Thanks, we haven’t gone to tournaments as a team very much recently so our footage is lacking. Not only that, but our 60GB per month bandwidth always goes dry very quickly when we post several new videos. However, we’ll have new vids up eventually, like the seiei combo vid.
Good to know that you play somewhat nearby, irvine is about 30 mins from cal poly… I’ll pm you when we plan on going.
To contribute to the elena thread, a full ex combo will always deal more damage than any super, including the brave dance. However, this takes a little more meter, about 10% of the bar. To rectify this, you can substitute the ex scratch wheel finish with a forward uppercut. This deals two less damage than the brave dance super (63 compared with 65) with less meter, and six damage less than the full ex juggle. So unless you’re close to killing him and want to make sure, the modified juggle should suit your needs for more efficient meter use. Note that when an opponent is crouching, even the modified juggle does more damage than the brave dance.
This also shows that generally, you shouldn’t use the brave dance super in combos or at all unless range is a concern or you plan on a wakeup surprise. In my experience, after a parry, you may be too far to connect an ex spinning scythe after a low strong, so the super is a better choice (unless they’re at max range, in which case you should go straight into the super or think of something else because there’s a good chance the opponent will recover from the strong and block if you cancel late and they’re far away). But, this means that with jump-ins, you have more damaging things to do other than a brave dance.
As a side note, you may want to use an ex uppercut on wakeup rather than a super because while you are still taking a risk, it will reduce the meter loss on your part, while still doing some good damage if you guessed right.