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<rss version="2.0"><channel><title>May Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/60-may-matchups/</link><description>May Matchups Latest Topics</description><language>en</language><item><title>May vs Holy Order Sol</title><link>https://www.forums.dustloop.com/forums/topic/828-may-vs-holy-order-sol/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/order-sol_forum_new.gif" alt="Posted Image"><strong>Holy-Order Sol</strong> </p><p>
 </p><p>
</p><p>
</p><p>
<strong>Stats</strong>  5.0/5.0 MIx-up vs Abarea. Even.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video examples </strong></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=ObYlbX2_f9Y</a> '&gt; <a href="" rel="external nofollow">http://www.youtube.com/watch?v=ObYlbX2_f9Y</a> </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Openers</strong></p><p>
His initiative- your counter</p><p>
</p><p>
HOS J.P- Nothing as SVD and Air throw is risky,</p><p>
HOS 5Fs – 3K </p><p>
HOS Storm- wait, SVD</p><p>
HOS Bandit Revolver Prototype (236K)-Flash Guard, OHK.</p><p>
HOS 2S- 5HS </p><p>
HOS Gunblaze- OHK</p><p>
</p><p>
</p><p>
</p><p>
<strong>Punishes-</strong></p><p>
Generally no tension-</p><p>
OHK</p><p>
</p><p>
General 25%-</p><p>
66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
Storm Viper –Guard, SVD BEFORE he can action charge\FRC. Used to get a CH 5HS, not anymore… DO NOT DO THIS on LVL 2 or LVL 3.</p><p>
Gunblaze- OHK HOS out of it. Or, just guard the mix-up afterwards. This will auto-cross-up OFTEN.</p><p>
Bandit Revolver Prototype- Flash Guard, OHK. LVL 2&amp;3 have additional overhead. </p><p>
Rock it (236S)- This is Safe on Guard, LVL 2 has 2 hits, LVL 3 has 3 hits. </p><p>
BlockHead Buster (236P)- Safe on guard</p><p>
Fafnir (41236D)- Safe on guard, LOW</p><p>
Tyrant Rave ver. Omega (632146HS)- Safe on guard, flash Guard second hit, 3K the third.  </p><p>
The only reliable Slashback against HOS is his 2HS, this hits overhead. </p><p>
</p><p>
“HOS does Storm Viper, do not run in and 5S as he is coming down like you would against a Sol VV. The timing you use to hit him normally will actually whiff if he charge cancel =&gt; FRCs the uppercut, and he will land and throw you on reaction. Instead, guard and CH SVD fro guaranteed damage every time.” <strong>Poon</strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters </strong> </p><p>
Storm Viper –Guard, CH SVD BEFORE he can action charge\FRC. Used to get a CH 5HS, not anymore… DO NOT DO THIS on LVL 2 or LVL 3.</p><p>
Gunblaze- CH 2HS/CH 2D, This will auto-cross-up OFTEN.</p><p>
Bandit Revolver Prototype- CH Yamada Attack unless you Yamada late and he FRC’S early. (Unlikely) </p><p>
Rock it (236S)- CH 6P </p><p>
BlockHead Buster (236P)- CH 3K.</p><p>
Fafnir (41236D)- CH FBHSHD, CH 5D. Low invulnerably moves. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Anti Airing-</strong> PROPER anti-airing- 6P is not a catch all.</p><p>
6P a NO-GO as his J.HS will hit to low on your sprite. </p><p>
SVD is OK. But usually clashes with his J.P</p><p>
5HS is my most reliable anti-air against HOS, you can expect him to J.P, Descending, J.HS ALL DAY. This very hard to deal with without a YAMADA attack. </p><p>
</p><p>
</p><p>
“HOS has a fairly easy time airthrowing May and she has a very hard time airthrowing him due to his strange jump and weird throwable hitbox on the way up. Don't try to fish for tech throws because half the time May can be thrown before HOS even when she's the one coming up under HOS (she goes vertical so fast it's just not very reliable vs him).</p><p>
</p><p>
Other than airthrows, HOS doesn't have many ways to anti-air May. If your opponent is not airthrow happy, bounce all over the place with j.s and j.h and be free. “-<strong>POON</strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Zoning </strong></p><p>
Zoning is HOS main weakness, but May isn’t suited to do it very well in this fight. Poke with 5K is alright. REMEMBER if a 5K, 5FS connects; cancel in FBHSHD, 3K for Knock down and Mind-Games. P hoop and HS hoop are affective, but due to his insane DOT speed it’s actually hard to get up and get out, as Ryan-Bill often running throws me out of Dolphin hoops. J.HS OWNS!</p><p>
</p><p>
FB dolphins are effective here.</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WUT" data-cite="WUT"><div><p>Dolphins:  SVD is a good anti-air for j.P, falling j.HS, but loses to j.P, j.P.  Every non-FB dolphin loses to GB and SV and can be reactioned unless they are right on top of you.  But FB dolphins are great, giving you the offensive options you're so starved for during this fight.</p></div></blockquote>
<p>
“5HS is very good against HOS, whore it out, it will beat some of his <strong>lazy</strong> jump-ins as well.” <strong>Poon</strong></p><p>
</p><p>
I NEED to stress this certain range where 5HS and J.HS are most effective, It's the range where HOS can get a CH 5FS, even with a LVL 3 he has NO FOLLOW UP to this, the ONLY thing to worry about @ this range is Fafnir, which means you bait with FD breaks until he throws it. HOS can also SV all of your J.HS on reaction, BUT, they don't knockdown and they risk/reward is definitely in May's Favor.  </p><p>
</p><p>
Additionally, HOS may try to charge tension rather than coming in, all you need to do is throw out 1 HS Hoop dolphin. this will force him to quit charging and begin to build an offense you should be trying to stop with 5HS and J.HS.</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WUT" data-cite="WUT"><div><p>5HS:  Need to stress how awesome this is.  Properly timed/spaced, it beats almost all of HOS' pokes, except for 6P and 5S(f).  Hell, it'll even beat some of his specials (all Lvls of RI, hits him out of GB if it isn't right on your ass but isn't a CH).  Fafnir is the only reliable "poke" against 5HS that leads to damage, and rest assured HOS will crutch on it.  5HS is the reason HOS wants to jump to come in.  However, 5HS also serves as a decent anti-air to j.P, descending j.HS.  5HS WILL lose to j.P, descending j.P, however.  So use it, but do so sparingly.</p></div></blockquote>
<p>
Do not poke/zone/punish with 3K!</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WUT" data-cite="WUT"><div><p>3K:  If baited and guarded, free CH Fafnir.  GG.  Do NOT use this.</p></div></blockquote>
<p>
</p><p>
</p><p>
<strong>Their game plan </strong> </p><p>
HOS has a strong Mix-up game with resources, multiple overheads, reliable lows, no tension launches, Great throw damage (In corner) and can always Knockdown. His Abarea is alright too. </p><p>
Here’s what Ryan-Bill had to say about HOS’s general Game plan.</p><p>
</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WUT" data-cite="WUT"><div><p>HOS Game Plan:</p><p>
</p><p>
1.)  Get inside.  (can lead to okay damage.)</p><p>
2.)  Pressure with tick throws, frame traps, and resets, along with highs/lows. (Predictability = you can score damage.)</p><p>
3.)  Punish escape attempts (lots of possibilities, this is the other scenario that lets you get decent damage if HOS does something wrong.)</p><p>
