so i was messing around in training with brad and came across this.
the 'guaranteed' move:
bt
,
,
,
the third kick of the natural combo launches. example combo:
,
mix up:
bt
,
,
,
this leaves you in dho and your opponent in red critical stun, from here you have a number of options.
if your opponent holds:
- , high offensive hold
- , mid kick launcher. example combo: , ,
if your opponent doesn't hold:
either:
- , critical burst. example combo: , , ,
- , high kick launcher. example combo: , ,
- , mid punch launcher. example combo: , , (force tech, opportunity to continue throw loop if you re-enter bt)
- , jumping mid kick (leaves you back turned, opportunity to continue throw loop / stun game)
note that holding
to enter dho after the mix up is optional (at the expense of 3 frames). you could re-enter bt to continue the throw loop and go for another option, such as a critical burst if you think your opponent will try and low hold to avoid a second throw, or just the guaranteed damage itself.
ignore this part if your opponent isn't a cheater that exploits the game's flaws.
if they manage to get high counter blown by your bt
, chances are they'll try and mid kick hold, this is where you surprise them with your
faint stun. from here you can get a guaranteed launch or continue the stun game for a critical burst / another throw loop etc. and finally if they start holding low to avoid your high punch, simply mix it up with what they were expecting in the first place,
,
,
.
edit: never mind, looks like they can hold the kicks after the punch, not sure why i didn't test that before. the combo is still unstaggerable though.