J.2B

This combo ender is useful for scouting out your opponents reactions and positioning yourself for cross ups.

236C/D is the primary meaty you want to use here.

236C/D offer different timing for the oki so you can reset no tech/delay tech opponents and if they wake up you can do a delay double jump to have Koromaru cross up.

214C/D is good specifically for delay techs punish people who want to wait to get up with more block stun and still get a high/low.

Typically you would use j.B > j.2B to get the knockdown if its from 236D.

If you do rising j.2B you can get a really late low air dash on your opponent.

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