PP4PK2K was my original juggle for Pai, but it whiffed on heavies and the last kick never hits for me if the opponent tech rolls sideways.
I finally spent a good amount of time learning the differences between the VF Pai and the DoA Pai. First, to correct a couple mistakes from my previous post:
After the flipkick at the end of the juggle in VF, the follow up is
... not that it matters since you can't do any follow up from that juggle in DoA.
Also, the juggle I mentioned to you that ends with
, like you mentioned, does not connect when someone tech rolls, as is the case in VF. When I did it and it connected against the cpu that tech rolled, it had to have been some kind of rare occurance.
So... here is what else I can safely say about the "disadvantages" of the DoA Pai compared to the original:
-Virtually none of her "advanced" combos/juggles work in DoA. And for two main reasons:
does not cause the opponent to do "the worm" when they hit the ground after being launched, nor does it incite the same reaction off a wall. This instantly eliminates a wealth of Pai's high damaging combos/juggles. One example is what is easily one of her best juggles in VF...
(counter launcher),
,
,
, rising
(buffered)
That juggle would take off around 45% of the entire life bar, but because the forementioned attack no longer causes "the worm" when rebounding off the ground, you can't do the rest of the juggle that caused the most damage. A lot of options stemmed from that attack after a launcher or wall hit... they were all left behind in VF's closet when Pai boarded the plane for DoA.
There are other "disadvantages" during Pai's transition to a new game, but there isn't really a necessity to keep talking about them, unless someone is curious. I just need to spend some time figuring out if I wanna relearn how to use a character that I already have a deep understanding of in order to use her under new rules... or if I should just just kick my beloved Pai to the curb and seek out a replacement...