I am currently having troubling consistently IAD low enough to connect with an attack. Sometimes I am just on game. A lot of times, I air dash too high, any tips for that?
At the moment, I am also having a hard time after 2D, doing the 236S-K, into charged dragon kick in practice mode. I would get the dragon kick, but the computer would always tech out of the slide first before getting hit with the dragon kick. I guess I am doing it wrong, but I am not sure. Is there a very strict timing after 2D for the input? (kinda wish every character was like Millia, 2D into dragon kick.)
I saw on the some jam vids, after knockdown, they 236S- into 236P, air dash towards the wall and flame kick the dude. I am having trouble getting the flame kick to come down low enough, but I guess I am not exactly sure how that setup works. I know the input for the special properties flame kick is when in the air, you input 66214K, but does the 66 have to be inputted or is that part of the air dash? Not exactly sure.
What combos after hitting the opponent with j2K?
Is there a use for 236S-P? I just get thrown when I use that when the opponent isn't attacking.
which is better when you are on the opponent assuming he blocks really well or which one is better for what type of situation in your opinion?
#1 5k, S (close), S (far), IAD, jP, jP, jHS, land
#2 5k, S (close), 2S, 2D, 236S-S, IAD jHS, land
Or how about this one?
#1 5k, 2P, dash in 5k, 2P, dash in 5k, 2P dash in throw attempt
#1 5k, 2P, dash in 5k, 2P, dash in 5k, S, S, IAD, jhs
What to do after you stagger the opponent with 2S? or S(far)? I was wondering what's the official max damage response to those situations? And after a 236S-HS wall bounce, the FB puffball does not always connect?