Mandy
Yes, a guy.
So I was pondering for a while why I couldn't land agA after SCH K BE, and I realized it has more to do than the buffer window.
For this example we're using 3(B), SCH K BE, X as the combo.
Depeding on how fast you do SCH K BE after the combo you can get different things to connect.
If you do SCH K BE at the apex of 3(B)'s launcher height you get the maximum launch on it and can throw out agA without it whiffing. This netted 70-86 damage with W!/RO options(someone tell me what iagA damage is NH/CH since I still haven't mastered this).
Alternatively you can also use A+B for 72-86 damage.
If you do SCH K BE at the very last second after the 3(B) launcher, right before your opponent hits the ground you can do AA for 72-80 damage. Interestingly enough, depending on how they tech (will only connect if they tech forward) you can actually get AAB to connect for 89-90.
So our options after the launcher:
agA - 70-86 + W!/RO
A+B - 72-86
AA - 72-80
AAB - 89-90
So we do have more options other than agA. A+B can be a reliable alternative in the middle of the ring, you can also wakeup with SSH mixups. On late launchers you can AA without whiffing a hit on A+B or agA, and AAB is a nice option if you notice your opponent only techs towards you.
Hope this helps in one way or another, also please correct me if I botched any of the numbers/situations.
For this example we're using 3(B), SCH K BE, X as the combo.
Depeding on how fast you do SCH K BE after the combo you can get different things to connect.
If you do SCH K BE at the apex of 3(B)'s launcher height you get the maximum launch on it and can throw out agA without it whiffing. This netted 70-86 damage with W!/RO options(someone tell me what iagA damage is NH/CH since I still haven't mastered this).
Alternatively you can also use A+B for 72-86 damage.
If you do SCH K BE at the very last second after the 3(B) launcher, right before your opponent hits the ground you can do AA for 72-80 damage. Interestingly enough, depending on how they tech (will only connect if they tech forward) you can actually get AAB to connect for 89-90.
So our options after the launcher:
agA - 70-86 + W!/RO
A+B - 72-86
AA - 72-80
AAB - 89-90
So we do have more options other than agA. A+B can be a reliable alternative in the middle of the ring, you can also wakeup with SSH mixups. On late launchers you can AA without whiffing a hit on A+B or agA, and AAB is a nice option if you notice your opponent only techs towards you.
Hope this helps in one way or another, also please correct me if I botched any of the numbers/situations.