I accept defeat.
Yes, I played again when my mind was clear from the excitement of DoA and have found I mis-recognized 3 moves.
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Something I've been using. All tested on Rig.
All from 4P:
The subsequent 3 strikes' heights can be modified and the combos would still tend to work. These combos have numerous places where the opponent can hold, but that is not easy because you also have numerous mix-ups. For example:
(From 4P)
High, Mid-Punch, Mid-Kick, Mid-Punch
High, Mid-Punch, Mid-Kick, High
MP, MK, L, MP
L, MK, L, H
...and a hell of a lot more.
This is a sample of what you could do.
High, Mid, Low Mix-Up
5P (free-cancelled) [5P], 6P / 4K / 4H+K, 2K,
- 9K / 2P+K / 6H+K, PPP6P
- Knocks opponent far away.
- 9K / 2P+K / 6H+K, PPPP / PPPK,
- 2H+K
- PPPK seems to have greater recovery hence timing is stricter compared to PPPP.
- 2T, PPP / T
- 6P+K (Critical Burst), 9K / 2P+K / 6H+K, PPP6P
- Knocks opponent far away.
- 6P+K (Critical Burst), 9K / 2P+K / 6H+K, PPPP / PPPK,
- 2H+K
- PPPK seems to have greater recovery hence timing is stricter compared to PPPP.
- 2T, PPP / T
- 6P+K (Critical Burst), same as above.
- 6P+K (Critical Burst), 4P+K (Power Blow)
- Perhaps using 2H+K as the 5th hit would be useful as well.
Low, Mid, High Mix-Up
2K, 6P / 4K / 4H+K, 4P / 5P,
- Same as above.
- From the last 4P you can go into takedown and cancel into knee launcher (4P5K~THK). From there you can:
- PPP6P
- Knocks opponent far away.
- PPPP / PPPK
- PPPK seems to have greater recovery hence timing is stricter compared to PPPP.
- 2T, PPP / T
- Also from the last 4P, you can go into takedown (no hit) and/or cancel the takedown. Then proceed with any combo / hold / throw / takedown / guard / sidestep. This is a very tricky reset if they are expecting the above combos. Haven't really tested that out yet though, as the execution is something I'm not yet familiar enough with.