Thanks for the tips Hajin. Hit confirming 3H+K~66H~66KK4 can be a bitch at times due to the tightness of the combo links. Hm, I just checked out 8KK > BT 7K as a wall slam combo ender and it seems to do the same damage as PPPK and 5 points more than PP6PK on NH (6 points more on CH and 7 points more on HiC).
@Force of Nature: After any of Ayane's wall slams that leave her front turned, an 8KK > BT7K will do about 20 more points of damage over the usual PP6PK (30 more points on counter hit and 40 more hi counter hit). Also, try to get the 3H+K > 66H > 66KK4 BT7K combo down for 3H+K hit confirms. 56 on neutral and 70 on counter hit is damage definitely worth netting on a single bound hit.
You forgot to mention that K also wall slams for a wall combo too, Sweet. 66P and K are my usual hits for a wall slam, both guarantee the [3]P > 6PPP combo on light weight up to heavy (Genfu).
GT: True RoboJoe. I usually only play offline unless someone asks me to play them, so adding me to your list would be a waste of space, you can just send a message on FSD when you wanna play. I'll be on tomorrow night for sure though.
Lol its a sick mix up hah. Also mix in 1p as it tracks and keeps them near a wall. The stun can be staggered if u land the counter hit but you can get 66p for a wall combo or 9p as well. Or just wait for them to stagger and throw again lol.
44p will also retract after 214t if you delay it enough. And if they block it you get the p+k shoulder into wall combo free or if you need to mount a bigger comeback do the low punch. It gives u +9 after they block the gb and it'll throw people off.
Also robojo the combo you talked about with hold 3p is more practical on lighter weights since like I said 16p takes time to recover from where as if u 66p near a wall hold 3p is much easier to do.
And getting a 16p on counter hit is very easy with all of Genfus vortex options. His wall game with 214t and 16p close hit make him imo the best character against the wall in the game. Not to mention if they try to step you can do 9k or 8k and get a wall combo off it
Robo joe I'm aware of that. However when you use 214t near a wall you force someone to either mash or block/step. If they mash you'll always get counter hit. I get it a lot lol. And the hold 3p combo is harder to do after 16p. Sometimes 3p comes out so instead of risking dropping it over 3 points I do the easier combo.
Also I mainly play on Xbox but I figured force of nature was only psn. My gt is SweetRevenge007
@Force_of_Nature That 16P was both CLOSE HIT and COUNTER HIT and hit a wall. Perfectly fair.
@SweetRevenge117 I'm on xbox ;_;. 16p, 3kp6p only does 144 on counter hit and 16p, 3[3]p, 16p is better, it does 147.