@WADE: the thing with 214A is you need to delay it after 6AAA. It's something like half a sec delay, but your 214A needs to hit the enemy lower so that the enemy doesn't have enough time in the air to tech before your 2C connects. I'll upload a vid later.
on another note:
http://www.youtube.com/watch?v=qAYpy2RNkbA
captioned for my friend haha
The thought of double catch never even crossed my mind. You must be some sort of genius.
Is there any significant difference in between using 2c tk236B and 3c tk236B?
@wade I always feel like I delay for quite a while before I hit 2c. So if it's constantly whiffing, you might be doing it too early. Just mess around with it in practice mode.
As for 2c and 3c, I'm pretty sure 3c prorates more. In addition, each move might cause you to be spaced differently, which could matter when doing a corner combo on a character like Kohaku or Tohno Shiki.
okay, the only time i can get a 2c or 3c to connect after 214a is i do it clean from 6aaa. so basically just normal 2a 6aaa 214a 2c j.b-j.a-j.c j.b-j.c slam/air slice. does it not work on certain characters?
it seems damn near impossible for them to be low enough for me to 2c them.
im still new to the game but i think i might know whats going on. there's a certain amount of hits which will changed the gravity of a character, when i was trying the corner staple that Rei posted, i realized that if i put in too many hits before i got to the 214A 2C part, 2C would whiff. lower the amount of hits by the time you get to the 2C and it should connect alright.
5BB 2B 5C 2C tk.236B 5BB 214A 2C works. That's pretty basic for H-Ryougi.
at that point u might as well put in the ender with the knife toss and the rekkas, thats probably the less harder part.