Pai combos

Tokkosho

Well-Known Member
k so i found a nice mix up for when you do 3KP to put the oppponent in critical stun and free cancel, they usually think you'll go for critical burst. but you can use 46H+K>P>46H+K>66H+K>2PPKK.
this works on mid and lightweights. on lightweights you need to delay the P just a little, but it works.
Also, just as a general tip, rather than free canceling or waiting for the buffer window, you can just do H+P+K for quick jabs for your juggles, i find it a lot easier and more reliable, just havent gotten into the habit of it yet >.<
 

Tokkosho

Well-Known Member
k so i found a nice mix up for when you do 3KP to put the oppponent in critical stun and free cancel, they usually think you'll go for critical burst. but you can use 46H+K>P>46H+K>66H+K>2PPKK.
nvm this freakin sucks lol, just do 66H+K for a launcher into w/e juggle cause the on above sucks against people.
 

HoodsXx

Well-Known Member
I"m coming back to Pai for the last and final time lol. I figured out some awesome mix ups today. So I'll post them later on.
 

HoodsXx

Well-Known Member
Alright guys, now to post some combos of mine that I've recently been using since yesterday. ^^ These work on light weights and mid weights.

:2: :P+K: >> :4: >> :P: >> :4: :P: >> :3: :P: :K: >> :6: :6: :H+K: >> :2: :P: :P: :6: :P: >> :P+K: (This works against a danger zone, Scramble for example)

(Danger zone only) :2: :P+K: >> :214: :P: >> :P: :P: :4: :P: (these can all be delayed obviously) >> :4: :K: >> :P: >> :P: :P: :K: :K: >> :6: :6: :H+K: >> :2: :P: :P: :6: :P: >> :P+K:

:4: :4: :P: >> :P: :P: (delayed) >> :4: :4: :P: >> :2: :P+K: >> :3: :3: :P+K: >> :P: :h: :P: :h: >> :4: :6: :H+K: >> :6: :6: :H+K: >> :2: :P: :P: :K: :K:

:4: :4: :P: >> :P: :P: :P: (delayed) >> :4: :4: :P: >> :3: :P: :K: >> :6: :4: :P: >> :4: :6: :H+K: >> :6: :6: :H+K: >> :2: :P: :P: :K: :K:
 

Codemaster92163

Well-Known Member
Here are some other combos I used to (and still sometimes) use.

:2::P::+::K::4: > :P::+::K: > :6::6::h::+::K: > :4::K: > :P: > :4::6::h::+::K: > :6::6::h::+::K: > :2::P::+::K: > :P: > :4::6::P::+::K:

If fighting a mid weight, just skip the :4::6::h::+::K:

If you use :3::K::P::P: to hit your opponent into the wall, you can add an additional :P: before following up with any of her :6::6::h::+::K: combos.

I'm guessing you've all gotten into that annoying situation where her HKS :P: hit the opponent's back and messed up your combo. Good news is that if it does hit like that, you have an even better combo at your disposal.

That usually only occurs when you begin the stance and while stepping to the side, the opponent counters. When that happens, they face where you were, not where you're walking to, and so the movement alongside the extra dash her P gives her makes her hit their back. In this situation, on both light and mid weights, you can use :P: > :4::6::h::+::K: > :6::6::h::+::K: then any of her follow-ups to that based on weight and location.
 

Tokkosho

Well-Known Member
Here are some other combos I used to (and still sometimes) use.


If you use :3::K::P::P: to hit your opponent into the wall, you can add an additional :P: before following up with any of her :6::6::h::+::K: combos.
also after 64PP, any attack that leaves her at +1 on block (as long as it wall slams), and probably a few more.
 

synce

Well-Known Member
Not sure if it's been mentioned but p+k is a great way to force tech. Depending on launcher height and character weight, you can do anywhere between 1-4 free cancelled p's followed by p+k to force them up right in front of you.

I don't think you get anything guaranteed from it but you can mix it up between punch-grab and 2p+k4 options or whatever to annoy the other guy... 2p+k4h+k will loop the whole thing for more fun. Just started using her today so that's all I got for now.
 

HoodsXx

Well-Known Member
Not sure if it's been mentioned but p+k is a great way to force tech. Depending on launcher height and character weight, you can do anywhere between 1-4 free cancelled p's followed by p+k to force them up right in front of you.

I don't think you get anything guaranteed from it but you can mix it up between punch-grab and 2p+k4 options or whatever to annoy the other guy... 2p+k4h+k will loop the whole thing for more fun. Just started using her today so that's all I got for now.

She actually gets +22 off of that FT. (Force Tech) Probably best to do a low after it, as the person will obviously block as they are at disadvantage. Her 2H+K is a better opener imo than 66P+K but both work well. :) What you suggested works too if someone tries to attack you at disadvantage so. :)
 

synce

Well-Known Member
66p+k is definitely fun after ft. Right now this is my favorite combo, the problem is it's only reliable against the girls.

