Apparently double bounds only work on Ein. What is his weight class?
That explains it. Maybe it just doesn't work on characters past middle weight.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.
i dont know if this is on here yet, but if you land the 33T, (From back turned)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 >>
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Nice!Forgot to mention something rather useful after using Pai's. If you start to use
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to follow it up, you'll get her back throw, which can be followed up with any quick stun (like
or
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for a really high launch. On midweights, follow it up with
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And for lightweights, use
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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, so your
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
,
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, or the usual
stun.
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.
I managed land the P after going to the Hakkeshou stance (9P+K).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.
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.I managed land the P after going to the Hakkeshou stance (9P+K).
How I did it was this:(PL) >
. This requires strict timing in order to land the P, however it does not cause a bound. All it does is push them away.
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.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.