4.)  Gain Charge.</p><p>
5.)  Don't get Zoned.</p></div></blockquote>
<p>
</p><p>
</p><p>
<strong>May's Strategy </strong></p><p>
This fight is kinda funny, as I feel  that HOS has LOTS of options and will always come ahead in a LONG SET.  With this being said Here’s a list of my priorities while fighting HOS.</p><p>
</p><p>
<strong>1)</strong>Don’t let him get in your head. He has NUMEROUS ways to break your guard, as soon as you feel it’s hopeless/pointless/you lost then YES IN FACT you have lost.</p><p>
</p><p>
Overhead- 2HS, 5D, BRP LVL 1,2,3, J.HS, </p><p>
Low- 2K, 2D, Fafnir</p><p>
Throw- Throw PAIN in corner</p><p>
CH’s- 2S (Range/Speed), Fafnir (Range/Speed/Low), 5K (3FRAMES!!!) Storm Viper (It’s a Shoryu).</p><p>
Cross ups- GunBlaze LVL 1,2,3.</p><p>
</p><p>
<strong>2)</strong>Don’t fight him in the corner! HOS goes coo-coo for cocoa puffs in the corner. And his throw is DEADLY there, it’s like a NO tension Pot Buster everytime. With that being said, while in Corner, make your #  1 priority escaping and avoiding corner throw. </p><p>
</p><p>
You have to play HOS's game, and beat him at his own game, as he forces decisions on you often. </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WUT" data-cite="WUT"><div><p>May's Offense:  Kyle mentioned that he felt he covered May's defense in this fight much more than her offense.  As I said before, that's the case when fighting HOS.  HOS makes you play the game his way if you lack the ability to zone him effectively.  Any HOS you fight will die for doing something predictable/unsafe, the former resulting from trying to close the gap.  Just let HOS kill himself, it's easy enough.  But that's what makes this fight frustrating for people that play a good HOS; you don't get to start your offense until HOS is too afraid to use his options, at which point you're already winning the match anyhow.</p></div></blockquote>
<p>
<strong>There are TWO ways of dealing with HOS. Escaping and Zoning, OR Staying and CH’ing. </strong></p><p>
</p><p>
A)               Let’s address Escaping- He loops special moves like ANJI, and Does J.P, Descending J.HS All DAY LONG. Once your guard gauge gets flashing the pushback will allow May a safe Jump (While FD’ing) to escape all the crap. FDing hit’s you see is effective in creating more pushback.  But DON”T predict as he will run in and throw your ass.  Once escaped, ZONE, as he fights to come in with Air dashed or rockets or something else that CAN be beat out.</p><p>
</p><p>
</p><p>
</p><p>
B)                As you should have noticed by the punish/CH section, most of HOS’s stuff is safe on guard and have very unique properties, as guarding moves will not give YOU any advantage. Seriously, he’s a fret train. What you can do, is react to appropriate Counter Hit’s with moves you KNOW he will throw out. This, However is frustrating as there is no EFFECTIVE answer to BRP and his J.P, Descending J.HS without a Yamada Attack. But do watch for Rockets, and Gun blazes and stuff, as those holes you Beat and do great damage. </p><p>
</p><p>
</p><p>
</p><p>
<strong>OKI-</strong></p><p>
May’s OKI options are very limited in this fight. As he has three reliable answers to deal with May. </p><p>
</p><p>
No 5D and 5[D] mix-ups with Gunblaze and SV as reliable CH’s from HOS.</p><p>
</p><p>
MOST  importantly DO NOT 5K him on wake-up as SV wins, Gunblaze wins, and most importantly, if he actually goes for the throw bait, which, might I add is the original intentions of you throwing it, his hit-box with his 5hs is SO ABSURD that your kick wiffs him and he will get a FREE CH 5HS on you. HOS LOVES CH 5HS, This May be one of the only opportunities in the game where they are Guaranteed that free CH.  Assuming you NEVER 5K him on wake-up you are left with two problems.</p><p>
</p><p>
Storm Viper(SV) and Gunblaze.  Both can be baited from the inside but chances are you will get thrown on the inside. DAMMIT. So You bait both moves as the same range with an FD or a fast low poke. Assuming he does one or the other, you punish accordingly, SVD or OHK. Here’s the frustrating part. When he does neither and you gave up all Mix-up because of his AWESOME options, at this point I suggest FD’n like we talked about, than running in a flat out OHK him. Magical while landing jump in that we discussed with Sol is your next best option, unfortunately, it does put you in HIS most optimal range. </p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WUT" data-cite="WUT"><div><p>Magical Oki Zone:  There's a range May can stay in during Oki to effectively bait both SV and GB, just like Anji.  It's around max range 2D/2HS.  Meaty 2D/2HS from max range whiff/beat both SV and GB, respectively.  Once you make HOS realize he can't use either of those to escape, you can focus on stuffing backdashes or just starting offense off of those two pokes.</p><p></p></div></blockquote>
<p>
</p><p>
</p><p>
</p><p>
</p><p>
May’s Advantage in this fight is her <strong>J.HS and Ability to CH</strong> because of Unique hit boxes and properties, special with lots of forward trajectory.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>General comments-</strong> </p><p>
Don’t whore mid-range J.2HS as he CH Gunblaze you all day.</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WUT" data-cite="WUT"><div><p>Any non-oki j.2HS can be GB'd on reaction.  So IAD j.2HS is NOT a good idea, bro.</p></div></blockquote>
<p>
Don’t throw is 6K, even if he does it twice… especially on wake-up. </p><p>
When your health is low and his tension is high, his SAVAGE FANG super has HUGE freeze frame. Guard from half way across the screen. </p><p>
When he has high Charge gauge he may come in with a LVL 3 BRP…lots of overheads to guard. </p><p>
3K is very useless in this fight, DO NOT rely on it. </p><p>
50% tension does not mean increased chance of dp like other dp characters (sol, chip), more likely 2HS RC, or Fafnir… he will try to increase mix-up  50% combo.</p><p>
</p><p>
“Standing punch gives him +3 advantage , if you try to stuff him after you will eat a combo that starts with 5k, 5s© 2p, 2k or 2s.</p><p>
</p><p>
If you hear CHING (FB SOUNDS) or see exe animation block low, he only has one FB, it’s low. </p><p>
</p><p>
OS's has shitty ground pokes except for close range, you should be able to stuff him with your far pokes 5k,5S,2S, if he jumps over, then backdash or If you have 50% wait for his J.hs animation and 63214hs. Beware, do not poke with SHIT when he holds 25% tension as he wants that Fafnir CH. </p><p>
</p><p>
"Do Not attempt to counter after lvl 2-3 blockhead, any gunflame, lvl 2 savage flame, or lvl 3 bandit revolver. You will get stuffed and eat a combo.”<strong> NamelessCounter</strong></p><p>
</p><p>
</p><p>
“Bait till da point of punish, forcing them to second guess on wake, you'll notice a common FD as an expectation for pushin u back when u 5k, dats ur chance to punish wit OHK, and as far as Gunblaze is concerned, HOS playas sometimes overly depend on that move to get out of alot of situations. I do agree with them about J 2HS and using it as an Oki, however, once you see how a HOS playa fears May's CH HS on Ground and Air, you have” much less to worry about.  <strong>MostUnknown</strong></p><p>
