I'm trying to get this juggle against wake-up kicks consistently but I'm finding it impossible:
And I can't find anything decent use for his sit-down stuns
,
P: and
. Any others I'm missing?
You're missing BT 4K. Simple setups would be this.
- The major deal behind this is that every hit after the P+K is guaranteed. The 7p puts them in an unslow escapeable stun, creating a must hold situation considering you're one hit away from CB. In the end you could follow up with the CB, mix up with another launcher, or mix-up with the Raijin or Nakiryu.
CH
!CB! - This setup it's simple but not exactly practical. 3PP is easy to punish on block but if you're sure you can interrupt the opponent's next move with this and that they won't hold the followup, this can lead to some serious damage. Try it out.
[Any Stun Here]
- Unfortunately, this stun is weak, extremely weak. In the end it does guaranteed a launcher though, so make sure you always follow up with 33K if you get this sit down stun. Post Launch the best followup used to be 8p, pp6k. Now that's useful against the wall but 4p, 6P+K K, BT 7k works just fine out in the open for more damage. Keep this setup handy.
or
- This setup is good because while the 3K itself isn't guaranteed, the follow up after is. Land the trip stun and the opponent will be right in your hands. 3K gives a sitdown stun which will guarantee a CB or an unslowescapable stun. You can also mix-up with the Raijin/Nakiryu or just a different launcher (high's and mid punches as launcher mixups). This can be truly devastating and give you free launchers and 90+ dmg throws.
BT
BT
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's deep stun makes the mix-up possibilities tougher to deal with since you HAVE to deal with them at that point. There's a few good stuns to extend with post 4p. There's BT P, BT 4p, and BT 4K. The other two are just good mix-ups but BT 4K creates a sit-down stun, which guarantees a 3K into a CB. This setup can be deadly because once you get those first two stuns, you will leave with 100 points of your opponents health bar.