First off, let’s say I pull off a cross up and I know I’ve connected. What should I follow up with? Obviously c.lp xx hk RJ doesn’t cut it, and I don’t wanna waste my time practicing anything suboptimal. However, if the combo you describe in answer to this question involves a one frame link, a crutch combo to fall to before I get that link down would be appreciated.
Next, what are a few good follow-ups to s.mk and s.hk footsies? For example, does either cancel into grounded Jaguar Kick; would an iAJK be a good follow-up for either, and if so, which version(s)? What else works good to do afterward?
Should I ever cross-up with anything besides j.mk? I think I remember people talking about JK or AJK crossing up, which versions are used and in what situations (unless I am mistaken, and these don’t cross-up at all)?
I was thinking it’d be nice to have a combo I could cancel into RJ or c.hk on hit confirm, and cancel into JK to continue pressure on block (sometimes). Is there anything like this, and if so is it practical?
What do I need to know about Jaguar Tooth? I kind of just throw this out right now when I know it’s unexpected, and it makes me feel super scrubby. When do people use it? Is EX good at the beginning of the round sometimes, or is it always better just to walk forward (unless I’ve got a read on an idiot of course)? What can punish which versions? Is mk version good to use to land in front of people at all, ever (kinda like blanka ball shenanigans I was thinking)?
When, if ever, should I use mk RJ?
Am I correct in the following:
lk RJ has no invincibility frames but very high priority and speed
mk RJ is identical, only more vertical/less horizontal
hk RJ has 6 invincibility frames, high vertical inclination, but should still be avoided as an anti-air if the opponent jumps deep enough
Is there a normal used for anti-air when the RJs won’t hit (opponent’s jump-in will hit high on Adon’s body)?
I’ve been using s.hp xx mk rj as my go-to punish, is this what I should be generally using and are there other situational punishes I should be aware of?
What are some basic safe-jump setups that are useful at high level play, or should I abandon the idea of setting them up and simply master the distance and timing to use them unprompted?
I’ve almost always been using hk iAJK because I employ it to punish fireballs so often and I assumed it was the best tool for the job, so when are the other iAJKs useful? I know I should be using them for their specific ranges, but I’m more looking for situations they work well in.
Sorry for not searching these questions too thoroughly. Feel free to flame for it, or if I should have posted this in a different thread or something. I usually make google documents compiling all of the most relevant data I can find for the characters that I play, and most of this information will be put forth towards that. Thank you very much for taking the time to reply constructively if you do.