Pai combos

Codemaster92163

Well-Known Member
Only on Ein? No, I've had them work on every single character except for Gen-Fu weight and up, though there's likely a specific one for him as well. It definitely doesn't work on heavies, though. You occasionally have to use different launchers on the different weights, and that also means having to be in a different stance, so there's a lot of variables when it comes to it working, but it does work, and on most everyone.

And Ein is a solid midweight.
 

Project Bokuho

Lady Helena's Pet
Premium Donor
Only on Ein? No, I've had them work on every single character except for Gen-Fu weight and up, though there's likely a specific one for him as well. It definitely doesn't work on heavies, though. You occasionally have to use different launchers on the different weights, and that also means having to be in a different stance, so there's a lot of variables when it comes to it working, but it does work, and on most everyone.

And Ein is a solid midweight.
That explains it. Maybe it just doesn't work on characters past middle weight.
 

Th3xFitCH

Member
Also, if your opponent is bad at slow escaping (fast and fastest no longer guarantee the combo), and you get the 33T on NH, you can try...

turn around > :6::4::P: > :4::4::P: > :2::P+K:> :6::6::P: > any CB combo
i dont know if this is on here yet, but if you land the 33T, (From back turned) :2::P+K:, run up closer, :P+K:, :6::6::P:, is what ive found to be a guranteed combo i believe, unless they shake the stun of course. i've tested it on fast and fastest stun escape and it doesnt connect, but on slow or none it does.
 

Codemaster92163

Well-Known Member
The only issue with that combo is that they can counter out of the :2::P+K: stun. Most of the time, if it's not a HCH throw, we just go for the guaranteed damage of :P+K: > :3::3::P+K:

Don't take that the wrong way - yours isn't bad by any stretch. It's just that on a NH throw, the damage you'll get from a CB combo is really small, so it's usually best to go for the guaranteed damage instead of risk it going for a few points more.
 

Codemaster92163

Well-Known Member
Forgot to mention something rather useful after using Pai's :6::4::H+P: . If you start to use :4::6::H+P: or :6::4::H+P: to follow it up, you'll get her back throw, which can be followed up with any quick stun (like :9::K: or :6::4::P:) > :P+K: > :3::H+K: for a really high launch. On midweights, follow it up with :4::6::H+K: > :4::6::H+K: > :P: > :P: > :P: > :3::3::P::K: And for lightweights, use :4::6::H+K: > :9::K: > :P: > :P: > :3::3::P::K:.

The reason you should use this every so often is that it starts to make people want to attack you for HCH damage. I understand that this is potentially risky, but not only do you get a lot of damage from the throw combination, but you can also start making people attack you after :6::4::H+P:, so your :9::K: followup will have CH damage. It's definitely true that people can crouch instead of attack, but not only is that rather rare, but for those players, you can just keep using :9::K:, :P+K: :3::H+P:, or the usual :P::P: stun.
 

Project Bokuho

Lady Helena's Pet
Premium Donor
Forgot to mention something rather useful after using Pai's :6::4::H+P: . If you start to use :4::6::H+P: or :6::4::H+P: to follow it up, you'll get her back throw, which can be followed up with any quick stun (like :9::K: or :6::4::P:) > :P+K: > :3::H+K: for a really high launch. On midweights, follow it up with :4::6::H+K: > :4::6::H+K: > :P: > :P: > :P: > :3::3::P::K: And for lightweights, use :4::6::H+K: > :9::K: > :P: > :P: > :3::3::P::K:.

The reason you should use this every so often is that it starts to make people want to attack you for HCH damage. I understand that this is potentially risky, but not only do you get a lot of damage from the throw combination, but you can also start making people attack you after :6::4::H+P:, so your :9::K: followup will have CH damage. It's definitely true that people can crouch instead of attack, but not only is that rather rare, but for those players, you can just keep using :9::K:, :P+K: :3::H+P:, or the usual :P::P: stun.
Nice!
 

Codemaster92163

Well-Known Member
Woot, finally found something new again.

So, for :3::H+P:, I found a new (mostly guaranteed) setup off of it! Don't know why I never tried it (probably because I tried with :6::4::H+P: and it doesn't work on that throw), but after :3::H+P:, :2::P: > :P: is completely guaranteed. Even on fastest SE, they can't turn around fast enough to counter the :P:. So, it's basically her :6::4::H+P:, but requires less hits to reach CB. The only downside is that they can somehow get out of it if they remain ducking the entire time (AKA they get low thrown and just duck and guard continually after that). I don't see that happening very often, though, and have never had it happen to me when using this throw, anyways.

Man, I'm gonna have so much fun using this throw as a low punish over :2::H+P: now. So, an easy CB combo is :2::P: > :P::P: > :4::K::2::P:. So basically, apart from the second jab (which so few people will ever counter considering their timing has to be incredibly precise), it's a 2 hit CB. The BEST part is that it functions exactly like :6::4::H+P: in that jabbing knocks them out of stun, so you can just go for the :2::P: > :P: > :6::3::2::1::4::H+P: for a nice chunk of free damage.



