Welcome to my thread! I'm Windstorm and I'm here to educate you on a very simple, possibly already known trick. Nanmu Breakpoints ; The easiest point to stop/reset a combo during the nanmu. These breakpoints can lead into Another combo/juggle for fatal damage A grab A very well timed panic predict The risk of being interrupted (punished) And in especially rare cases (enemy mashing punch/kick) a counter. Example of a Advanced Nanmu -> NB Dragon KKK P P KKPP V to the 10th hit, KKK P P KKPPK. Splendid life threatening 30 hit combo. That sums up what it is. Finding one is easy, but I've listed a few scrolls (unorganized) for you to look over, and even attempt for yourself. Have fun! Default - 6th Hitman - 1st, 4th, 8th, 9th Eagle Claw RE - 3rd, 11th Metatron - 12th Doutetsu - 5th, 12th Combat Sambo - 2nd, 3rd Capoeira RE - 1st~3rd, 5th, 6th, 9th, 11th Hondon - 2nd, 3rd, 8th, Murekwon SE - 4th, 11th, 12th Zin TKD (R) - 1st, 6th, 8th, 11th, 12th Xinyi Liuhe Quan RE - 8th, 11th, 12th. Eagle Claw RE - 4th, 5th, 7th, 11th, 12th Red Leg BFE - 5th~8th, 11th, 12th Sanshou - 11th Judo - 4th Limen Baguazhang - 3rd, 4th, 11th Blood Wind Ninjutsu - 4th, 7th Ice Breaker - 10th