2P, 2MP, 28HK > SU3
Go-to choice for conserving Drive Gauge. At close range, can link 2MP into Double Shot (2MP~2MP) for more charge, but a clean hit SU3 won't be possible.
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK | Anywhere | 2616(2700) | 2 | 0 | [2] Easy | ||
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK > SU3 | Anywhere | 4616(4700) | 2 | 3 | [2] Easy | ||
2P, 5HP > Drive Rush > 6MK, 2MP, 28HK > SU3 | Anywhere | 4612(4714) | 2 | 3 | [2] Easy | ||
2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > 28HK | Anywhere | 2810(2894) | 2 | 0 | [3] Medium | Somersault Kick must be delayed as long as possible to build enough charge. | |
2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > LP/MP SU1 | Anywhere | 3146 | 2 | 1 | [3] Medium | ||
2P, 5HP > Drive Rush > 5H > SU2, 4HP > 46P~P~P~P~P | Anywhere | 3110(3136) | 2 | 2 | [3] Medium | ||
2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > SU2, 4HP > 46P~P~P~P~P | Anywhere | 3147(3164) | 2 | 2 | [3] Medium | ||
2P, 5HP > Drive Rush > 6MK, 5MP, 2MP > Drive Rush > 2HP, 2LP > 28HK > SU3 | Anywhere | 5086(5136) | 6 | 3 | [4] Hard | Can add extra LP before 28HK > SU3 to trade damage for consistency. |