Sorry for the grainy look. The clips didn't rec properly
3. This is a non drive cancel combo as the DM is a 1-2 frame link. If you can't do, you can drive cancel it from rapid punch.
4. Try to get used to the rapid punch~qcb+A/C move as you will need it for later when you cancel in DM's. It's imperative that you start mashing punch after
+B, but not too early as sometime it will drive cancel into
+A/C.
jD is an early hit, not late.
5. f+B is delayed after sD in order to get
+A to connect. To get the SDM, with the above trial done, just have to quickly do the SDM.
6. Don't wait for the fb to hit, do the fb and the DM quickly. The NM can be done anytime before the last knee.
7. Last
+B is done late so you can HDC into DM.
8. Similar to the above trial, do late
+B into DM so NM can still hit.
9. Have to be quick for this one and do
+B~hcf+B at the maximum height or else when you get to
+BD it won't hit properly.
10. This trial will take a few attempts, and thats just to get the DM part right.
The trick is, you need to get the opponent at the right height so the DM bounces the opponent. Funny enough, you can go too high and it doesn't work. For the vid, I did
+A/C after 3 hits of rapid punch and canceled into DM at the tip of the
+A/C punch. If done right you will get the bounce that you need to continue the combo. Another way is to do rapid punch and let the opponent hit the initial punches, they bounce up and another punch which then you do
+A/C into DM. Same thing applies but just give you a bit more time to do the DM. You have to time the
+A/C tho to hit high.
The rest of the combo is fairly straight forward. Keep pressing punch during the first DM so you catch them on the way down. You do not need to hold BD during NM as it will wait for the drop of the SDM. I just held it as because I'm stupid like that.