The first four are with c.LP, HP(c). The close HP may be a bit
difficult at first, but once you get it down you'll be able to
hit-confirm off of it no problem. Keep in mind that the latter two of
these four combos, the LK Tatsu will whiff if they're crouching
.
1) crossup j.MK, c.LP, HP(c)
-> HP Srk (313 damage)
2) crossup j.MK, c.LP, HP(c) -> LP Srk
-> FADC, HP Red (361 damage)
3) crossup j.MK, c.LP, HP(c) -> LK Tatsu,
HP Srk (343 damage)
4) crossup j.MK, c.LP, HP(c) -> LK Tatsu,
LP Srk -> FADC, HP Red (382 damage)
In
these two examples, try substituting the c.MP with a c.MK or s.HP(c).
5) crossup j.MK, c.MP -> FB -> FADC, HP(c) -> LK
Tatsu, HP Srk (395 damage, 2ex)
6) crossup j.MK, c.MP -> FB -> FADC, HP(c)
-> LK Tatsu, LP Srk -> FADC, HP Red (425 damage, 4ex)
These are good examples of what c.HP does. It'll stand your opponent up on hit, so that the LK Tatsu won't whiff!
7) crossup j.MK, c.HP -> LK
Tatsu, HP Srk (359 damage)
8) crossup j.MK, c.HP -> LK Tatsu, LP Srk
-> FADC, HP Red (407 damage, 2ex)
I use c.MP after the cross-up j.MK because if you're trying to juggle your opponent into a corner, a c.MK might push them too far back (because of the j.MK beforehand) and cause them to fly away from the corner.
9) crossup j.MK, c.MP -> EX
Tatsu
10) crossup j.MP, c.MP -> EX Tatsu, HP Srk
(if crossing into corner only)
11) crossup j.MP, c.MP -> EX Tatsu, HP Srk
-> FADC, HP Red (if crossing into corner only)