It’s a fun tool to have but if you catch someone standing and not blocking against two hits of his overhead they probably aren’t paying attention anyways. Even if they block it the c.lk xx lp.CU is still pretty darn safe against most the cast. (also a ghetto frame trap)
I like these two combos, they make for a good finishing when using an overhead. The timing on the lk is a little wonky, but I find the pay off is better than just throwing out and overhead with no follow up.
I’ve never done this in an actual match since it’s incredibly impractical, but I wanted to figure out a combo that connects full U2 from an overhead. Here’s what I came up with: f. HP -> cr. LK xx H. CU -> FADC -> cr. LP -> st. MP -> U2
I’m a bit wary a normal st:mp: will be able to link to U2. I can’t test it right now but it just doesn’t feel right, you need a CH cr.:mp: to get the same effect, and the cr version comes out faster I feel.
the +3 on a standing opponent from a hammer hook is pretty much useless. I feel like the developers just gave it to us to make us happy. However, you can usually catch your opponent pressing buttons with a cr.LK after you land an overhead hammer hook.
I like using it for punish combos, as people think “Wow only overhead for punish?” then it combos into cr.LK and then into whatever, I just like the mindgame and showing off aspect of using it as a punish. Its the same as doing a crazy hard combo when raw ultra would suffice.
I recently played a long set, where in the 2nd game I did that overhead combo, and for the rest of the set he thought overhead could always combo into stuff. So for the whole set he was blocking high far too much until I told him it only combos on standing haha