P.S. I am very, very happy about this. While it's not 100% foolproof, it's really nice in that it compliments new strategies of mine. After 64T, I've grown really fond of using 46T for the BT throw, which ends up baiting out hits for me to get CH damage from using 9K over the traditional PP. This has made people crouch more after that throw, which means I can NOW use P+K after it as well for the free SDS or low throw (which, in this case, will be 3T), for an additional setup. I know that sounds convoluted, but it boils down to adding even more utility to 64T, a throw I love to use.
 
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Codemaster92163

Well-Known Member
Actually, I'll break down that last part. Consider this a separate post that talks about setups (though I won't be using the colorful notations for this =P )

After 64T, you're usually left with 2 options. 3 if you decide to play risky. You can either go for the always guaranteed PP, the (mostly) guaranteed 9K (which only doesn't work on crouching Gen, crouching Mila, or low-kicking Jann, though in that case, you'll hop right over his kick and get a free 33T throw punish, so it all works out), or the occasional 64T / 46T

PP is great, but you'll always receive the same amount of damage for your combos. No risk for no higher reward.

9K is usually the preferred option because it not only does slightly more damage, but if they try to attack, you boost up your combo to CH status, which will net you more damage throughout the entire combo as well.

64T / 46T will connect if your opponent neither attacks nor ducks. These give her the BT throw if they connect after the original 64T, which can then be followed up with any 15 frame stun (I usually go for 64P since it's such a deep stun) into the P+K sitdown and then 3H+K for a max height launch.

Now, using the third option is risky, but it can condition the opponent. You only need to do it once for the player to start attacking every so often. So, by using the throws, you'll be boosting the chances of the 9K option being bolstered by CH damage.

Also, this will condition players to crouch more often as well if they're fearful of the 9K. This then means that P+K becomes a risky (yet viable) option after using 64T, since you will either get the SDS and CH damage if they attack, the +1 on block (which, while you shouldn't use it if you anticipate a block, isn't the end of the world), or you'll hit them while crouching. Doing the latter will let you low throw them if they don't instantly attack. So, this is where 3T now comes into play. Before, it wasn't really worth using P+K since her low throws do shit for damage, but now that 3T functions just like an improved 64T (in most regards), it's pretty useful.

What does all of this mean? It means that 64T can become one of her most frightening throws. I'm not recommending you take the non-guaranteed risks that often, but doing them every so often will, in the long term, improve the throw's damage output.
 

HoodsXx

Well-Known Member
Actually, I'll break down that last part. Consider this a separate post that talks about setups (though I won't be using the colorful notations for this =P )

After 64T, you're usually left with 2 options. 3 if you decide to play risky. You can either go for the always guaranteed PP, the (mostly) guaranteed 9K (which only doesn't work on crouching Gen, crouching Mila, or low-kicking Jann, though in that case, you'll hop right over his kick and get a free 33T throw punish, so it all works out), or the occasional 64T / 46T

PP is great, but you'll always receive the same amount of damage for your combos. No risk for no higher reward.

9K is usually the preferred option because it not only does slightly more damage, but if they try to attack, you boost up your combo to CH status, which will net you more damage throughout the entire combo as well.

64T / 46T will connect if your opponent neither attacks nor ducks. These give her the BT throw if they connect after the original 64T, which can then be followed up with any 15 frame stun (I usually go for 64P since it's such a deep stun) into the P+K sitdown and then 3H+K for a max height launch.

Now, using the third option is risky, but it can condition the opponent. You only need to do it once for the player to start attacking every so often. So, by using the throws, you'll be boosting the chances of the 9K option being bolstered by CH damage.

Also, this will condition players to crouch more often as well if they're fearful of the 9K. This then means that P+K becomes a risky (yet viable) option after using 64T, since you will either get the SDS and CH damage if they attack, the +1 on block (which, while you shouldn't use it if you anticipate a block, isn't the end of the world), or you'll hit them while crouching. Doing the latter will let you low throw them if they don't instantly attack. So, this is where 3T now comes into play. Before, it wasn't really worth using P+K since her low throws do shit for damage, but now that 3T functions just like an improved 64T (in most regards), it's pretty useful.

What does all of this mean? It means that 64T can become one of her most frightening throws. I'm not recommending you take the non-guaranteed risks that often, but doing them every so often will, in the long term, improve the throw's damage output.


Glad you found something new. I personally never saw 64T or 3T being used for damage purposes but more for resetting the situation back into neutral state but in Pai's favor of course. First off, on highest SE have you tested if the P can be crushed at all after the 2P? And to answer your question about the P not hitting them if they crouch after the 2P hits while SEin I think its because if the stun that keys them turn around more quickly than if they were in neutral. Anyways last thing I'd like you to check is this or maybe we can check it out today. Brad and Ayane though it's a high risk low reward type option both have 6i throws thst could potentially put them into a state where they could stop this setup as the throw turns them around immediately after them using it despite being put into HCH status. So I'm just wondering what your options are against that. We'll test some things out if you need someone to do so.
 

