Codemaster92163
Well-Known Member
To start off with, a +46 bounce refers to the situation in which Pai gets a higher bounce from her bounce, coincidentally totalling +46 frame advantage when tested on the computer as opposed to the usual +44. 2 frames may not seem like much, but it can equal a noticeable difference in both damage and combo variety. Listed below are most launches and how to (almost) always achieve a +46 bounce. For brevity's sake, here's a quick list of abbreviations for those that may be unfamiliar with them.
Clvl1 = Critical level 1. This is the lowest crit level and results in the lowest launch.
Clvl2 = Critical Level 2. This is the middle crit level, resulting in an average launch.
Clvl3 = Critical level 3. This is the highest crit level, resulting in the highest launch.
SDS = Sit down stun. These come from both and and help to increase launch height.
NH = Normal hit. This is indicated by a lack of notification for the other two hit types.
CH = Counter hit. Displayed on screen. Occurs when hitting an opponent as they attempt to hit you or sidestep, and while throwing a sidestepping opponent.
HCH = High counter hit. Displayed on screen. Occurs when hitting opponent when they throw or jump, and while throwing a countering opponent.
BT = Back turned. These are moves that are exclusive to Pai having her back facing the opponent
BS = Back Strike. Certain moves gain special properties when hitting an opponents back.
BKT = Bokutai. This is one of Pai's special stances. Check command list for how to enter it.
HKS = Hakkeshou. This is one of Pai's special stances. Check command list for how to enter it.
__ = Hold. These underscores signal for the player to hold down the input that preceeded it. In __ , hold .
IMPORTANT NOTES
1.) The initial bounce waas a +46 bounce.
2.) The player is in the appropriate stance, either opened (back facing camera) or closed (chest facing camera) stance.
3.) The player must be close enough to the opponent for the second to connect, though not too close. The player must be in a sweet spot, so to speak.
For most of these setups, we've come up with ways to get the double bounce most of the time. On certain setups, it's completely guaranteed without fail so long as you're on a flat surface. On others, you may have to adjust certain moves in order to account for the new parameters, whether they were altered by the opponent holding, SE too slowly/quickly, etc. To start, I shall provide several guaranteed double bounce setups which shall always work so long as you input the moves correctly and quickly and are not countered in the process. This list will constantly be updated as new setups are found and as I find more time.
Clvl1 = Critical level 1. This is the lowest crit level and results in the lowest launch.
Clvl2 = Critical Level 2. This is the middle crit level, resulting in an average launch.
Clvl3 = Critical level 3. This is the highest crit level, resulting in the highest launch.
SDS = Sit down stun. These come from both and and help to increase launch height.
NH = Normal hit. This is indicated by a lack of notification for the other two hit types.
CH = Counter hit. Displayed on screen. Occurs when hitting an opponent as they attempt to hit you or sidestep, and while throwing a sidestepping opponent.
HCH = High counter hit. Displayed on screen. Occurs when hitting opponent when they throw or jump, and while throwing a countering opponent.
BT = Back turned. These are moves that are exclusive to Pai having her back facing the opponent
BS = Back Strike. Certain moves gain special properties when hitting an opponents back.
BKT = Bokutai. This is one of Pai's special stances. Check command list for how to enter it.
HKS = Hakkeshou. This is one of Pai's special stances. Check command list for how to enter it.
__ = Hold. These underscores signal for the player to hold down the input that preceeded it. In __ , hold .
IMPORTANT NOTES
Sit down stuns boost the launch height by one Clvl. This means that a launch used after a SDS in Clvl1 is equivalent to the same launch used in a normal Clvl2 combo. Because these launches share similar heights with the next higher Clvl, it only produces unique combos when used in Clvl 3, where the player reaches the launch height of what would otherwise be Clvl4, a nonexistent critical state.
And to clarify beforehand, combos involving the __ and launches must have the final hit connect when the opponent is in the proper Clvl. For example, combos mentioned using it in Clv3 must have the Critical Damage display in training be red and at Clvl3 BEFORE the final hit lands.
And to clarify beforehand, combos involving the __ and launches must have the final hit connect when the opponent is in the proper Clvl. For example, combos mentioned using it in Clv3 must have the Critical Damage display in training be red and at Clvl3 BEFORE the final hit lands.