33p+k,p,66h+k,2p+k,p,p+k - 69dmg on ch *plus* ft

I'm trying to find something similar that does good damage and ft's the guys without strict timing but it's proving hard

The best I have is

33p+k,p,46h+k,p+k - 52dmg on ch
 

HoodsXx

Well-Known Member
After any launch just do PPP P+K and they'll be FT'd. Sucks that she doesn't get anything guaranteed off it. If they don't know that though and try to attack you out of the FT do 2H+K if they realize you're going lows either bait them with 66P+KH and then low throw or just do 3KP. Or if you want just low throw them if they think you're going low and hold low. The other optionyou can also do though is just P+K if they decide to low hold then launch with 33P+K and reset the situation.
 

synce

Well-Known Member
Finally found a use for her 9kk in doa5

214t,66h+k,4k,p,66h+k,2pp6p,9kk - 122dmg on hch

Counter whores beware
 

HoodsXx

Well-Known Member
Finally found a use for her 9kk in doa5

214t,66h+k,4k,p,66h+k,2pp6p,9kk - 122dmg on hch

Counter whores beware
Remember that combo only works and lightweights. Other than that if you want to."attempt to get a similar combo like that on a medium weight you'll have to get them close to max threshold and do this combo. 33P+K 46H+K 66H+K 2PP6P 466P+K i forget how much damage it is right now. But to get it right, after you do 46H+K look at the frame data to see if the number is either 45 or 46 that's the amount of advantage you need for 66H+K to connect. If you CB a lighweight go for this combo un opem space 1P PHPH 46H+K 66H+K 2PP6P 9KK. If you're near a wall though drop the 46H+K as it wall splats and just go for 66H+K. Also try this combo out also. 6KP 3PP 6H+K P 46H+K 66H+K 2PP6P (on lightweights) and end with 2PP6P 466P+K or 2PPKK on mid weights. Hope this helped. :)
 

HoodsXx

Well-Known Member
Dead or Alive 1.03 Pai combos​

So since Pai's 66H+K doesn't bounce anymore, I've decided to take the time and figure out what she can accomplish even without it. Anybody who cares to post some combo's up are free to do so. :)

Here's two combo's I've found on lightweights so far.

(CH only) :3: :P: :P: >> :4: :P: >> :P: >> :P+K: >> :3: :3: :P+K: >> :P: :h: :P: :h: :P: :h: >> :4: :6: :H+K: >> :P: :h: :P: :P: :K: :K: (123 Damage/HCH 147 Damage)

(CH only) :1: :H+K: >> :6: :P: >> :P: >> :P+K: >> :3: :3: :P+K: >> :P: :h: :P: :h: >> :4: :6: :H+K: >> :P: :h: :P: :P: :K: :K: (123 Damage/HCH 146 Damage)
 

synce

Well-Known Member
Good stuff... but she's getting so many new stuns and maybe even a sitdown into guaranteed CB, I think it will really affect her setups for the better. Just a few more days now and I'm hitting the lab hard :cool:
 

HoodsXx

Well-Known Member
:eek: I know lol. It's just a different juggle that we'll be forced to use since 66H+K doesn't bounce anymore. So I decided to post up my findings. Only downfall is that it's useless near a wall, best thing I can come up with is P, PPKK. QQ
Since I know her BT game will most likely be used more, her P+K in BT hits them against the wall and keeps you in BT so she can still get 2P+K off and get P, PPKK which is okay I guess. -More findings soon-
 

Allan Paris

Well-Known Member
(CH only) :3: :P: :P: >> :4: :P: >> :P: >> :P+K: >> :3: :3: :P+K: >> :P: :h: :P: :h: :P: :h: >> :4: :6: :H+K: >> :P: :h: :P: :P: :K: :K: (123 Damage/HCH 147 Damage)

(CH only) :1: :H+K: >> :6: :P: >> :P: >> :P+K: >> :3: :3: :P+K: >> :P: :h: :P: :h: >> :4: :6: :H+K: >> :P: :h: :P: :P: :K: :K: (123 Damage/HCH 146 Damage)

This is great, my only issue is the amount of guessing that needs to happen for you to get the damage you are getting. Her 66H+K hurts a fucking lot, after sleeping on it and then labbing with her, this nerf will completely change the way she is played.

Before, I could get a stun, go immediately into a sit-down stun, and then proceed to take a quarter of life or more. Now I have to guess x5 to get that instead of guessing 2x or none at all in some situations. Out all the characters I play with I will be focusing on her the most. She took the hardest hit, to me. The stupid part about all of this is that her VF brethren got a lot better.

I won't give up on her though, I know she has some kind of dirt juggle-wise, just gotta find it with minimal guessing involved.
 

HoodsXx

Well-Known Member
Yeah, it really does suck. Only thing "note worthy" imo, is that her grabs cause damage now against floors. Other than that, the nerf really screwed her... Don't know if I"ll continue to main her though, once patch drops I guess I'll know.
 

Tokkosho

Well-Known Member
WHYYYYYYYYYYY.... my precious 66H+K... it hurts.... the follow up after HAK P also got screwed by this, so thats danm near useless other than frame trapping at this point
 
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