7P on a sit-down stun isn't guaranteed. Tested it offline with a human second player and got held out of it multiple times online as well. That's how.
Smh. I recorded the setup and did tried to hold and slow escape this setup myself. Perhaps you were playing on a laggy monitor or your friend wasn't holding it correctly. After the BT 4K, you couldn't hold or SE to save yourself from the 3K since it's only 14 frames, but he computer could. Because of the slow escape glitch the 3K was guaranteed.
On a crouching opponent after the 3K, the critical burst was guaranteed. This is why another setup (P+K, 3K, 7P) sprung up. Basically that situation was guaranteed after the P+K. The significance of this string of stuns was once you got to the 7P, the opponent was put in a must hold situation and you had the freedom to use any launcher you'd like but usually it came down to 8K, 6K, or 7P, since those were your most damaging launchers for each height.
I don't know what you were doing that it failed for you but it definitely didn't fail for me or Silent Legend and trust me I would know because I attempted holds at each different stun in hopes that he'd mess up and not buffer it correctly so that I could hold it and I'm sure he did the same, as did my friend Nanhou.
if you're saying the whole setup is not guaranteed well then here you go:
Green = Not guaranteed,
Blue = Death Trap,
Red = Guaranteed
Death trap is the moves that completely put the opponent in your hands. 1P is a special case because it sets up for 3K if they don't hold it, but with that being the risk, it will basically make mid punches and grabs a solid mixup.
4P, BT 4K, 3K, 7P (CB)
or
4P, BT P or 2P, 1P, 3K, 7P (CB)
66P, 1P, 3K, 7P (CB)
CH 3PP, 3K, 7P (CB)
3H+K (opponent low holds on reaction to getting hit), 3K, 7P CB
Only reason the 3K isn't guaranteed here is because if the opponent low holds fast enough, you'll only get +11, which will guarantee you a jab if they go for a mid or high hold... but since they're crouching, you get nothing but a free 2T/1T which in the end is still a NH damage Raijin/236T 7K in the end so it's not all bad (+wall splats).
anyone tips on how to do the H3k in that combo in the video
Managed to do it only twice
I remember you telling me something about quick dash but i forget the input
Ah yea, after a full threshold launch instant hold 3pp is what you're looking for at the wall. Basically it works like:
or
Basically if you can do
,
,
on NH by itself, you've got it down. Only thing to work on after that is buffering it well after a launch. It becomes very intricate after the 6P+K P+K launcher but I don't have many problems with it after 6K, 33K, or 8K.