I. Basic Combo Starters
Light/Medium Pokes: Use light Hadouken (↓↘→+LP) or forward medium kick (→+MK) for spacing. Low-risk and cancelable for follow-ups.
Heavy Attack Combos: Connect crouch heavy punch (↓+HP) or forward heavy kick (→+HK) into →↓↘+HP (Dragon Punch) for high damage after launching.
Cross-up: ↓↙←+HK (Jinrai Kick) hits behind opponents. Safe on block and a core spacing tool.
II. Core System Mechanics
Jinrai Kicks (Double Tap K):
Light Version: Quick stop (Double K → LK) into throw/heavy punch to disrupt defense.
Medium Version: Overhead kick (Double K → MK) breaks guards, a key mid-range option.
Heavy Version: Dash kick (Double K → HK) for mobility or combo enders.
Drive Gauge Usage:
EX Jinrai Kick (↓↙←+Double K): Easier combo confirms and higher damage.
EX Hadouken Cancels: Enhances pressure from normals.
III. Advanced Pressure
Frame Traps: After crouch medium kick (↓+MK), use light Jinrai (↓↙←+LK) or Hadouken to maintain advantage.
Mix-ups: Post blocked Jinrai Kick, dash into throw or overhead for 50/50s.
Spacing:
Heavy Dragon Punch (→↓↘+HP) is air-invincible for anti-airs.
Heavy Hadouken (↓↘→+HP) controls mid-range, enabling dash-ins.
IV. Essential Techniques
Max Punish: Counter whiffed Dragon Punches with →↓↘+MK (Medium DP) → EX Jinrai Kick (6500+ damage).
Throw Defense: Anticipate jump-techs with crouch HP (↓+HP) or backdash punishes.
Cross-up Confirms: Jump HK (overhead) into standing HP → heavy DP for simplified combos.