</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"><strong> Abarea = </strong><img src="https://www.forums.dustloop.com/images/statusicon/order-sol.gif" alt="Posted Image"><strong> Mix-up/ Rush down</strong></p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong>Nameless Counter</strong>, <strong>POON</strong>, and <strong>Ryan-Bill (WUT)</strong>  as these contributions are scattered all over this match-up.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
HOS is a Normal weight, and Knockdowns build great mind games for SV baits and fake-outs. JI and Delays work, he's very simple to combo.</p><p>
</p><p>
<strong>OHK Combo </strong></p><p>
6HS, SVD, 5S, HS, SVD, 5P,5S, HSVD </p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her <strong>Jump Cancel Impossible Dust combo</strong>. Works Great on Sol</p><p>
</p><p>
Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
<strong>6P combo</strong></p><p>
Yep Yep a go go </p><p>
</p><p>
<strong>IAD combo </strong></p><p>
Yep Yep a go go\</p><p>
</p><p>
<strong>Jackhound reliability </strong></p><p>
Yep Yep a go go\</p><p>
</p><p>
<strong>Double Dolphin Upper </strong></p><p>
J.2HS, 2D, FBHSVD, AirDash, J.K, J.HS, HSVD, 5S, HSVD...</p><p>
</p><p>
<strong> 2HS, 2D </strong></p><p>
2D wiffs</p>
]]></description><guid isPermaLink="false">828</guid><pubDate>Fri, 15 Feb 2008 18:58:33 +0000</pubDate></item><item><title>May vs Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/835-may-vs-potemkin/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/potemkin_forum_new.gif" alt="Posted Image"><strong>Potemkin</strong></p><p>
</p><p>
<strong>Stats</strong> 5.0/5.0 Dead Equal. </p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video Examples</strong></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=GynWPj1HJRY</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=EgFA3Y2G94o</a></p><p>
</p><p>
</p><p>
</p><p>
 <strong>Openers</strong></p><p>
Do NOT dolphin for the first move as he has multiple ways to beat it out, and should be expecting it. </p><p>
POT backdash – IAD back and give yourself space.</p><p>
POT Megafist – CH. J.S, remember to follow up with the Delay Air dash combo.  (loses to heat extend)</p><p>
POT Hammerfall ---- Guard, watch for Hammerfall feint PB.</p><p>
POT 6P -3K on reaction. </p><p>
POT Slidehead- 5K,  2D if in range, if not use 5K, 5FS. </p><p>
</p><p>
Openers against Pot are HORRIBLE. He has an answer to every one of your offensive openers. Even if you try to be defensive via Backdash (slidehead, hammerfall), IAD back (Head extend), block ( hammerfall feint mind game) he destroy  you. Be very understanding of the risk associated with  your fist move. Be sure to build a mind game off of that as your next first move will give you the needed advantage. </p><p>
</p><p>
</p><p>
<strong>Punishes</strong></p><p>
Hammerfall -  run in for a 5S. 2HS. FBSHD…  if your in range and have tension, if not nab the OHK. </p><p>
Judge Gauntlet - Flash guard this. OHK, or jump cancel and do J.2HS. The super cancel isn’t worth it.  </p><p>
Slide Head – 5K this on REACTION . </p><p>
j.D-- jump into it and flash guard then falling j.K, J.D, J.HS, J.D.  6P is Dangerous as he can move in the air. </p><p>
NEVER Slash-Back in this fight. </p><p>
</p><p>
</p><p>
<strong>Counters</strong></p><p>
Hammerfall - Pot is in a CH state during its duration so if u happen to hit him twice before he hits you, the 2nd hit is a CH. 2S, HSVD if you want. </p><p>
j.HS- 6HS rocks this, do not Air throw, you will get CH. I lost to Marn’s Pot because of this.</p><p>
Slide Head – 5K combo, Do not dolphin as it will PUNISH you with his upper body Invinc…l</p><p>
</p><p>
<strong>Anti-airing </strong></p><p>
Pot in the air is not exactly a go-to strat for most pot players that i've watched...but...when they do...know that just about every move beats out every option May has....by beat out, I mean you'll either trade hits (normally not in your favor...but sometimes your forced to settle with this option) or he wins. Pot's j.D  is hard to 6P as he moves on top  of you. Pot’s J.HS and J.S can beat out dolphin.  A 5HS trade is ok against Pot’s  J.HS. For everything else I would recommend jumping, then flash guarding the air normal, than jump again away from pot as you want to avoid is PB mix-ups. </p><p>
</p><p>
Basically if he is in the air, he'll throw out normals (J.S, J.HS, J.D) and win. Unless you know for 100% you can nail a high 6HS, just straight up don't fuck with. him in the air DON"T ANTI-AIR HIM. Think of it as free time to run away. or IAD back j.HS. nothing you have beats his j.D efficiently period.</p><p>
</p><p>
<strong>Zoning</strong></p><p>
Keep away can be your best friend if u actually do it right. Mindless Hoop sets will have you eating Slidehead every time.  A MID-SCREEN PB~FRC~f.S~2S~HK is 50ish%. It hurts. SERIOUSLY. </p><p>
You need to get a hoop set out, preferably P, but don’t eat a slide head, as it punishes Hoops set when pressured and gatlin'd into. While buffering Hoop set 5K on reaction to slide head. </p><p>
</p><p>
<strong>Poking with a max range j.HS is a GREAT idea. Do watch out for heavenly PB (Potemkin Buster). </strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Their game plan</strong></p><p>
Jump and throw out a random amazing normal to make you land next to him and guess a mix-up. Poke with 5HS. </p><p>
</p><p>
Oki - Pots game consists </p><p>
<strong>j.D/j.S</strong> (you block) 50/50 mix-up. </p><p>
<strong>Megafist</strong> (again you block) 50/50 mix-up. FRC PB. </p><p>
<strong>Hammerfall</strong> (cancel) into PB. </p><p>
<strong>Meaty 6HS</strong> ~ Slide Head (unless you IB  the 6HS than Back Dash, slide head is guaranteed) FRC PB is dirty here too.</p><p>
<strong>Meaty 5k</strong> to stuff Back dashes and is a great tick throw,  good for Hammerfall feints too. </p><p>
<strong>Slide head immediately</strong> (backdash/jump/or 5K to avoid it.)</p><p>
<strong>Super</strong> (Aegis Reflector) <strong>than Slide head for Unblock</strong> on Wake-up. Flash guard than Backdash, or Dead angle to avoid it...sometimes. Only effective if set up after a Heat Knuckle. </p><p>
</p><p>
Throw Pot-buster while guarding every while landing pressure.  Because of this the J.RR works well in this fight, as it delays your landing when he is expecting to PB. </p><p>
</p><p>
<strong>May should be BACK DASHING to avoid MOST of Pot's mix-ups</strong>. This loses to hammerfall, which <strong>he HAS to spend tension</strong> to combo off of. </p><p>
</p><p>
</p><p>
"Pot vs. May, <strong>Pot side</strong>:</p><p>
