All of these require very tight charge buffering to pull off. First one is purely a novelty, does the same damage as sweep. Second one is your best midscreen conversion off point blank EX boom but that's so close it doesn't matter. It also works in corners as a max damage ender but it's usually a waste of meter since your meterless combos are so long in corners. The third one is actually INSANELY useful since it's Guile's best tool to convert from counter hit MP, which is his safest way to shut down reversal normals (not to mention it's +3 on block anyway). You can link into jab even outside counterhit but cr. MP has more hitstop and a longer cancel window so you need the counterhit to get cr. MP and thus have time to charge flash kick. The fourth one is insanely useful because f+MK is a great poke and this lets you combo+confirm a knockdown on reaction to counter hit. You can do two jabs from closer counter hits but since f+MK is more useful as a poke from further away, being able to charge well enough to do one jab cancel is much more useful. Fifth showcases a DED OS confirmed b+HP and the max damage ender from it (stronger than just doing super). It's just a sample combo for when d/f+HK into raw super is important. Sixth requires the forward walk to get the grounded (higher damage, supercancellable) flash kick, so you need to charge the flash kick and super after the d/f+HK.
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