I just checked in training mode. It looks like there is no point after
connects where the opponent is vulnerable to anything until they recover from the knockdown. In short, connecting with
immediately ends your combo.
It's more of a setup move than a combo tool, honestly. Normal
is good for building magic and keeping a combo going, while
is good for building magic and
ending a combo. You're +36 if you still have juggle decay remaining and the hard knockdown activates (if they flash red, you're golden). That's 36 frames (just over 1/2 a second) where you can move around and your opponent is still getting up off the ground. You want to act quickly. If you're getting counterhit, you're attacking too late. You want to time whatever attack you're doing so it hits them
immediately after they stand up, but not any sooner than that. Here's a quick primer on some things you might want to do when they're getting up :
- on them. It hits Low, so if they're expecting something crazy, this can catch them off guard. If they block it, pause for a split second and either hit again, or sneak a throw in there.
- Throw them. It sets up exactly the same situation, where you've got a hard knockdown and can set up another mix-up. Not a bad option at all.
- them. Most people hold when getting up from a knockdown, and plows right through that. Not as good as hops, but it's real easy to do.
- Hop at them (if hops are hard, try pressing or to get the hop to come out more reliably). It's similar to , but trickier to execute. It's also much more flexible. Hop and hit a button for a high attack, or hop and do nothing, then hit when you land for a fake overhead, or hop and hit a button, then hit when you land to do two high attacks in a row (nobody expects the double overhead).
Somebody that knows Arizona better than me could tell you which button to press during a hop. I don't know whether j.
, j.
, or j.
is the best one to do. I bet it's j.
, but I can't say for sure.