Judge Gauntlet vs. j.2h is guaranteed, and will turn around if crossed up. Any CH Judge Gauntlet (3k!) can be followed up with 5k 2s Heat or 5k 2s 2h HPB. Slidehead and 6p own dolphins (all kinds) and lead to her dying. Randomly using 6p-&gt;Giganter beats a lot of her stuff, is safe on block and combos in the air or on the ground. The Giganter loop is super easy on May if you're feeling cheap. If she OHKs and you PB, you both whiff and you can usually PB again before she recovers (!). If she does a dolphin as part of pressure and there was any gap, you can Hammer Fall to absorb it for a free CH after she bounces off you. You can reflect the FB dolphins on reaction to the FB flash (hard but not really that hard). If you IB a dolphin, you can far S (to either 2s-&gt;Heat if air or 2d if ground) for free. j.S can beat her j.H if timed properly. Use any blocked or missed 3k as a free CH 2h -&gt; GGPO. Her 5k on your wakeup loses to Slidehead (yeah!), anything else except 2p 2p 2p (woo, 10 dmg) or 3k (risky) loses to backdash PB.</p><p>
</p><p>
<strong>May side, as speculatively experienced by a Pot player</strong>:</p><p>
You can react to a Hammerfall with 3k. You will hit, Pot will completely whiff meaning he has to FRC, and if he doesn't FRC you recover quickly enough to hit him and combo. Dumb.</p><p>
Random cross-up dolphin dolphin (dolphin dolphin dolphin) 2d is very hard for him to deal with. Both D and [D] get backdash PB'd, CH combo'd, or Judge Gauntlet'd easily. If he bursts you and you tech, for god's sake don't double jump or Air dash, you will die."</p><p>
</p><p>
<strong>Mike Z</strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>May's Strategy</strong></p><p>
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"> This fight need to be in three stages to win. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p><p>
</p><p>
Stage 1- Getting a P hoop buffered over your head.  As this will destroy his super armor and his offense. </p><p>
</p><p>
Stage 2- Letting POT get into close range, this requires a lot of 5K’s and patience. </p><p>
</p><p>
Stage 3- Once pot is IN and having to guard because of your P hoop you must  make him choose an Anti Air. </p><p>
</p><p>
This is pot’s biggest flaw. He has to DEDICATE himself to his anti airs.  So you are going to use air tactics to stall and alter your air direction while choosing to come down on either side with a J.2HS. Preferably the backside of him.  Remember to  FDC J.2HS and Slash Back cancel air dashes to alter your trajectory.  RR FRC is tricky some times here too.  J.D also works for WTF where is she going mind games. If he guards, do it again.  This Makes the game in your favor as you are making decision and forcing him to react/guess to you.  Sometimes, he WILL get the proper anti air and your back at Stage 1, but oh well, that’s Guilty Gear. </p><p>
</p><p>
<strong>Poking with a max range j.HS</strong> is a GREAT idea. </p><p>
</p><p>
"FBHD is overall very effective.</p><p>
</p><p>
FBHD owns 6H&gt;Slidehead block string, slidehead in general, PB, 6P, early JG(May recovers early and owns Pot before the attack comes out). Most lead to a CH dolphin to a 2D, and then a FB dolphin combo w/ enough tension.</p><p>
</p><p>
FBHD loses to 5P, 5K, Aegis Reflector, Hammerfall, flick w/ the last three being pretty risky." <strong>ShinQuickman</strong></p><p>
</p><p>
</p><p>
<strong>5K on reaction to a Slidehead. </strong></p><p>
Slide head has upper body invul. frames in its animation so spamming dolphins could have you eating a. OTG combo. Or kill you with a mega fist and you look NOOB. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_gonk.gif" alt=":gonk:"></p><p>
</p><p>
Tick throws aren't effective for this fight unless you got pot in some really heavy pressure simply b/c if he sees it coming, thats a PB.</p><p>
</p><p>
Obviously, don't jump in too much, as it will get figured out.</p><p>
</p><p>
</p><p>
<strong>ZONING &gt;</strong> <img src="https://www.forums.dustloop.com/images/statusicon/potemkin.gif" alt="Posted Image"></p><p>
</p><p>
</p><p>
</p><p>
______________________________________________________________________</p><p>
<strong>Combo Specific Details.</strong></p><p>
</p><p>
With so many Potty only combo’s available <strong>I only recommend you do what feels comfortable inputting</strong>. To be honest the only combo I felt reliable enough to do against Isaac is Launch.. </p><p>
S, HS, SVD, S, HS, SVD, 5P, HSVD, FRC, Air Dash, J.S, J.HS, SVD, 5P, HSVD.</p><p>
</p><p>
</p><p>
<strong>5D Combo</strong>- Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her <strong>Jump Cancel Impossible Dust combo</strong>. Works Great on POT.</p><p>
</p><p>
<strong>6P combo</strong>- easy on this BIG sprite.</p><p>
</p><p>
<strong>IAD combo</strong>-  sure do J.S, J.HS and be sure to mix – up the RR sometimes. </p><p>
</p><p>
<strong>Jackhound reliability</strong>- Always hits.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Double Dolphin Upper</strong>-</p><p>
OHK, J.S, J.HS, land, DELAY, SVD, S, JI, HS, Delay, SVD, S, JI, HS, Delay, SVD, 2P, HSVD.</p><p>
</p><p>
<strong>Double Dolphin Upper With Tension</strong>-</p><p>
2HS/2D, FBHSVD, J.HS, SVD, 5S, HS, SVD, 5S, HS, SVD, 5P, HSVD.</p><p>
*At CLOSEST range the J.HS forces POT the other way.</p><p>
*At MAX Range it will not make him flip over your Y axis.</p><p>
*Every other range than MAX this works. </p><p>
</p><p>
</p><p>
<strong>2HS, 2D</strong>- This beats anywhere on screen making  interesting possibilities.</p><p>
</p><p>
no tension- 2HS, 2D always cancel to a Dolphin for the knockdown as the 2D is tech-able.</p><p>
This combos off 5FS if you run in... interesting. </p><p>
</p><p>
25% Tension- 5S, 2HS, 2D, RR, FRC, Air-throw. (Don't ever do that)</p><p>
5S, 2HS, 2D, FBHSHD, IAD, J.S, J.HS, SVD, S, HS, SVD, 5P, HSVD. (This feels like a #R combo, lol)</p><p>
</p><p>
</p><p>
</p><p>
<strong>2D, FBSHD, 6P</strong>... Potty in corner.</p><p>
Application - J.2HS, Land, 2D, FBSHD, 66, 6P, S,JI, HS, Delay, SVD, 5P, HSVD.</p><p>
</p><p>
</p><p>
</p><p>
<strong>OHK, 66, 6P</strong>... Potty only. </p><p>
Application- OHK, 66, 6P, 5S, JI, HS, Delay, SVD, 5S, JI, HS, Delay, SVD, 2P, HSVD.</p><p>
</p><p>
</p><p>
</p><p>
<strong>JI, FBHSVD, AirDash, J.K, J.HS</strong>... Potty only No Corner. </p><p>
Application- J.2HS, 2D, FBHSVD, Air Dash, J.K, J.HS, SVD, 5S, HS, SVD, 5P, HSVD.</p><p>
</p><p>
This starts with J.2HS as it auto Jump Installs the combo but it Can be done with a Normal than a JI, 2D/2HS...</p><p>
</p><p>
EXAMPLE- 5S, JI, 2HS, FBHSVD, Air-Dash, J.K, J.HS...</p><p>
</p><p>
</p><p>
</p><p>
<strong>FBHSVD, J.HS</strong>... Potty only No Corner No JI.</p><p>
Application- 2HS/2D, FBHSVD, J.HS, Land, SVD, 5S, HS, SVD, 5S, HS, SVD, 5P, HSVD.</p><p>
(Double Dolphin Upper)</p><p>
</p><p>
This is good when you accidentally do FBHSVD instead of FBHSHD and you didn't JI and still want damage. AKA, Maybe one time. lol</p><p>
</p><p>
</p><p>
</p><p>
<strong>JI, FBHSVD, Air Dash, J.S, J.HS</strong> Potty only Finish in Corner.</p><p>
Application- J.2HS, 2D, FBHSVD, Air Dash, J.S, J.HS, #</p><p>
</p><p>
1-SVD, 5S, HS, SVD, 5P, HSVD</p><p>
2-HSVD, HSVD</p><p>
3-6HS, SVD, 5S, HS, SVD, 5P, HSVD. </p><p>
4-25% Tension- 6HS, HSVD, FBHSHD, 5S, HS, SVD, 5P, HSVD.</p><p>
</p><p>
This starts with J.2HS as it auto Jump Installs the combo but it Can be done with a Normal than a JI, 2D/2HS...</p><p>
</p><p>
