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Posts
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Interests
The Wandering Songstress- Shanghai Restoration Project
Other Info
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Location
Arendelle Far Far Away
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Something else I have to collect now.
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#7 White with Teal trim and Blond hair and a nice tan (my favorite) #8 Black with Gold trim and White hair. #9 White with Pink trim and Blond hair, White leggings #10 Red with Black trim and Blond hair #11 Blue with white trim and Brown hair, Brown leggings # 12 Dark Red with White Trim and Red hair, White leggings. #13 Red with White trim and Blond hair, Black leggings.
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I never hold foward, and honestly never tried it. I suggested it because maybe he's got a heavy hand, besides, I'd rather whiff or connect/have blocked 5H vs 6H. I personally wouldn't use j.K>j.P>j.K>j.D 1)because of timing and 2) because of damage output and the prorating 2D, 236, 6, 5H/ 6H > 2D, 66, 236H, your not waisting time by "hitting the breaks."
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I think the problem might be more so to do with the first string ( j.k~j.p~j.k~j.D), jK elevates the opponent, and though I haven't tried this on all sizes of characters, if your not tight someone like chip can tech and at best if you do land the combo jH will not hit 3 times. jK>jS.jD is consistent with better damage output practice it outside of a combo, 236, 6, then you have to release 6 before pressing 5H, otherwise you will get 6H instead of Tandem.
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Mid Screen 5D>9>jK>jD>iad>jK>jH(3)>RC>land>66>9>jK>jS>jD>IAD>jS>jH you can also insert a pin after jH(3) although it will be a tight transition. corner 5D>6>6H(2)>236H>5H>214k>2H(2)>JC>jS>jD>IAD>jS>jH(3)
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The ball should be in between the first knuckle of the index and middle finger and the tip of your thumb. Let your fingers do most I the work
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Off topic, but How are you holding the stick? If I could make a suggestion place it between your finger tips. You may have to feel the directions, your stick is relatively silent, where as mine is an hrap3 everything is stock so I listen.
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I do the full motion for tk moves so I'm not sure if they could be simplified. I don't know why you would try to though, TK moves just need practice to be done with ease, where as connecting winger or emerald rain after a move like 5S can be a handful.
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I never played on a Hayabusa (it's so fancy! I already knoooow) but you shouldn't need to roll the stick past 1. for example i input winger like 2436H and chroming rose as 2424s. I recommend learning this motion if you don't do so already. Maybe it's just me, but too many fluid motion take a toll on my wrist.
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Jump install. It grants another jump after super jump cancel. an example would be close 2S>8>2H>28....
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Has anyone incorporated JI into their game, or is it totally useless for her?
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Maybe this should go under the game play thread but here is what I have been applying to Millia. Throw>5S> 5H>214K.. requires no meter but the most damaging universal option I've found so far. I like to do this to see which direction my opponent has a habit of recovering. For those who recover back while not in the corner I use the K extension to gain ground, for neutral H extension (whiffs most of the time but often gets those who try to air dash. Lastly 2H for those who recover forward. Another thing I practice and recommend is buffering movement into dash. Take the string 2K>5S>5H(1)>2D, unless your in the corner 236H is out of range and while 66>236H seems like the solution, its better to to input 236 during the last frames of 2D then direction 6 with a delayed H. It will cause you to dash and slide for a portion of the start up on 236H. It's also the tool you will need to preform IK combos. (shout out to Maker for the advice)
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I agree with Stellar, 2k would be the best option. In my opinion it's best to do 236H>YRC in that situation otherwise it's kind of ballsy. if you havent trained the opponent to block tandem loops you can be punished or have and unfavorable trade for leaving too much air in your mix up the way you have it set at the moment.
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Can someone explain why throw counter hits in this block string? and why every hit afterwards is counted as a counter as well? (close) 5P>5K>5H(1)>214K>Throw. Never mind, I didn't realize block stun makes this happen or that I was generating a lot of it lol.
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Excellent! Thank you for the video and the initiative! I finally landed it after seeing it the timing is rough for that particular combo though. I find (100% Tension)2HS>JK>JS>JD>jc.Air Dash>JS>JHS>j.214S>RC>Activate>236236HS to be easier.