>>543542326
Yeah.
Are there any other consistent ways to launch opponents for 2H to connect, and then use 22H in your combo? With Megu. The 214H -> cM -> 236H combo allows for 2H as a follow-up, but the timing is kinda tight.
Also, want to use 2H -> 22H more from counter-hit combos that lead into the corner, for instance from catching them with 214H from a jump, and they bounce from the wall while being high up. But it's also not so consistent to hit the 2H here.
In general, would want to use 22H more in these situations, so that the other specials aren't on cooldown.