EXAMPLE- 5S, JI, 2HS OR 2D, FBHSVD, Air-Dash, J.S, J.HS #</p><p>
</p><p>
</p><p>
</p><p>
<strong>OHK, 6HS, Whale</strong>...</p><p>
Application- OHK, 6HS, 236236S, HSVD, Jackhound, 2D, HSVD.</p><p>
Application- OHK, 6HS, 236236S, 236236S, 2D, HSVD. Builds stun LOL.</p><p>
</p><p>
</p><p>
</p><p>
<strong>HSVD, FRC, air-dash, J.S, J.HS, Land</strong>... Potty only</p><p>
Depending on the starter, multiple enders are possible.</p><p>
Application- OHK, J.S, J.HS, Land, Delay, SVD, S, JI, HS, Delay, SVD, S, JI, HS, Delay SVD, 2P, HSVD, FRC, Air-dash, J.S, J.HS, Land, J.K, JD, J.HS, JD, RR. This particular example only #4 ender is possible, but an earlier HSVD, FRC will make enders 1-4 possible for other combo's.</p><p>
</p><p>
1- SVD, 5P, S, HS, HSVD.</p><p>
2- 6HS, SVD</p><p>
3- J.HS, J.D, J.HS, J.D</p><p>
4- J.K, J.D, J.HS, J.D</p>
]]></description><guid isPermaLink="false">835</guid><pubDate>Sun, 28 Oct 2007 22:44:04 +0000</pubDate></item><item><title>May vs Jam</title><link>https://www.forums.dustloop.com/forums/topic/829-may-vs-jam/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/jam_forum_new.gif" alt="Posted Image"><strong>Jam</strong> </p><p>
 </p><p>
</p><p>
</p><p>
<strong>Stats</strong>  6/4  May down.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video examples </strong></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=HP31Tyr7odE</a></p><p>
<a href="" rel="external nofollow">http://www.truveo.com/GGXXAC-Efute-MA-vs-Kazu-JA/id/4280593979</a>  -3rd Round =P</p><p>
	</p><p>
</p><p>
<strong>Openers</strong></p><p>
His initiative- your counter</p><p>
</p><p>
Jam Backdash- Running OHK lol</p><p>
Jam 214K – Jump, flash guard, land OHK</p><p>
Jam 236S – 3K always</p><p>
Jam Running 5K- 5K</p><p>
</p><p>
</p><p>
</p><p>
<strong>Punishes-</strong></p><p>
Generally no tension-</p><p>
OHK</p><p>
</p><p>
General 25%-</p><p>
66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, SVD, 5S, HS, SVD, P, SVD. </p><p>
</p><p>
Balls – CAN NOT PUNISH BALLS, they leave her in + Frame advantage.</p><p>
6HS - CAN NOT PUNISH 6HS, it leaves her in + Frame advantage.</p><p>
214K – Jump, flash guard, land OHK</p><p>
If you have the timing, Slashback  6HS.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters </strong> </p><p>
Jam 236S – CH 3K always, I can not stress how important this is, she loses every option from her slide. </p><p>
Jam FB Ball – CH 3K always</p><p>
Jam IAD pressure- CH SVD, this is VERY important too. </p><p>
Don’t FUCK with FB PUFF BALL unless you 3K, period.</p><p>
Jam FB Ball - From full screen, you CAN CH 2D, but really what Jam is going to throw it from that far out. </p><p>
Card Charge- In range do running 3K or FBHSHD.</p><p>
</p><p>
</p><p>
<strong>Anti Airing-</strong> PROPER anti-airing- 6P is not a catch all.</p><p>
6P for Air Dash </p><p>
SVD is very effective</p><p>
5HS works GREAT at mid range for some reason. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Zoning </strong></p><p>
All mid range pokes will get rocked by her FB puff ball.</p><p>
EXCEPT HS, use it!</p><p>
Zone with J.S, if you get the CH follow up with your Airdash, J.K, J.HS, re-launch combo. </p><p>
“You can use Mays hs the same way jam would use her 2s on you.”</p><p>
<strong> Pulsr</strong></p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ryokoalways" data-cite="ryokoalways"><div><p>any H basically, Jam can't go air-to-ground very well and 5h is great in that situation. Then there is the jh spammage that is a great trade in May's favor. 2h Occationally can get annoying too but that's not too big of an issue comparatively. Basically any h would result in a good amount of damage on Jam, and knockdown.</p><p>
</p><p>
3k is the least of our concerns in my opinion, unless the Jam play just brainlessly throw out 236s.</p></div></blockquote>
<p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Their game plan </strong> </p><p>
In general, Jam is very effective at building Guard bar, she has a pretty good counter hit game, now she is  able to do throw damage with tension… yeah she’s a beast.  Her fast ground speed makes her throws that much more effective. She does however; have to charge a card or two in order to do OVER 9000 damage.  She will combo into a KD and charge a card, 6HS is low, and throw invulnerable, it also leaves her in a gazillion + frames….whore.  Her aerial flips give her some dirty tricks/mix-ups.  She can break you guard with 5D, 5K, 2D, 236S~K, 214K, &amp;Throw. She will counter hit you with 2S and Balls. </p><p>
</p><p>
</p><p>
</p><p>
<strong>May's Strategy </strong></p><p>
Because she can parry Normal’s hits, and will be looking for opportunities to do this, lows are Throws are even more effective in this fight.  I seriously Knock her down, then launch her with 5[D] OFTEN, as well as Knock her down than OHK her on HER wake-up. </p><p>
Fight her at mid range where she wants to throw out FB Puff-Ball and spam 5HS, its a great counter poke/Anti-air, + it recovers in time to 3K her Ball. Stuff her IAD’s with SVD’s during pressure.  Do zone with J.S often. </p><p>
Don’t throw her on wake-up, Just like May’s 5K, Jam’s 6HS is throw invulnerable.  IF you know the timing, SlashBack it on pressure, NOT on wake-up, You CAN’T Slashback on wake-up lol.</p><p>
When she has a Kick Card built-up, there’s a good chance she will do her DP on wake-up; with a card it’s very usable. Bait this from time to time. Her supers have good Invulnerability, some scrubbier jam, you know the ones that aren’t OVER 900 will use them on wake-up. </p><p>
</p><p>
“It's not as much as that you can't oki Jam as it is that you can't use most of them. You could still use your low/grab oki, but your crossover okis most likely won't work. And then that's when they begin to back-dash on wake-up and you just get pissed off.” <strong>Shinquickman</strong></p><p>
</p><p>
“DONT bother with most cross-ups on jam, and also ALWAYS go low unless you're mixing up with dust, it's not worth getting parried/raped for.”  <strong>Zand</strong></p><p>
</p><p>
“Space out 2k and she can't DP you either with her shitty DP.” <strong> Zand</strong></p><p>
</p><p>
“When u see any FRC flashing from jam, prepare to counter her throw by throwing her back^^” <strong>K2</strong></p><p>
</p><p>
“After a knockdown, hoop FRC dash 2K . From there it's safe to do a low/throw mixup. Hoop setups w/o FRC is possible, but your 2K has to come out before the dolphin, or the hoop will just get parried. Do NOT go for crossover j.2H, ever.”  <strong>Shinquickman</strong></p><p>
</p><p>
</p><p>
<strong>General comments-</strong> </p><p>
Your stun meter is the highest for girls, as you will never get Dizzy in this fight. YAYAYAYAY that saves you from getting 1HItKilled`Yay</p><p>
Jam will FRC whiffed HS Puff Ball for a throw. If you see her FRC, always Jump and FD. </p><p>
Don't Air recover, then descend with a J.HS, you will find a Ball surprise to CH the shit outta you.</p><p>
Don't Air recover, then descend with a J.2HS, you will find a Ball surprise to CH the shit outta you. </p><p>
Guard low and watch for an FRC or a 5D, than jump or backdash. </p><p>
