Speaking of his force tech, I've come up with another followup that deals around 60% damage. After an untechable, run up and force tech with 1K, P+K like usual, but then, instead of doing an OH, 236K, or 41236T, go for P+K, 3K, 236P, 33P, 3K, 2T, 22T. They can hold the P+K after the force tech though, so it's based on guesswork.
Do the the usual followups first, so that they learn to duck the throws, or hold the mid kick. Now that you've programmed them to react in those specific ways, they'll be vulnerable to this monstrous follow up.
yes i am!! i love ground throw, but i am now using 1K, P+K or occasionally 2K, and i'm a junior crack shot with his expert mid K and mid P hold, his mid parry, and his advanced low parry. oh, and using 9PP for a guaranteed 2T or forced tech opportunity. and i stole another tactic from you...free cancelling after 1P and scoring 41236 throw onHC
Oh, to elaborate, that's 60-ish% damage including the initial force tech. The follow up itself it closer to 45% and is actually one of Bayman's main combos.
hah, i just saw your post with the combo. i'm actually trying to master the P+K,3K,236P,33P,3K, 2T,22T. haven't got it yet, i still whiff the 33P sometimes. i substitute a P+K, 2T instead, at least until i can get the better combo down pat.