Most damage I came up with is:
66k, k, 8p, 41236 throw... It's does 76
Well I'm sure Master's shown this a few times but I believe 236P, 4K, K, WR 4KK will exceed the air throw on damage depending on the situation. The air throw doesn't scale in a juggle so I'll get the numbers when I get home. This topic is less than acceptable though... are there other topics with his combos?
Yep just analyzed that for sure yesterday. Same deal with the 3 kick man version which is a lot easier to pull off but not as cool looking imo.the (WR) 4KK will do more damage than airthrow anytime its a counter hit or high counter
Yep just analyzed that for sure yesterday. Same deal with the 3 kick man version which is a lot easier to pull off but not as cool looking imo.
236P, 66K, K, H+KKK.
Nice, yea. I like to 236P, 4K, Ong PP (hold a lil bit) P. It might not do more damage but it's my signature... I'll check the damage.haha not as cool indeed
also 236P, 66K, K, H+KKK has a really far juggle distance and both 66K and ninpo K, will wallsplat so only do it when you are in open space.
If you are somewhat near a wall, do 236P 4K, K, PKK. Does the same damage as the combo above (116)
I need help coming up with something consistent on the wall with the Izuna Drop launch. Seems like for now the best thing to do is actually do the full throw
Thanks, There will be more later today. I think I'll do 236P and 8K next along side a 6KK and 6KP on Threshold BreakGreat work Takeda
By consistent I guess you mean something that doesnt include 236P? The only ones I can think of right now is:
Normal:
, delay, ,,, - 74+5 damage ( you can replace airgrab with for a +25 force tech but 9 less damage)
High counter:
, delay, , slight delay (only if you catch them at max height) , :[[P]]: - 110+5 damage
, , , , works against the wall, too I think.
Yeah that one does same dmg as Izuna plus Wall dmg.
236P has issues at the wall. If done at the fastest see when directly on the wall, it'll whiff., , , , works against the wall, too I think.
True. As EvilJun said, doing 8P three times is probably the safest bet. I generally prefer just doing the regular Izuna Otoshi.236P has issues at the wall. If done at the fastest see when directly on the wall, it'll whiff.
Same here. It's just I've gotten so used to landing WR 4K now, it's become kind of a reaction to let go of the izunaTrue. As EvilJun said, doing 8P three times is probably the safest bet. I generally prefer just doing the regular Izuna Otoshi.