https://twitter.com/JhnS3298/status/1420111014570385414 from a neutral throw -> empty jump 2LK, EX uppercut(1), LP ball(2), dash forward, nj j.HK, EX sun disc, sj forward, crossup j.MK, cl.MK, HP uppercut https://twitter.com/JhnS3298/status/1420145619721719811 back throw into corner -> empty super jump 2LK, EX uppercut(1), LP(?) ball(1), HP sun disc, walk up, cl.MK, HP(?) ball, 5HK https://twitter.com/JhnS3298/status/1398598292423036931 Makoto EX uppercut(1), LP ball(3), dash forward, 5HK, EX disc, sj forward, j.MK crossup, land 2LK, HP uppercut https://twitter.com/JhnS3298/status/1355691305167413251 EX uppercut(1), LP ball(2), dash forweard, 5HK, EX disc, walk forward, fj j.MK crossup, close MK, HP uppercut https://twitter.com/inoue_oro/status/1356187833623449604 close MP(2), LP ball(2), walk forward 5HK, EX disc, sj forward, j.MK crossup, closeMK, HP uppercut close MP(1), MK chicken, close MP(1), LP ball(2), walk forward 5HK, EX disc, sj forward j.MK, close MK, HP uppercut late chicken kick, close MP(1), LP ball(2), EX disc, sj forward j.MK, close MK, HP uppercut https://twitter.com/KingRascarCapac/status/1355267419149901828 Necro chicken loop, MP ball(1), fj.HK, whiff cl.MK, walk back, crossup fj.MK x2, chicken loop again for the stun (corner) cl.MP(1) xx MK chicken, cl.MP(1) xx MK chicken, 2HP xx HP(?) ball, EX up disc, crossup(!) j.HK, cl.MK xx HP uppercut cl.MP(1) xx MK chicken, EX uppercut (1) xx HP(?) ball, EX up disc, step forward, crossup fj.MK, cl.MK xx HP uppercut j.HK, cl.MP(1) xx HP disc, dash cl.MP(1) xx LP(?) ball, empty jump, land cl.MK (should juggle) xx EX up disc, step forward, crossup fj.MK, cl.MP(1) -> chicken loop (nj.HK ender) chicken loop XX HP ball(1), fj.HK, nj, djf, crossup j.MK, chicken loop XX HP ball(1), fj.HK, walk back, crossup fj.MK, 5HK j.HK, cl.MK xx EX uppercut(1?) xx LK ball, dash as the ball hits, walk forward, cl.MK xx MP ball, step forward, crossup fj.MK, cl.MK xx HP uppercut Oro ??? Q j.HK, cl.MK xx EX uppercut(1) xx MP ball, HP disc xx MP ball, sjf, dnj.HK, cl.MK xx HP uppercut Remy cl.MP(1) xx MK chicken, cl.MP(1) xx MP(?) ball, empty jf, cl.MK xx EX up disc, tap forward, crossup jf.MK, cl.MK xx HP uppercut EX uppercut xx HP ball, fj.HP(2), EX up disc, crossup fj.MK, cl.MK xx HP uppercut cl.MP xx MK chicken, EX uppercut(1) xx HP(?) ball, empty jf, cl.MK xx EX up disc, empty jump over, 2MK(?), cl.MK xx HP uppercut cl.MK xx EX uppercut xx LP ball, empty jf, 2HP xx MP ball, step back, sjf crossup j.MK, cl.MK xx HP uppercut there's also some corner stuff on Remy because his stun is low Ryu Same as Ken / Sean I guess? Sean Same as Ken / Ryu? Twelve cl.MK xx EX uppercut(1) xx LP ball, dash forward, cl.MK xx MP ball, dash forward x2, nj, crossup fdj.MK, cl.MK xx HP uppercut Urien ??? Yang/Yun cl.MP(1) xx HK chicken, EX uppercut(1), LP ball, dash forward, cl.MK xx EX sun disc, micro walk forward, forward jump j.MK, cl.MK xx HP uppercut https://twitter.com/inoue_oro/status/1358716388513173505 EX uppercut(2?), LP(?) ball(3?), dash up, HK, EX sun disc, micro walk forward, forward jump MK, cl.MK xx HP uppercut https://twitter.com/inoue_oro/status/1380398783624667143 cl.MP(1) xx EX chicken, EX uppercut(1?), LP(?) ball(1?), dash up MK xx EX sun disc, forward jump MK, cl.MK xx HP uppercut https://twitter.com/inoue_oro/status/1371660081910087682 Matchup Stuff Chun Horrible. 