Since I was in training mode for hours messing with ways to B12F2X2~F4 I remembered how it UMK3 characters could continue their combos if they jumped in and struck at a precise time. I remember Marverissta do this with Kabal vs CRAZY DOMINICAN at NECXI. Shock could also tell you about it...
So anyway... that's where the "deep" jump-in punch came in to play since a jump kick will essentially push your opponent down if you do a "deep" jump kick. This strategy is essentially ONLY useful from 2 dashing distances away from the corner... B12F1 (or B114 is 3% more dmg), lift, "deep" jump-in punch followed immediately by B12F1,B12F1,F4~grab = 54% (with B114 combo startup)
NOTE: this beauty of it is if you get a TKS from far away... instead of just doing a Push you can essentially do a "deep" JiP and combo~reset.
I'll shut up now.
So anyway... that's where the "deep" jump-in punch came in to play since a jump kick will essentially push your opponent down if you do a "deep" jump kick. This strategy is essentially ONLY useful from 2 dashing distances away from the corner... B12F1 (or B114 is 3% more dmg), lift, "deep" jump-in punch followed immediately by B12F1,B12F1,F4~grab = 54% (with B114 combo startup)
NOTE: this beauty of it is if you get a TKS from far away... instead of just doing a Push you can essentially do a "deep" JiP and combo~reset.
I'll shut up now.