We went over that combo on page 1 =P sad thing about it is, is that if someone can slow escape fast enough, they can counter the P after the 66K. It's still a wonderful combo, and I love it, but if people play Pai enough, they know to watch out for that Punch.
Oh, and I find a wicked cool new combo
So, first off, note that the combo is different for each weight class.
has some strange relaunch properties. If you hit it at the very last possible frame (maybe possible 2 frames) that it can rebound the opponent, you can get a
after it.
Now, as each weight class has different juggle heights, each weight class gets their own combo for this. Also, please keep in mind that this is on a flat surface. For inclines and hills, I don't quite know what will happen, but I'll gladly test it out shortly.
Anyways, for lightweights. After the CB, use
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(Against a wall, replace the
with
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OR
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)
Any of her combos ending with a
launcher (so long as it's near max threshold) can be finished with
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>
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or whatever you want to finish it with.
On midweights, after the CB, use
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Also on midweights, you can use the
launch at a high threshold (in case you think they'll counter your CB or
launcher) and do
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As for heavy weights...well, they're a bit more tricky. The weird thing is that the combo doesn't always work on them. It would start off as, after your CB, to use
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, but for some reason, it doesn't work all the time. I think you have to delay the punch ever so slightly (by 1 frame) or the
in order for it to work all the time. Still, that's an unnecessary risk for a small increase in damage (unless there's a floor, then it's a nice increase), so it's up to you on whether or not you want to use it.
Soooo yeah, chances are there are more guaranteed ways (after they are launched in the air) to get this juggle, and I'm working on finding those out. But for now, this is what I have, and this is what I know. Just figured I'd share while working on it myself,