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Seerd

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    Jacksonville, FL
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    araeris
  1. Thanks for the tips everyone. Time to go waste my life on Millia. Edit: Doing the j.D as soon as you can after the jump is a big help keeping height down, at least for me.
  2. Could you try to answer my other 3 questions? I can time other parts of the combo differently, and then advice on one part won't matter. I'm looking for someone to explain their whole process for one character so that I can learn from that and apply it to others. Also: How are you timing the different parts of the combos for different characters? According to the list, that combo works on May too, but I'm having a hell of a time even getting close.
  3. These combo lists are pretty boss. But the delay and timing is a mystery to me, and I usually 1)Miss a hit for being too high/low or 2)actually land all the hits, but it is techable at the end so no knockdown. How do you manage height with delay? Example: Throw, dash->5S->2H->j.D-> (delay) adc->j.K->j.D->adc->j.D How soon do you hit the first j.D? As soon as possible? How do you time your delay for the first ADC? How soon into the ADC do you throw out the j.K? How do you time your delay on the last j.D so it scores knockdown?
  4. From a throw, a visual cue of when to start inputting your dash is when the tip of her hair passes behind her legs. And yes, turning recovery on is good. Dashing into 5k is another can of worms. You have to get used to dashing without ending up with a 6K, and you have to be quick to actually JC the 5K (you can't just let it finish the animation and then jump...that is too late).
  5. Too good.
  6. Oy...whoever was seeding the millia torrent, please get back on...I was at 85%
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