Codemaster92163

Well-Known Member
2P P will connect regardless of SE, even on fastest. It only whiffs if they're still holding crouch after the throw, though the 2P will still hit, just the P will whiff.

Also, I never knew their throws had that property. So no, it also doesn't work if either of those two just mash throw as I just tested that out myself. I guess when playing those two, you could always just do the generic PP or 6P for HCH damage instead if that's coming
 

Timasty

Well-Known Member
Never knew you could use a 2P after a 3T. That's pretty awesome! The only ones I know are these two: 3T 64P P & 3T P. But they all have one weakness that a lot of people do: hit low after the 3T. Even after the 2P, they're still able to hit low (sadly). So it really depends on the enemy which attack to use after the 3T.
 

Timasty

Well-Known Member
For those who are interested, I recently found a way to get a launcher after the 6P+K9P+K P. Doesn't seem to always work and I still have to test things out. But as far as I know, it depends on the attack before using the 6P+K9P+K P. The attacks that seem to work are:33P, 9K & 64P. 33P 6P+K9P+K P works really well.
I hope we can somehow find a rule to when this move works successfully and when not.
 

Project Bokuho

Lady Helena's Pet
Premium Donor
For those who are interested, I recently found a way to get a launcher after the 6P+K9P+K P. Doesn't seem to always work and I still have to test things out. But as far as I know, it depends on the attack before using the 6P+K9P+K P. The attacks that seem to work are:33P, 9K & 64P. 33P 6P+K9P+K P works really well.
I hope we can somehow find a rule to when this move works successfully and when not.
I managed land the P after going to the Hakkeshou stance (9P+K).
How I did it was this: :7::P+K: (PL) > :6::P+K::9::P+K::P:. This requires strict timing in order to land the P, however it does not cause a bound. All it does is push them away.
 

Timasty

Well-Known Member
I managed land the P after going to the Hakkeshou stance (9P+K).
How I did it was this: :7::P+K: (PL) > :6::P+K::9::P+K::P:. This requires strict timing in order to land the P, however it does not cause a bound. All it does is push them away.
Without the 7P+K. Maybe the word "Launch" was a little confusing. Didn't know what word to use instead. Try this combo against Helena for example and you'll understand what I mean: 8P 33P 6P+K9P+K P P 46H+K 23P+K 6KP7K.
Normally the "Launch" only works after a combo using the Bokutai P9P+K P; but somehow it also works with 6P+K9P+K P what I find pretty useful, 'cause it's fast.
(Of course if the opponent does try to hold while in Hakkeshou, then it's a different situation. Then even the combo 6KP9P+K P would work; is pretty difficult though)
 
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HoodsXx

Well-Known Member
It depends on the stance they're in. But off of a CB, like what Code does, you can circle to their back and get the launch properties off of 46H+K. Since they're in BT.
 

Codemaster92163

Well-Known Member
The only issue with using 6P+K is that the stun is SEable and isn't guaranteed if they're quick. You'll just end up with the +1 on block against players who can stagger quickly.
 

Codemaster92163

Well-Known Member
Also, decent mixup for Pai's BT throw.

The first stun is always guaranteed, so it doesn't matter what you choose (I recommend either 9K, though).

After that stun, you can either go for the P+K >3H+K > 46H+K > 46H+K > ______ combo on midweights, or for P+K > 3H+K > 9K > P > P > 33PK for lightweights. If you think they'll counter the P+K, go for 4P+KP > P for the SDS CB combo. Either way, you'll get about 80-120 ish damage based on if you have a PL ready, all for a single guess.

So yeah, I definitely recommend going for the BT throw every so often considering it only takes one guess for either a great launch or a CB.
 

Timasty

Well-Known Member
The only issue with using 6P+K is that the stun is SEable and isn't guaranteed if they're quick. You'll just end up with the +1 on block against players who can stagger quickly.
Just checked at which level the SE would block the 6P+K9P+K P: fast. It's kind of a win win situation if they SE; they're able to avoid the "launcher", but you'll have the +1 FA instead.
 

Codemaster92163

Well-Known Member
I'm usually not fond of providing general pre-launch mix-ups for combos (since practically every button combination can prove to be a combo in some way), but one that I've grown very fond of (especially since it looks really cool) is any stun followed by :H+K: > :2: > :P+K: > :9::K: > :2:P::P::K::K:

So after her :H+K:, you duck to get out of BT and use WR :P+K: to go back in, then follow it up with her flashy BT :9::K: launch. :H+K: may be one of her best high stuns because of the large amount of damage, the deep stun attached to it, and the fact that you can transition into BT from it (and out of it very quickly).
 
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