You don't have to throw every time, you can press a button to keep the pressure going, that's why I said you can use them as frame traps as well. Depending on the character and stun, they can be reliable.
That's known as a ''safe throw setup''. The way it works is that makes the advantage from big stuns more manageable, allowing for better frame traps and hold punishment. Pretty much everyone can do it since jab stuns are so good in this game, but characters with deep stuns have it best...
Jann Lee: This connection has never let me down in a fight.
He also has: ''If you can't keep 5 bars during battle, then you haven't trained hard enough.''
This man speaks the truth. I got the game back in June and I'm still not done with it.
Been a fan of the series since the very beginning, criminally underrated series.
Maybe we could play some VF2 sometime. ;P
There are diamonds in the rough. Heavily underrated titles people barely have any idea about or are too lazy to try, for the previous generation of consoles at least.
This generation is still young. It took 3 years for FFVII to come out on the PS1, and almost 5 for MGS. Be a little more...
This is probably one of the sickest things I've ever seen. The person wanted to originally rig the recently released Figma statue, but found it too ''fat'', so instead used a ripped model from the PS2 Anniversary version, then used a 3D printer to let it come to life. This shit's something else.
A name for those moves in specific though? Hmm... I don't know. In KI, they call them ''auto doubles'', you press a combination of buttons and you get an auto combo. Maybe you could go with that, lol.
They're just Natural Combos, some moves become natural combos on CH even, Jann Lee's 4KK is an example, the majority work on normal hit though, every character's PP string in this game is a natural combo, moves like P4's PKK follow the same rule, like Jann Lee's DS 6P+K or Helena's flappy hands.
There's no conditioning with something that has no potential threat in the neutral game, that's why the character's approach can feel limited in those instances, 6K free cancel, just do a move and begin your offense, 6KP, hold it or sidestep it, easy enough, 6KK, punish that.
At midscreen though, especially in a high level situation, no chance, there's already enough arbitrary bullshit in DOA to take chances on something I know can work and get me something a 100% of the time.
After a CB, sure, after a H+K > CB? Haven't played the first one, and I'm talking from...
I can agree with your argument on the DG or wall 6T, but again, that's more of a situational use. At the wall or in a position where I have the life lead, I am willing to gamble on obtaining more than what I usually get, just not with 6P+K.