Hercules Throw > Poseidon Wave A
- 41236B > 421A
Hercules Throw > Icarus Crash
- 41236B > j.236A
Notes: Hold 9 (up forward) immediately after Hercules Throw to jump towards the opponent.
Hercules Throw > Daedalus Attack B
- 41236B > 236236B
Notes: Requires some timing to land all three hits.
j.C/j.D > 5A xx Daedalus Attack D
- j.C/j.D > 236A xx 236D
Notes: You can do 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out. Alternatively, you may press A or AD in the first 236 (QCF) buffer after reaching the 2 or 3 position to get a 2A instead (e.g. 2362A xx 36D), based on preference.
(meaty) cl.D > 5A xx Daedalus Attack D
- (meaty) cl.D > 236A xx 236D
Notes: Same notes from above apply. Common setups for a meaty cl.D are after a D throw in the corner, a D throw into triple forward dash midscreen, or an air-to-air j.C anywhere.
Poseidon Wave A > 5B or 2D
- 421A > 5B or 2D
Notes: This is an OTG combo that works best near the corner and after a counter hit 421A (Poseidon Wave A) that causes the opponent to spin and unable to tech roll, such as after guard cancelling against certain moves. More difficult to land midscreen as you have to be fairly close for the 421A and quickly follow up with a forward dash 5B afterwards.
Poseidon Wave A (counter hit) > 2C or j.B xx Icarus Crash
- 421A (counter hit) > 2C or j.B xx j.236A
Notes: Follow up with 2C if you counter hit the opponent while they are on the ground. If you counter hit them while they are in the air, it is possible to follow up with either 5C or j.B xx j.236A depending on the height. Against Jenet, it's possible to follow up with j.C/j.D xx j.236A.
5AB (counter hit) > 5C
Notes: Most practically set up from a meaty 5AB, which can be done at a bit of a range.