You can do 3P+K> P+K > 41236T anywhere, and 3P+K K can't be followed because your opponent won't bounce off the ground from the K, if thats what you're referring to?3P+KK, is followable?
Also 3P+K > P+K > air-throw only works in the wall, right?
Ongyoin 8P, 3P+K, P+K, 6P...
Which seems to be a natural combo when timed right. It is a bit risky, as the P+K teleport has strict timing and the backturned combos allow for the opponent to react, but it is a nice way to just keep up the pressure instead of ending the string with the airthrow. I'm not 100 percent on whether the 6P actually combos, though. You can see it here at 0:45:
When do you think you'll be getting it?everyday i learn something new ugh i wish i had my ps3
if anything i hope around my brithdayWhen do you think you'll be getting it?
Oh, that's not too far off. Sweet.if anything i hope around my brithday
yep finger cross for a new ps3 best part is it will be ten before marie rose and kasumi alpha come out again here to hoepingOh, that's not too far off. Sweet.
Nice good luck in your furtrue battlesI really want a PS3, but Wii U has priority. I will go mad if I don't have my Mario Kart within the first couple months it comes out. PS3/4 for Christmas 2013 hopefully.
On a related note, I've finally been incorporating 66K into my game and it has made my Hayabusa alot better. I just hope that I can get better with the input and stop accidentally doing 6K, 9K and 3K instead. I also started incorporating bounds like 9K more after watching Ballr4ever and QJ's combo video to get more guaranteed damage during stuns. I feel that I've improved a lot the past couple times I played and I'm gonna try to get online with Busa more. ^_^
Ballr4evr had this neat combo:
Ongyoin 8P, 3P+K, P+K, 6P...
Which seems to be a natural combo when timed right. It is a bit risky, as the P+K teleport has strict timing and the backturned combos allow for the opponent to react, but it is a nice way to just keep up the pressure instead of ending the string with the airthrow. I'm not 100 percent on whether the 6P actually combos, though. You can see it here at 0:45:
Another one I've seen from Master:
When the opponent is downed, 9P, BT 4P, 6P...
I am not sure, if it is infact BT 4P, as I am not on my PS3 right now, but it is a 6P type move from BT, which means it is fast and gives enough stun to work with. You can see it here at 5:12:
I really want a PS3, but Wii U has priority. I will go mad if I don't have my Mario Kart within the first couple months it comes out. PS3/4 for Christmas 2013 hopefully.
On a related note, I've finally been incorporating 66K into my game and it has made my Hayabusa alot better. I just hope that I can get better with the input and stop accidentally doing 6K, 9K and 3K instead. I also started incorporating bounds like 9K more after watching Ballr4ever and QJ's combo video to get more guaranteed damage during stuns. I feel that I've improved a lot the past couple times I played and I'm gonna try to get online with Busa more. ^_^
I see what you're saying. 66K tends to derp and whiff every now and then. It is nice however to have an attack that guard breaks right off the bat and puts you in Ongoyin. I've been finding it helpful as a pressure tool and stun.9K is great.
66k... eh....
It's not even that, really. Fact is you're really at a 50/50 mix-up from it against most opponents even when it lands on block, which isn't that great. I use it as a gap-closer whiff punish, but for guard pressure, I find it derpy.I see what you're saying. 66K tends to derp and whiff every now and then. It is nice however to have an attack that guard breaks right off the bat and puts you in Ongoyin. I've been finding it helpful as a pressure tool and stun.
It's not even that, really. Fact is you're really at a 50/50 mix-up from it against most opponents even when it lands on block, which isn't that great. I use it as a gap-closer whiff punish, but for guard pressure, I find it derpy.
You get +10 from the hit. IIRC you take 3 frames to go from front to back (maybe 4) or vice versa. For some reason, you need two active frames for a hit to land. So you'd have to net +12 to +13 for it to be guaranteed to connect 6P after the teleport. I tried it in practice and was able to block it, though I haven't tried holding it.As for the combo I used, everything Brute said is true. It is not guaranteed and only works if the opponent is not tech rolling, so you need to look at your opponent's tendencies, but the rewards are immense if it hits. As for someone countering the 6P after the transport, that has never happened to me so far so I think it is pretty effective. For Master's combo, I believe the punch is simply a BT P, without any directional input.