For the hair car mix up are you immediately doing j.p and air dashing as soon as you can after the j.p?? Also, does the side that you land on depend on the timing of the air dash??
My bad, guess I should have explained it a little more! So for that mixup in particular it actually based on speed of airdash and a slightly longer run for the crossup (Like 1 extra step). Sorry about that! I been doing lt for so long I forgot their are actual implications to the crossup 😅
My opponent is usually able to get up and press a button before the ring pops, am I throwing it too late? Or is my spacing off? How would you reccomend practicing this?
Are you talking about after 2D? Your opponent shouldn’t be able to press anything if you do the disc after 2D if you directly special cancel into it. Only thing they should be able to press are reversal invulnerable moves like DP’s and supers
@@hat_tipp8810 Throw has a larger gap that can be beat by 7 frame reversals and must be conditioned for or safe jumped instead of going directly into the 4-way mix.
Thanks for this video! It's everything I was hoping for. I have a few questions: 1.- Why the j.p the hair car mix ups? 2.- Why the FD in the low versions of the hair car mix ups?
How do you feel about the nerf to s disc cross up. I was about to learn the character but that seems like such a dumb indirect nerf. Cause I like a character with meterless options so feels crap
A bit late to the reply here but it basically got replaced with the ability to do disc setups off of 2HS grounded mini launch thanks to mirazh xx haircar leaving Millia closer and more advantageous after it. So she lost a gimmick but gained a true disc setup.
Super late but the crossup disc was gimmicky at best. The faster startup helps in a lot more situations and the mirzah special cancel helps you keep an iron grip on the match by helping you set up a disc they can't backdash out of
It’s at its easiest on medium and lightweight characters. Also it’s easiest on raw disc hits and anti air c.S confirms. From the c.S jump forward j.D > slight delay double jump j.S > j.S should help you with the timing. It’s a great combo route but can be tricky to get the timing down for!
@@bZgtHeSTD If you grab them and set up a meaty H disc, they have enough time to do something before H disc hits. But if you cancel 2D into H disc, it'll set up the H disc meaty, unless they're using some sort of invulnerable move.
Are all combos here still usable today?
For the hair car mix up are you immediately doing j.p and air dashing as soon as you can after the j.p?? Also, does the side that you land on depend on the timing of the air dash??
My bad, guess I should have explained it a little more! So for that mixup in particular it actually based on speed of airdash and a slightly longer run for the crossup (Like 1 extra step). Sorry about that! I been doing lt for so long I forgot their are actual implications to the crossup 😅
My opponent is usually able to get up and press a button before the ring pops, am I throwing it too late? Or is my spacing off? How would you reccomend practicing this?
Are you talking about after 2D? Your opponent shouldn’t be able to press anything if you do the disc after 2D if you directly special cancel into it. Only thing they should be able to press are reversal invulnerable moves like DP’s and supers
This can sometimes happen off of throw I believe as it’s not airtight
@@hat_tipp8810 Throw has a larger gap that can be beat by 7 frame reversals and must be conditioned for or safe jumped instead of going directly into the 4-way mix.
Thanks for this video! It's everything I was hoping for. I have a few questions:
1.- Why the j.p the hair car mix ups?
2.- Why the FD in the low versions of the hair car mix ups?
the j.P is just for timing and I always FD my low hits because FD allows you to fall faster from air dashes!
How do you feel about the nerf to s disc cross up. I was about to learn the character but that seems like such a dumb indirect nerf. Cause I like a character with meterless options so feels crap
A bit late to the reply here but it basically got replaced with the ability to do disc setups off of 2HS grounded mini launch thanks to mirazh xx haircar leaving Millia closer and more advantageous after it.
So she lost a gimmick but gained a true disc setup.
Super late but the crossup disc was gimmicky at best. The faster startup helps in a lot more situations and the mirzah special cancel helps you keep an iron grip on the match by helping you set up a disc they can't backdash out of
how do you set the npc to block only the first hit?
It’s an option under block settings
How do you get the relaunch combo to work? Seems like i never hit the ground in time to catch with c.S after the j.D -> j.S -> j.S
It’s at its easiest on medium and lightweight characters. Also it’s easiest on raw disc hits and anti air c.S confirms. From the c.S jump forward j.D > slight delay double jump j.S > j.S should help you with the timing. It’s a great combo route but can be tricky to get the timing down for!
I practiced on ram and ino, but yeah it gets trickier with the guys. I still can’t do them on any of the guys so start practicing on the girls
i noticed that if you try to empty air dash after the H disc the opponent actually has enough time to back dash and avoid the mix completely
Opponents can’t backdash out of meaty H Disc
@@DaikenFGC I tried to make it as meaty as I can but they still dashed out
@@bZgtHeSTD If you grab them and set up a meaty H disc, they have enough time to do something before H disc hits. But if you cancel 2D into H disc, it'll set up the H disc meaty, unless they're using some sort of invulnerable move.
Does it work on the new patch?
This is the new patch