Her aerial flips crosses you up in the corner + She can go high or low from there.. ewwww.</p><p>
She will throw bait you with J.2K. </p><p>
</p><p>
</p><p>
</p><p>
Both character have great counters to defeat the other one, Jam just limits May a little more, that’s why the match-up is in Jam’s favor. </p><p>
</p><p>
<img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"><strong> is limited by : </strong><img src="https://www.forums.dustloop.com/images/statusicon/jam.gif" alt="Posted Image"></p><p>
</p><p>
As you can’t 5K her on her wake-up, you can’t throw her on your wake-up, Can’t zone with 5K or Slashes, She has lots of natural moves that flat out BEAT dolphins.  She can parry and ROCK your J.2HS tricks. ONCE you get past all of this, than you are playing the match-up correctly.  </p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong>Shinquickman</strong>, <strong>Zand</strong> and <strong>Doren2K</strong>   as these contributions are scattered all over this match-up.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
Jam is a lightweight floaty biotch with a very tall aerial hit box. </p><p>
</p><p>
<strong>OHK combo</strong></p><p>
5S, HS, Delay, SVD, 5S, SVD, 5S, HSVD, 2P, SVD.</p><p>
5S, 5HS, Delay, SVD, 5S, SVD, 5S, HS, HSVD, FRC, AirDash, J.HS, Land, J.HS, J.D, J.HS, J.D</p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro dust 3, Impossible Dust with a Just frame J.HS, her Slash Back cancel Impossible Dust combo works best on Bridget. </p><p>
Application - 5D, [9], J.H, J.HS[/9], J.1HS+S, Delay, J.HS, Land, SVD, 5S, SVD, 5S, 5HS, HSVD</p><p>
</p><p>
<strong>6P combo</strong></p><p>
Works fine. </p><p>
</p><p>
</p><p>
<strong>IAD combo </strong></p><p>
You can IAD at her on standing and on hit. Your J.S, J.HS should combo. </p><p>
</p><p>
<strong>Jackhound reliability </strong></p><p>
Lightweights are hard to KD, Jackhound will usually wiff unless it’s incorporated EARLY into a combo, but than you give up huge damage by forcing proration. </p><p>
</p><p>
</p><p>
<strong>Double Dolphin Upper </strong></p><p>
2D, RR, FRC, SVD, 5P, 5S, SVD, 5P, 5S, 5HS, HSVD</p><p>
5K, JI, 5S, 2D, FBHSVD, Air-dash, J.S, J.HS, Land, SVD, 5P, HSVD </p><p>
</p><p>
</p><p>
<strong> 2HS, 2D </strong></p><p>
2D wiffs </p><p>
</p><p>
<strong> 2D, FBSHD, 6P </strong>...  in corner</p><p>
Application - J.2HS, Land, 2D, FBSHD, 66, 6P, 5S,JI,  5HS, Delay, HSVD, FRC, Jump, J.HS, Land, 6HS</p>
]]></description><guid isPermaLink="false">829</guid><pubDate>Thu, 10 Jan 2008 22:47:34 +0000</pubDate></item><item><title>May vs Ky</title><link>https://www.forums.dustloop.com/forums/topic/842-may-vs-ky/</link><description><![CDATA[
<p><strong>Ky</strong>- punish fireball spam with iad s hs Pulsr</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Frank The Tank" data-cite="Frank The Tank"><div><p>
-His 6P is fucking stupid and beats or clashes with everything you have from the air. He better be lying down if you wanna jump at him, and even then you gotta safe jump 2H so you don't eat a floatybitch VT loop, which hurts and gives him tension for mystic crosses.</p><p>
-He doesn't have much in the way of threatening offense, just block low and watch 5D, which he will use.</p><p>
-3K is okay for slipping underneath a SE, but as in every situation where 3K is remotely useful, don't whore it or you'll die.</p><p>
- Really, there are 2 distances that favor you, far away and directly in his face. Far away with a P hoop, you can sit and build tension by IB/SBing SEs, and he can't really do too much to get in without having to deal with the dolphin(s). Furthermore, it is safe to get in from far away with a FBHSVD, as it will CH 6Ps and you'll go too high for VT to reach...if they try, you get CH j.H and he dies. Outside of these two spots, it's a much harder fight.</p></div></blockquote>
]]></description><guid isPermaLink="false">842</guid><pubDate>Tue, 14 Oct 2008 18:21:08 +0000</pubDate></item><item><title>May vs. May</title><link>https://www.forums.dustloop.com/forums/topic/921-may-vs-may/</link><description><![CDATA[
<p>Thanks for the heads-up nameless. =)

I'll update this one soon enough.



Play Defensive. The opponent should know all of your OHK set-ups. The more patient player will always win. Just wait on those CH's.</p>
]]></description><guid isPermaLink="false">921</guid><pubDate>Mon, 29 Dec 2008 13:47:34 +0000</pubDate></item><item><title>May vs Johnny</title><link>https://www.forums.dustloop.com/forums/topic/825-may-vs-johnny/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/johnny_forum_new.gif" alt="Posted Image"><strong>Johnny</strong> </p><p>
 </p><p>
</p><p>
</p><p>
<strong>Stats</strong>  5.0/5.0 Mays Favor =P</p><p>
I feel it's 6.5/3.5 but Meh...</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video examples </strong></p><p>
<a href="" rel="external nofollow">http://www.truveo.com/GGXX-SLASH-061203g323on014-23on23-%E5%9F%BC%E7%8E%89VS%E5%8D%83%E8%91%89/id/4151460962</a></p><p>
</p><p>
	</p><p>
</p><p>
<strong>Openers</strong></p><p>
K- May CH 6P/2D/3K</p><p>
5FS – May CH 6P/2D/3K</p><p>
TK Ensenga- May CH 6P</p><p>
Coin- May3K/2D</p><p>
6K- May CH 6P/2D/3K</p><p>
5HS- May GUARD!!!!</p><p>
</p><p>
Openers are amazing because this range is where you want to keep JO. DO you see all of the CH potential?</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Punishes-</strong></p><p>
</p><p>
Generally no tension-</p><p>
OHK</p><p>
</p><p>
General 25%-</p><p>
66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, 5S, HSVD</p><p>
</p><p>
Played correctly : Johnny isn’t in negative frame advantage. So you never really punish a special move. Johnny usually trains at you with loads of neutral ground, leaving him wide open for CH with the right pokes. </p><p>
</p><p>
</p><p>
Super- May IB OHK</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters </strong> </p><p>
K- May CH 6P/2D/3K</p><p>
5FS – May CH 6P/2D/3K</p><p>
TK Ensenga- May CH 6P</p><p>
Coin- May3K/2D</p><p>
6K- May CH 6P/2D/3K</p><p>
5HS- May GUARD!!!!</p><p>
</p><p>
</p><p>
</p><p>
<strong>Anti Airing-</strong> PROPER anti-airing- 6P is not a catch all.</p><p>
6P for Air Dash</p><p>
</p><p>
Jump and IB his tricks</p><p>
</p><p>
Johnny’s J.HS is EXACTLY like Slayer’s J.HS.  Doing an Anti-Air against it is higher risk than reward. Your best option is to jump into it and IB, than land and throw. </p><p>
</p><p>
</p><p>
</p><p>
<strong>Zoning </strong></p><p>
May completely controls where Johnny goes with Hoop sets. Put one over top of him for a free chance to get in. Put one over-top of you to force his offense, than you land you CH. Don’t bother with 5FS, or K at far range. Your biggest priority is to properly CH Counter Poke him. </p><p>
</p><p>
</p><p>
<strong>Their game plan </strong> </p><p>
Land a coin, so he can spend his coin &amp; tension to combo you. LOL</p><p>
</p><p>
</p><p>
</p><p>
<strong>May's Strategy </strong></p><p>
Counter Poke the SHIT out of him.</p><p>
</p><p>
You control where he goes with hoops I promise</p><p>
</p><p>
