You can’t just mash j.LP, you have to tap them out in a consistent rhythm. I usually go for 4 j.LP before hitting the ground. Anyways, here’s what I have so far:
j.lp * 3 is usually the safest bet. Just work on the timing between the first and second j.lp. Once you have that down, it should be pretty easy to hit consistently.
pummel horse was shit in vanilla as a combo filler. why would you put that many hits on so early in a combo? it totally messes with your damage scaling. you dont start combos with j.LP mash either for that exact same reason.
Actually… according to training mode, you can chain c.mp after pummel horse, even if the opponents trying to mash out. You have enough time to do as much as a s.hk or a s+f.hp.
I use Pummel Horse because it combos so readily off of Hornet Bomber and Napalm Pillar. It also links comfortably into c.MP, so I can save s.LP and c.LP for later, what with lights suddenly becoming a scarce resource. I don’t mind losing a bit of damage for a flexible combo starter.
Thanks, Zidiane. I had a few rounds with Mike Z on ranked today, and I figured if anyone would know to wiggle out of stagger, it would be him. He didn’t, so I figured I was fine leaving my c.MP’s in there.
Kancho pummel horse ftw. Also, as long as your combo has 6-7 hits first, PH won’t hurt your output. j.mp, j.hp, c.lk, c.mk, j.mp, j.hk, s.hp, PH works fine.
Why end combos in Pummel Horse when you can end in wall bounce, Devil Horn, Reflector which is now a legit reset tool? Reflector also gives you the combo into DD and it doesn’t require the stagger, which you could have used earlier in your combo.
You’ll have to show me an example, 'cause I haven’t tried comboing into Kanchou, yet, and Kanchou > Devil’s Horns > Reflector into shenanigans sounds really gross!
Edit: It looks like Deflector, Horns, and Cerecopter all count as the same move. Hunh.