I can see this from Raoh's startup on some of his moves, plus getting out poked in many instances. Sure, you have the better uppercut, but that's really it.
Yea, I think it's the FRC that is screwing me up. I used to do the #R versions of the combo in matches. 6P, 9P, jS, jK, jP, jP, JC, jS, jK, jP, jD
http://youtube.com/watch?v=0MbGamzVPKw @ 2:15
Quoting myself, in reference to fancy stuff with the jHS FRC. In the Canon vid at 1:30, there's the Potemkin combo which is mostly attack button inputting. I'm having a problem connecting the D at the very end of the ground work to get Potemkin airborne. Has anyone attempted this combo for fun? I can do nearly every other combo in the video...
...when I can FRC on time, which is next to never.
A quote from Bruce Lee should help on this one. "Act, don't react." She's was too fast for you to answer with anything, so whatever you do should be something you hope will hit. One of the best things to do against Millia is 5K. You'll more than likely stuff something and from there you can do whatever air combo you like.
http://youtube.com/watch?v=QHwRVNJty4k (I just realized my vid may help you in seeing some things.)
http://youtube.com/watch?v=Bdh_yFVT2PY (good sword work in the second match, end of 3rd and beginning of 4th rounds.)
Uh, everyone was talking about the summon OTG for 3 orbs. I just added that I have problems hitting Sol and ABA with things after they are knocked down (i.e. sword: 2K, 5S, 2S, 5HS/6HS - ghosts: 2K, 5S, 2S, 236S)
Heh, looks like May is playing SFII style (jump in, roundhouse, sweep, repeat). I suggest just going back to basics using the 6P when May jumps in, and when she's on the ground using the 5K so you counter-hit or evade the sweeps.
Hory Clap. When he's showing ghost mix-ups toward the end of the CV, he does the K toss over the opponent and misses but then throws them into it! I would put down my controller and left the room if I pulled that off.
That is one of the key things that is going to help you in a match. Once you get really comfortable with how the misfortune works, then you can really screw with your opponent. I don't know how to explain it, but I tend to know when the flower pot is coming and attack accordingly.
I've done it, but nothing to that extent. The jD has to hit deep so that when you land you can have a quick running start to jump again. You hardly see the run but you'll need the momentum.
Do you have a better suggestion when jumping in (not being sarcastic)? The good thing about the jS is the distance, your opponent probably wont figure you'll hit him from a good distance away. Also, the jHS generally clashes easy with special uppercuts.