So whats the deal with Mila's :3::h+k:..... when I used after my favourite Bounding Set up: :7::[K]::pause::7::[K]:.... it doesn't guarantee a ground throw..... but when use after a Dangerzone (Star Wall) I can ground throw the AI with the recovery on.
What sorcery is at work here ?
EXACTLY !!! Thats how it is for me too..... especially on the Thumb Stick because working my way back to :6: is tricky because it feels unnatural if I don't return it to neutral first....... rolling it from :3_: to :6_: like this :236: sometimes makes me get Jacky's :9::K: or :3::K:.
This is...
I tried.... I'm sorry but I can't punish individual strikes. they're too fast.
The best I can do is low attacks and completed strings.
Edit: I suppose that explains how my friend was able to beat me despite not know jack shit about DoA.
LoL.... wow its a straight up ghost town in here.
Looks like I wasn't the only one to abandon Tina.
Don't worry.... you'l all be back.... once Tina gets ya she doesn't let go.
I also feel like Lady Tengu's Crushes are better than Brad's. Its difficult to say without access to the Character but that High Kick launcher and Mid Punch guard break Crushes all kinds of stuff. Brad isn't as blessed.
Well Brad doesn't have to ly down in matchups consisting of Low Offensive Holds..... after all the grapplers would be slower right ? So the things that would be suicide against Christie and Ayane might be more viable against some one like Tina and Lisa.
He's got alot of tools which, in theory...
Okay so I got my :6_::P::h: :6_::P::h: :6_::P::h: :6_::P::h:'s....... but the problem is how to finish these juggles
:P::P::K::K: requires to remove two of the :6_::P::h:s, it does two points less damage.... it doesn't carry as far and sometimes the last :K: misses despite being easier to...
Well her :4::p+k: is kinda sort of similar to her :1::[p+k]:..... even at above 50% health its not a bad move because you can side step cancel to check how your opponent reacts.
I can't test how hell this works because the AI cheats but you can.....
Just let me get the legal papers for you to...
Hmmm... I don't remember what it looks like.... I'l see when I play the game again.
But yeah.... lows are good after :6::f:.
I would also go for :4::p+k: guard break..... thats the one that guarantees :4::h+k: right ?
Well..... I still don't like it.... I started out this game playing Tina so I'm comfortable with slow :6::P:s (even though Tinas is only 1 Frame slower and its range isn't much longer than Mila's).
You know whos got the best :6::P: in the game..... This Girl: :pai:
Its 11Frames and its got...
So it seems like Tina is +1~+3 if you end a juggle with :6::P::P::P: :2::f:
Which is nice because Tina's :3_::P: is i12.
Man I missed this girl.
Edit:
And I believe :4::4::P::K: :6::P::P::K: :2::f: is -1 but you can get cheeky with this set up by using :6::P::P::6::K: :2::f: now in that...
Indeed... hopefully it all comeback since alot of DoA is knowledge based. I'd would suck if you have to learn everything all over again.
LoL can you imagine it... : "Oh you can't get a wall slam after a critical burst"...... lol It wouldn't make it.