Alpha 152
- - - Clvl1 combos - - -
> > >
- - - Clvl2 combos- - -
> > >
BKT > > >
BT > > >
__ > > >
> > > >
- - - Clvl3 combos - - -
BT > > > >
> : > >
BKT : > > > >
__ > > > >
- - - Clvl3 + SDS combos - - -
> > > >
> > >
Super Lightweights
- - - Clvl1 combos - - -
__ > >
- - - Clvl2 combos- - -
> > >
- - - Clvl3 combos - - -
> >
__ > > >
>
BKT > > >
BT >
> > >
- - - Clvl3 + SDS combos - - -
> > > >
BT > >
Lightweights
- - - Clvl1 combos - - -
__ > >
- - - Clvl2 combos - - -
> > >
- - - Clvl3 combos - - -
> >
__ > > >
BKT > > >
> > >
- - - Clvl3 + SDS combos - - -
> > > >
BT > >
Welterweights
- - - Clvl1 combos - - -
__ > >
- - - Clvl2 combos - - -
> >
- - - Clvl3 combos - - -
> > >
__ > > >
BKT > > >
- - - Clvl3 + SDS combos - - -
BT >
> >
Midweights
- - - Clvl1 combos - - -
__ > >
BKT > >
- - - Clvl2 combos - - -
> >
- - - Clvl3 combos - - -
> > >
>
BKT > > >
- - - Clvl3 + SDS combos - - -
> >
Helena
- - - Clvl1 combos - - -
__ > >
BKT > >
- - - Clvl2 combos - - -
> >
- - - Clvl3 combos - - -
> > >
BKT > > >
> >
- - - Clvl3 + SDS combos - - -
None
Gen Fu
- - - Clvl1 combos - - -
__ > >
BKT > >
- - - Clvl2 combos - - -
> >
- - - Clvl3 combos - - -
> > >
BKT > > >
- - - Clvl3 + SDS combos - - -
> (+45)
Super Heavyweights
- - - Clvl1 combos - - -
None
- - - Clvl2 combos - - -
None
- - - Clvl3 combos - - -
> >
- - - Clvl3 + SDS combos - - -
None
All weights except for Alpha 152 and Super Heavyweights
BS HKS > >
Double Bounce Setups
A double bounce is the ability to use a second after the initial . resulting in the eponymous double bounce. Double bounce setups require unique situations to work in tandem in order for it to be possible. In some cases, all circumstances must be met, though in others, only a few are necessary. These are.- - - Clvl1 combos - - -
> > >
- - - Clvl2 combos- - -
> > >
BKT > > >
BT > > >
__ > > >
> > > >
- - - Clvl3 combos - - -
BT > > > >
> : > >
BKT : > > > >
__ > > > >
- - - Clvl3 + SDS combos - - -
> > > >
> > >
Super Lightweights
- - - Clvl1 combos - - -
__ > >
- - - Clvl2 combos- - -
> > >
- - - Clvl3 combos - - -
> >
__ > > >
>
BKT > > >
BT >
> > >
- - - Clvl3 + SDS combos - - -
> > > >
BT > >
Lightweights
- - - Clvl1 combos - - -
__ > >
- - - Clvl2 combos - - -
> > >
- - - Clvl3 combos - - -
> >
__ > > >
BKT > > >
> > >
- - - Clvl3 + SDS combos - - -
> > > >
BT > >
Welterweights
- - - Clvl1 combos - - -
__ > >
- - - Clvl2 combos - - -
> >
- - - Clvl3 combos - - -
> > >
__ > > >
BKT > > >
- - - Clvl3 + SDS combos - - -
BT >
> >
Midweights
- - - Clvl1 combos - - -
__ > >
BKT > >
- - - Clvl2 combos - - -
> >
- - - Clvl3 combos - - -
> > >
>
BKT > > >
- - - Clvl3 + SDS combos - - -
> >
Helena
- - - Clvl1 combos - - -
__ > >
BKT > >
- - - Clvl2 combos - - -
> >
- - - Clvl3 combos - - -
> > >
BKT > > >
> >
- - - Clvl3 + SDS combos - - -
None
Gen Fu
- - - Clvl1 combos - - -
__ > >
BKT > >
- - - Clvl2 combos - - -
> >
- - - Clvl3 combos - - -
> > >
BKT > > >
- - - Clvl3 + SDS combos - - -
> (+45)
Super Heavyweights
- - - Clvl1 combos - - -
None
- - - Clvl2 combos - - -
None
- - - Clvl3 combos - - -
> >
- - - Clvl3 + SDS combos - - -
None
All weights except for Alpha 152 and Super Heavyweights
BS HKS > >
Double Bounce Setups
1.) The initial bounce waas a +46 bounce.
2.) The player is in the appropriate stance, either opened (back facing camera) or closed (chest facing camera) stance.
3.) The player must be close enough to the opponent for the second to connect, though not too close. The player must be in a sweet spot, so to speak.
For most of these setups, we've come up with ways to get the double bounce most of the time. On certain setups, it's completely guaranteed without fail so long as you're on a flat surface. On others, you may have to adjust certain moves in order to account for the new parameters, whether they were altered by the opponent holding, SE too slowly/quickly, etc. To start, I shall provide several guaranteed double bounce setups which shall always work so long as you input the moves correctly and quickly and are not countered in the process. This list will constantly be updated as new setups are found and as I find more time.
Super Lightweights and Lightweights
> > __ > > > > > >
Low kick hold > > __ > > > > > > >
Mid kick hold > > > > > > > > >
Mid punch hold (CH and HCH) > _ > > > _P:: > _ > > > > > >
> > __ > > > > > >
Low kick hold > > __ > > > > > > >
Mid kick hold > > > > > > > > >
Mid punch hold (CH and HCH) > _ > > > _P:: > _ > > > > > >
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