You get more damage with KNEE, KNEE, KNEE, P, 3H+KP466P+K on anything below heavy. On heavy weights I will only go for a CB if I want a power blow. Otherwise it's just stun launch or P+K43T4P.
46P is another launcher that leaves you at +1 if blocked. It can also lead to a pseudo force tech if you like to gamble. It's also a wall splat move as well. It has a lot of utility.
Being back turned can never be planned for. You just have to realize your situation and capitalize if it should arise. Characters that can jump over you are prime targets for back turn P+K. Kasumi, Ayane, Lisa, Brad Wong, Momiji, Christie, and Tina are the ones that come to mind. You then have characters that have throws that leave you back turned, Akira, Rachel, Christie, Busa, Bayman, Helena, and Gen Fu are a few that come to mind, where they will either try to throw again or set you up for some kind of combo.
Good stuff Sly. The video was informative and I'm sure Akira players will be able to find something they didn't know before and will be able to apply it to their game. The content, format, and presentation were all very well done. While the plethora of combo videos are appreciated, there's so much more to DOA. It's good to see knowledge like this shared, and I hope it inspires others to do the same.
Awesome music, awesome jokes, awesome tips. I always enjoy watching your videos, Sly. Keep doing your thing. Also, you and Bomb really need to play each other!
I see him use it a lot in his videos; however, PKH isn't a threat to anyone unless you have them against the wall. It's best to just cancel the kick only to make the opponent think you're sticking to patterns.