I’ve been fiddling around with some regular resets to go for outside of v trigger situations, and I found a couple that might be useful. Not sure how much longevity they have, but maybe you guys can help me figure out some more uses for them.
- cr. MP xx ex. LP kunai -> LK dash -> b. MP -> st. LP kunai -> whatever
This one is a bit finicky with all the timings, but it’s consistent. The important parts are that you hit b. MP as soon as the LP dash ends so that it hits all the way at the top, and then DO NOT cancel the b. MP into the LP kunai, wait for the animation to finish and then just throw the kunai like a link. If you do it right, the kunai hits meaty since it doesn’t have enough juggle points to to combo in the air. I’m not very technically adept so I’ve had trouble seeing exactly how meaty it hits if you do it perfect, but I’ve been able to get at least st. LK off of it (so you can go into LP raida -> standard wakeup pressure). By appearances it doesn’t look like that one hit as meaty as possible, so you might be able to get an even better combo off the kunai, but I haven’t been able to execute it yet. At the very least, if you can’t combo it, st. MK would be at least be a great frame trap that you could go for as well, and you could get excellent throw setups. I’m thinking that last one might be the most useful because if you’re going for a reset to get the stun, that’ll maximize the damage of our stun combo.
- st. MK -> st. MP f. MK TC -> cr. MP -> whatever
This was affected by the season 2 patch in multiple ways. First off, the st. MK -> st. MP now links, so your opponent will be expecting a combo in the situation, instead of a frame trap like season one. In addition, since the TC is now +6 instead of +5, we can now link into cr. MP, which is important for this reset because of the pushback from the st. MK -> st. MP hits push the opponent out of range for st. MK to link off the overhead (it will whiff). This also highlights another important bonus of this reset though, which is that the overhead gets autospaced to hit from so far away that the opponent can’t “take their turn” guaranteed off of the -2 oB, since lots of attacks will whiff from this distance.