2MK is kinda okay. cs.MP(2), walk forward, cs.MP(2), EX sun disk xx HP(?) ball, jump over MK: https://youtu.be/_Plta-0YTSI?t=26 P2 only corner crossup combo: https://twitter.com/JhnS3298/status/1433764662982631431 also P2 only -- throw her into the corner, jump in CROSSUP chicken kick: https://twitter.com/JhnS3298/status/1434473116856692736 jump-in punish on Chun SA2 -- parry the first 8 hits, jump back air parry, neutral jump, j.HK Elena Use 2MP more Hugo Footsies game is a struggle. Try to make his 2LK and 2MK whiff with your far MK. 2HP will usually counterhit his stand jabs Be careful with discs. Hugo's jab will always trade in his favor with them. MP disc is a little more usable because it's harder for Hugo to hit it. Whiff punish claps and slaps with your 6MP. Oro's air throw actually works really well against Hugo? Corner "loop": activate yagyou, jump over j.MK, land, cs.MP(1) xx hk chicken, yagyou or EX disc, etc. https://www.youtube.com/watch?v=adDl47HFKP4 (chicken loop mid-screen) Urien 2mk ducks a lot of his moves, stuffs his 2mk, usually beats tackle, should recover in time to tech after a whiffed headbutt. Blocked tackle is hard to punish. Try to keep a charge so you can DP it. If you're feeling nice, it is usually punishable with a reversal kara light hit-grab (mk~hcb+p). Makoto 2LK is 2f startup. You can use this to interrupt some post-hayate Makoto pressure. Makoto's 2MK is a nightmare to deal with. meaty UOH setup: https://twitter.com/JhnS3298/status/1409454586717478913 abare punish: https://twitter.com/JhnS3298/status/1394253688626110473 Oro if you are P2 and you throw P1 Oro into the corner, you can jump over him for a crossup Shotos use far mk to whiff punish sweeps and low forwards it's possible to whiff punish a sweep with a kara hit-grab https://clips.twitch.tv/GracefulProtectiveHummingbirdMVGame far MK and stand HK are good pokes in these matchups, but watch out for shoto far MP Ken can shippu punish MK or HK on hit from close distances :( Inoue is insane https://twitter.com/inoue_oro/status/1243853510652784642 idrgi: https://twitter.com/inoue_oro/status/1391083623575539713 this one is SICK: https://twitter.com/inoue_oro/status/1380683981272739848 chicken loop, low fierce reset, HP ball, 5HK, EX sun disc, dash, UOH, cl.MK, hit grab Ken hitgrab, whiff 5LK, meaty UOH, cl.MP if you are P2 and you back throw Ken into the corner, you can jump over him for a crossup Yun I saw someone go into chicken loop from a parried lunge punch? Edit, it was Inoue and it was sick: https://www.youtube.com/watch?v=bYVNwnNBKzs Tengu things https://www.youtube.com/watch?v=4YaSlF0pDp0 https://youtube.com/clip/UgkxV-l54TNhhp6JGPzHpjQuOCet-OgSMBva Good matchups: Q, Remy, Alex, Hugo, Sean Even-ish matchups: Gouki, Ryu, Dudley, Necro, Makoto, Urien Bad matchups: Chun, Yun, Yang, Ken, Elena ?? matchups: Ibuki, Twelve Starting a new section for weird random things: https://twitter.com/kinyoubi103/status/1243216082116079617?s=19 https://twitter.com/inoue_oro/status/1295568767636799488?s=19 https://twitter.com/inoue_oro/status/1237239377966714886?s=19 https://clips.twitch.tv/MoldyCrowdedFlamingoImGlitch North American Players: Hungbee Red Venom Aris Katy Parry Bafael Jinrai KD Alpha Crazierstairs NeonRiot Boa Orogasm CrazierStairs Gas Station Hobo Ora Ora Orange JP Players: Vanao ヴァナヲ Dirty♪ Thanatos タナトス Inoue 井上 Hirochan ヒロちゃん Kuroda クロダ Koro コロ Fugu フグ TINSHI Mr. Mikami Mr.ミカミ Tama 玉 (maybe Gyoku?) Munakata 403 Chelsea GameSpot Versus League Battle Titles: 名将 (Coach). 強者 (Strong) to 王者 (King) Dan Matches.