You can hit the knees off the launcher as long as they are closer to the middle of the screen than to their edge; if you go into practice, walk towards the dummy until you are pushing it. As long as you aren’t in the corner, this is how far it is until the knee doesn’t hit screenwise. If you push them a closer to you, then the knees connect.
Working on Asuka/King combos. Not much I’ve found outside of the standard upknees, really only getting 50-60 damage for my bar there
Also, going to organize some combos by meter usage for those involving EX moves. Won’t go into tags as there are 37 other characters, but the upknees are a great place to tag for juggles.
First off, if they’re crouching on the jump in, you need 1 bar or else you won’t be able to get the upknee juggles. Thus
1 Bar: j :hp: cr :mp: cr :hp: xx EX :dp: :mk::hk: uf :mk: uf :mk: uf :mk: :hp: :dp: :hp:
That’s mid to high 400 damages; TV resolution is too terrible for me to make out. It gets you a bit more damage than the standard jump in to knee juggle, not too much, BUT IF THEY ARE CROUCHING IT IS THE ONLY WAY TO FORCE A STAND. Be sure not to try and mash out the chain OR the first upknee; you don’t want a launcher or Convict Kick finisher.
For 2 bars I’m experimenting with the super, how best to combo into it. For 3, with the cross art. For said cross art, I’m currently using a 310 damage partner, so the jump in combo comes to 608 I believe. You can’t do the standard jump in combo if they’re ducking, as that takes meter, so I’ll find someway else to combo into it. For the super, the standard jump in nets you 543 or so. Pretty much 100 for 2 bars, not that impressive. If you have 3 bars and do the anti-crouching option, which is 529 I believe. Less damage, more bar, but works against crouches. I’m trying to figure out a meterless BnB right now; rather not just do a magic series into tag with less than 400 damage or so.