Try to keep him Right in front of you. Ideally, you will beat out EVERY poke of his except for Johnny’s 5HS.</p><p>
</p><p>
Use a P Dolphin hoop to make him come to you-</p><p>
Use a FRC HS Dolphin hoop for cover to come in-</p><p>
Use a FBHSHD to come in-</p><p>
Use a FBHSVD to come in-</p><p>
Defensively you have 6P, 2D and 3K. All three of these beat out JO pokes EASY. 2 of them lead to free BIG damage with knockdown and amazing OKI.</p><p>
</p><p>
6P beats his 5K, 5S, 5FS, 6K, TK Ensanga, Super, MF</p><p>
</p><p>
2D beats out his 5K, 5S, 5FS, 6K, TK Ensanga, but it's less risk and slightly less reward to May's 6P</p><p>
</p><p>
3K &gt; everything Johnny has except blocking and 5H</p><p>
</p><p>
</p><p>
May’s Advantage in this fight is her <strong> Insane ability to Counter Poke </strong> because of Johnny’s predictable high-risk pokes. </p><p>
</p><p>
</p><p>
 </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mitsurugi" data-cite="Mitsurugi"><div><p>
If you want to close the gap, you can also use May's dash &gt; 3K. It really is a pain as it has a lot of "priority" and will stuff any incoming poke he will throw you should you time it not too late. It beats 5K, 2S, 2D, MF-K. Doing the 3K move while dashing allows you to have a lot of horizontal velocity therefore going farther. And you can go under his coins thanks to that while hitting him if he is not careful.</p><p>
</p><p>
If you are always pre-emptively CH by his MF when you try dolphins, do the FB version so that if will be hit (at best) or will have to block (at worst).</p><p>
</p><p>
Thanks to May's fast jump, you can also dash &gt; jump &gt; double jump while being ready to FD in case he MF-P (upper Mist Finer) then land with a j.2H when you are above him. If you time and space yourself correctly, he won't be able to MF-P (you'll be above it) or to 6P you when you'll be coming down on your anchor (j.2H). Keep in mind he can still jump &gt; IB then air throw you or jump &gt; IB land and punish you.</p><p>
</p><p>
By the way, TK Ensenga RC leads to huge damage only when Johnny's opponent is near or in the corner. Though that is no reason to get hit by it even mid-screen, 6P goes right through it!!!</p></div></blockquote>
<p>
</p><p>
</p><p>
<strong>General comments-</strong> </p><p>
</p><p>
Watch out for Johnny doing Dash throw, that’s tricky. </p><p>
</p><p>
Jump and FD if scared </p><p>
</p><p>
Don’t be predictable with your airdashes.</p><p>
</p><p>
Be patient, he will kill himself.</p><p>
</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"><strong> Counter Pokes &gt; </strong><img src="https://www.forums.dustloop.com/images/statusicon/johnny.gif" alt="Posted Image"><strong>pokes </strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong>TJ</strong>, <strong>KenMasterX</strong>, as I’ve learned all this b/c of these guys.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
Johnny is  a fat Normal weight, and Knockdowns build great mix-up options. JI and Delays work, he's very simple to combo.</p><p>
</p><p>
<strong>OHK Combo </strong></p><p>
6HS, SVD, 5S, HS, SVD, 5P,5S, HSVD </p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her <strong>Jump Cancel Impossible Dust combo</strong>. Works Great on Anji</p><p>
</p><p>
Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
<strong>6P combo</strong></p><p>
Yep Yep a go go </p><p>
</p><p>
<strong>IAD combo </strong></p><p>
Yep Yep a go go\</p><p>
especially against Butterflies</p><p>
</p><p>
<strong>Jackhound reliability </strong></p><p>
Yep Yep a go go\</p><p>
</p><p>
<strong>Double Dolphin Upper </strong></p><p>
S, JI, HS, FBHSHD, J.HS, Land, HSVD…</p><p>
</p><p>
<strong> 2HS, 2D </strong></p><p>
Yep Yep</p>
]]></description><guid isPermaLink="false">825</guid><pubDate>Fri, 15 Aug 2008 04:54:26 +0000</pubDate></item><item><title>May vs Zappa</title><link>https://www.forums.dustloop.com/forums/topic/845-may-vs-zappa/</link><description><![CDATA[
<p><strong>Zappa</strong>- honestly ghost and sword eat a LOT of 3k, and always 2s dog at a FAR rang. Remeber he has a shoryu, rauh has an even better shoryu, a FAST dust and great low damage Learn to fight against Rauh and it won't be soo bad.</p><p>
</p><p>
IN general i found it hard to nail a lot of counter hits, try to punish with OHK at all cost. Kyle</p><p>
</p><p>
is like SF3 agasi chun li, block low for life XDD, if he make the srk and you guard of it you have a free combo *__*, it dont have a lot of mix ups in overheards..... if you guard down you only have to wait his D, or j. hs ora grab Nhur</p><p>
</p><p>
wow i actually have a ZAPPA contribution wtf!</p><p>
</p><p>
May has this weird throw property on her AIR throw that makes the enemy wake-up BACKWARDS, so usually a properly timed H-dolphin after an air throw will cross-up.</p><p>
</p><p>
get this, </p><p>
A perfectly timed horizontal dolphin will always cross up zappa after a regular throw. </p><p>
The timing is rough, i highly recommend initially wiffing a short horizontal dolphin, than step back for a sound water bleeping sound for a "STEP") than throw the horizontal and it WILL cross up.</p><p>
</p><p>
the damage potential is pretty good also, </p><p>
</p><p>
Throw, wiff s-dolphin, step back, h-dolphin (crosses), frc, j.k(backwards), 2P, 2D, FB SHD, LAME LOOPS! Kyle</p><p>
</p><p>
caution with his D on your wake up (you cant grab him) Nhur</p>
]]></description><guid isPermaLink="false">845</guid><pubDate>Mon, 01 Oct 2007 21:20:18 +0000</pubDate></item><item><title>May vs Testament</title><link>https://www.forums.dustloop.com/forums/topic/831-may-vs-testament/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/testament_forum_new.gif" alt="Posted Image"><strong>Testament</strong> </p><p>
 </p><p>
</p><p>
</p><p>
<strong>Stats</strong>  4.5/5.5 May down.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video examples </strong></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=A1W6oTFXCEU</a> '&gt; <a href="" rel="external nofollow">http://www.youtube.com/watch?v=A1W6oTFXCEU</a> </p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=ffV_vDxqNtw</a> '&gt; <a href="" rel="external nofollow">http://www.youtube.com/watch?v=ffV_vDxqNtw</a> </p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=XbDtuNDE2BU</a></p><p>
</p><p>
</p><p>
	</p><p>
</p><p>
<strong>Openers</strong></p><p>
His initiative- your counter</p><p>
</p><p>
Testy 6K- 3K</p><p>
Testy ForwardBeast – SVD </p><p>
Testy 2S- SVD</p><p>
Testy 2HS- SVD</p><p>
Testy warrant- OHK </p><p>
</p><p>
</p><p>
</p><p>
<strong>Punishes-</strong></p><p>
Generally no tension-</p><p>
OHK</p><p>
</p><p>
General 25%-</p><p>
66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
Skull –3K</p><p>
Badlands- 2D, FBHSHD,…</p><p>
Beast- Can’t punish</p><p>
Don’t bother Slashbacking in this fight</p><p>
</p><p>
“If the testament player makes a lot of counters, sure you will break his game if you make a OHK and very cool combo later of that (if he see that if he makes a counter can be seriously punished ) sure he won make more free counters.” <strong>Nhur</strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters </strong> </p><p>
