I usually wait for the move(5H, for example) to contact before doing [2]->[8 or 9]. And dun be concerned about being strict with the [2]->[8], you can roll up to [6,9,8, whatever] if it helps.
This is pretty embarrassing, but I've been having trouble TKing Roky's air missile. It's quite confounding - seeing as how I can easily TK anything else in the game... Is there something special to this particular projectile?
WTF?! I was looking forward to three pages of arguing character merits and detriments as opposed to the practice of utilizing/exploiting them in-game... Spoil sport.
Ehhh, I don't know about "instantly stops"(see 'slashback' for instant stopping power), you still slide forward -> grab. Same as if you simply release 6 -> slide -> grab. But I just might be lacking in the execution department.
I saw someone(somewhere) mention using FD on the dash-in throw. I've always just gone 66~ -> 5 -> 6H. The FD sounds like it'ld just be for safety. Does it give some frame/speed advantage o'er the former method?