I wish this occurred to me earlier. Hooray option selects.
So, the crane j.HK*2 tends to work better against larger characters, right? When you try it against even average sized characters, it’s hard to do it low enough for both attacks to hit. Worse, if you do it early enough for the kicks to combo, the opponent might avoid it entirely by crouching or anything else that could change their hitbox. Your j.HK whiffs, and if you’re mashing too hard, you get something dangerous when you land like a crane s.HK or c.HK.
Instead, always do crane j.HK by holding straight back (for the charge) and mashing LP+LK+HK. Time it early enough so that you’d get 2 hits if it makes contact. Here’s what will happen:
- Your j.HK hits twice, easy hit confirm into whatever you like.
- Your j.HK whiffs, you land and immediately do a back throw.
In the air the HK input will take priority, but on the ground the throw input will take priority. You can just keep mashing until you get one or the other. Just don’t charge down-back in the air, or else you’d basically get a crouch tech roundhouse when you land.
When the j.HK whiffs, it usually barely whiffs. It’s annoying, but it’s unintentionally deceptive too. Your opponent probably would have expected it to hit just as much as you did. When you do a throw faster than you can react to your own whiff though, it’s going to be hard for them to tech. It’s certainly better than the alternatives if you tap HK by itself too much.