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stinkymonz

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Everything posted by stinkymonz

  1. I don't think it's humanly possible to FRC 236S straightup.
  2. Like the poster before you stated, it's a 2D into S disc FRC but it looks like a 2D FRC since you don't see the S disc (or its animation) come out at all; S disc FRC is in the 3rd and 4th frame of its startup.
  3. Just to note, running j.K throw combos don't do that much damage in the end. Even if it relaunches it does only a couple of extra points in the end and requires more dexterity than the normal running far-Slash followup. One advantage however is that you can choose to end with pin, 6HS and use SG instead of doing a running Disc for oki. Don't have exact numbers, but the difference was about 6~ points.
  4. You gatling into it and press the FRC just as the hitstop for the normal ends. That's how I do it.
  5. The first GameChariot vid is actually BR vs PO; labelled BR vs ED.
  6. DANG! I was just about to post about it. And that should be Nakamura; definitely one of the most solid Millia's right now; and Nakamura beat Koichi's I-No w00t. Edit: Oh, but he keeps using the reversal super at random times which I believe is just the result of trying to mash out HS disc but he did it once right after setting SG so idk. :/
  7. Actually after a crouching 2HS hit, you can do a tight 236S~K into 236K into 623K RC if you have tension, 214K without. You can also gatling to 6HS and RC aircombo. And you can cancel 236S~K before it's active into any of the 3 kicks; 214K is most useful since it's overhead. 623K is alright; best with tension since on block you can RC and use your auto-ji to mixup (ad 214K/623K, maybe fuzzy guard?).
  8. Huh? Never said anything about JI. And you'd usually want/need to superjump going off 5P or 5K since that's the only way to get a good angle for the pin outside the corner, even in the corner if the opponent's too high. Just to clarify, I was saying that throw followup has tight timing, and since he mentioned low punch and low kick I said aircomboing off that is relatively tight as well.
  9. #R? Recovers? I'm thinking you OTGed your followup. You'll have to tighten your timing further. This also goes for an aircombo off 2P or anything else she has that's level 1, which usually goes in sequence of 2P 5P or 2P 5K then superjump j.K.
  10. Is there any particular reason to OTG 2K on a knockdown against Slayer? I saw this in the Nakamura-pwnage vids from a while back, and also in the vids of AKA vs. Cue; basically the sequence is: aircombo -> 6HS -> roll, 2K disc. I can see why you'd do it vs. Robo-Ky, but Slayer?
  11. It's probably the AI Dizzy-only boss super.
  12. All the flashing Ky ava's are a-seizurin'. Occasionally, off a throw knockdown in the corner I do, 623S FRC running jump and then either ad. j.K blah blah or land 2k blah blah. Not that great, really. You get more guard gauge and better positioning and safeness from most dps and bursts from a running TK bubble, spike blah blah.
  13. Let's not forget icespike FRCs after a gatling, so in addition to lone icepsike FRC, you should practice: 2HS icespike FRC 5HS icespike FRC S(f) icespike FRC 5K icespike FRC 2D [FRC] icepsike FRC You'll be using the first three all the time; 4th will come when you're too far to land 5HS and may also come if you hit 5K as a horizontal AA; 2D icespike FRC will come in use for AC, you should know how to do this if you played Dizzy from #R. Other than the negligible cues on her icespike, you could also try using Dizzy matchvids as a guide to landing the FRC. Get a general idea when the FRC window should come; a bit easier to use than the small flash you'd normally use in Training Mode.
  14. Uhh... Anji did FB Rin and Millia 6Hed him. It looks like what you say since the FB effect is really close to Millia but... no, just happenstance is all.
  15. http://movie.popeye.co.jp/movie/ggxx/?idx=0 070422ggxx08.wmv Download and watch at 7:39... HS disc AND TK FB disc. Looks like it made it to the final cut after all. And I suppose you may know this already, but air FB disc acts kinda like pin in that it keeps your forward/backward momentum after throwing it out.
  16. And once again, air FB disc is used to stuff wakeup shits; a Blue Burst by the Dizzy in that particular match. This is our new HS disc FRC, heh.
  17. Crap, she ended up losing the 3rd round at the last character. Also, isn't OCC = One Character Comeback? Edit the 2nd: Last vid at the bottom is a vid showing a Dizzy getting like a 6-win streak against various characters (seems to be the same person). Yar, I'm just downloading random vids; this is my 2nd one, lol.
  18. Third Popeye vid is a Dizzy OCC. :O
  19. Throw -> TK FB bubble -> random airdashes into j.2S y/y?
  20. It's confirmed it's Nakamura?
  21. Is there a name behind this Millia? Going by colour history, it'd either be Nakamura or Koichi. (omg Koichi, although doubtful) Edit: And air FB disc oki: anti-dp? Will mess up inputs at midscreen but in the corner?
  22. They certainly made sure there was no way you could do it by accident, at least.
  23. Er, yeah... anyway... The 3 vids from Mikado are hawt. Last round of MI vs. SL: CH 2D 236S FRC combo ftw. Guy is damn good at his aircombo's in general too.
  24. What's the command? And does she have an IK mode?
  25. eddie looks naked lolololololol
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