Skull – CH 3K</p><p>
HS-Beast – CH SVD </p><p>
6K –CH 3K</p><p>
5D - SVD</p><p>
</p><p>
</p><p>
</p><p>
<strong>Anti Airing-</strong> PROPER anti-airing- 6P is not a catch all.</p><p>
6P for Air Dash </p><p>
He shouldn’t be jumping in at you. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Zoning </strong></p><p>
He zones you HARD, the majority of the fight is you getting in on him. </p><p>
FBHSHD will get you a poke.lol</p><p>
Look good enough for a poke. Right?</p><p>
</p><p>
</p><p>
</p><p>
<strong>Their game plan </strong> </p><p>
Set traps, nets, skulls and trees than punish you coming in. On the inside Testy has two overhead options that can BOTH be gatlined into: 6P and 5D. Testy has two low options that can be gatlined into: 2K and 2D. He has a good throw option, a counter that poisons and most importantly, every efficient guard break yields GREAT damage. Forward EXE beast TRADE Is definitely in his favor , he will spam Forward exe beast when nervous and when you are in the corner. Testy has INTENSE mix-up, Damage and zoning capabilities.</p><p>
</p><p>
Testy has</p><p>
+Easy combos for good damage that have lots of setups</p><p>
+Good high/low/throw mix-ups with nice follow ups</p><p>
+Good pressure game thanks to HS.EXE Beast</p><p>
+Incredible okizeme game thanks to nets, trees, and S.EXE Beast</p><p>
+Great zoning with his various traps</p><p>
-He can keep pressure from getting to him but he has trouble getting pressure off him once it's on</p><p>
-Lacks a solid air-to-ground attack   CornerTrap</p><p>
</p><p>
Because May is SOO FLOATY, he can ALWAYS do 6 Badlands loops on May, additionally the 6 BL’s give him tension for a KD with buffed up Trees very often.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>May's Strategy </strong></p><p>
The first part of the fight requires you to get into YOUR attack range, this includes getting yourself close to him AND negating traps along the way. You have a few tools to destroying nets and deactivate trees:</p><p>
</p><p>
-	Jump Flash Guard and Air-dash</p><p>
-	Wiff a Horizontal Dolphin</p><p>
-	Hoop sets, but ONLY when Testy is in the air, as S-beast will always punish you.</p><p>
-	FBHSHD works but isn’t really worth it. </p><p>
-	2S</p><p>
-	5FS</p><p>
</p><p>
</p><p>
“A lot of May attacks can make disappear the traps dolphins, 6 HS, 2 S, ad the trees you can make disappear it with dolphins too, if you think that you have a lucky day you can run to testament and OHK or 3K.”  <strong>Nhur</strong></p><p>
</p><p>
“lol as silly as it might sound... mash air dash” <strong>Pulsr</strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
One you’re in J.HS range, your really going to only do a few things:</p><p>
-J.HS</p><p>
-J.2HS from front</p><p>
- J.2HS from back</p><p>
- OHK</p><p>
</p><p>
What’s great about these options is the knockdowns and the fact that NONE of them mess with HS Beast.</p><p>
</p><p>
Finally you nailed your Abarea, you Knockdown, Stuff his ass with a 5K on wake up and Mix-up. Use 5D high, 5D[D] Low, Flat out OHK him, and use 6P to stuff his back-dash. 1 Abarea, 1 GOOD mix-up and he are done, LOLZ. </p><p>
</p><p>
</p><p>
May’s Advantage in this fight is her <strong>Abarea/ Air to Ground</strong> because of Testy’s limited efficient anti-Air options. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>General comments-</strong> </p><p>
When he pressures S-Beast, Jump and guard as you will not get pushed into Testament for more mix-up.</p><p>
Jackhound does NOT destroy blood nest. </p><p>
DON’T use Jackhound in this fight PERIOD.</p><p>
His Reversal Super (Nightmare Circle)doesn’t have an active hitbox next to him, so run towards his downed body, IF he does it on wake-up you get a CH 5K, or a free OHK. </p><p>
Don’t get caught jumping by his 6K, it’s seriously his BEST move in this match.</p><p>
His HS-Beast doesn’t have an active hitbox next to him, so run towards his downed body, IF he does it on wake-up you get a CH 5K, or a free OHK. </p><p>
Learn to guard his mix-up, it’s almost as good as Eddie.</p><p>
Don’t guard his 5D, b/c he can now FRC for tricks, just jump.</p><p>
Testy does TK BL on your wake-up it will cross-up.</p><p>
Testy does AirDash BL on your wake-up it will cross-up.</p><p>
Testy does Tree, IAD, BL on your wake-up, the tree crosses up. </p><p>
</p><p>
</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"><strong> Abarea/Air to Ground &gt; </strong><img src="https://www.forums.dustloop.com/images/statusicon/testament.gif" alt="Posted Image"><strong>Anti-Air, Assuming the zoning doesn’t kill ya </strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong>Nhur</strong> and <strong>Fraley</strong>, as these contributions are scattered all over this match-up.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
Testy is a Fatty-Type Normal weight, and Knockdowns build great mind games, Testy HAS to guard on wake up. JI’s and Delays work, he's very simple and FUN to combo. THREE LOOPS are possiable of just S, HS, SVD. The third loop is soo hard to hit, I would recommend doing 5P, 5S, HSVD instead. </p><p>
</p><p>
<strong>OHK Combo </strong></p><p>
6HS, SVD, 5S, HS, SVD, 5P, 5S, HSVD </p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her <strong>Jump Cancel Impossible Dust combo</strong>. Works Great on Testament</p><p>
</p><p>
Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, 5S, HSVD</p><p>
</p><p>
<strong>6P combo</strong></p><p>
The 5HS wiffs</p><p>
</p><p>
</p><p>
<strong>IAD combo </strong></p><p>
Yep Yep a go go\</p><p>
 </p><p>
</p><p>
<strong>Jackhound reliability </strong></p><p>
NEVER HITS!</p><p>
</p><p>
<strong>Double Dolphin Upper </strong></p><p>
J.2HS, 2D, FBHSVD, AirDash, J.K, J.HS, HSVD, 5S, HSVD...</p><p>
</p><p>
</p><p>
<strong> 2HS, 2D </strong></p><p>
The 2D wiffs</p>
]]></description><guid isPermaLink="false">831</guid><pubDate>Tue, 18 Dec 2007 22:41:46 +0000</pubDate></item><item><title>May vs Axl</title><link>https://www.forums.dustloop.com/forums/topic/837-may-vs-axl/</link><description><![CDATA[
<p><strong>Axel</strong>- his chain whiffs if you just run at him lol if you do 6p on his wake up and he does bomber GG, Pulsr</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="poon" data-cite="poon"><div><p>
VS Axl:  May can run under his 5p, and IAD j.s j.h will beat any of his low pokes and lead to huge damage.  Don't get caught in 2S range vs. axl, poke with 5k (goes over his low pokes) and make sure your damage counts. FB Dolphin missiles seriously fuck axl up, he has no good response to them whatsoever.</p><p></p></div></blockquote>
]]></description><guid isPermaLink="false">837</guid><pubDate>Sun, 28 Oct 2007 16:01:47 +0000</pubDate></item><item><title>May vs Faust</title><link>https://www.forums.dustloop.com/forums/topic/840-may-vs-faust/</link><description><![CDATA[
<strong>Faust</strong>- Faust can not Anti Air J.2HS from the BACK, or J.HS from the Front at MAX range. Abuse those moves and he goes down. Bait FB handslap and Swim Super on wake-up. CH 6P his 41236K Pole thingy. Kyle
]]></description><guid isPermaLink="false">840</guid><pubDate>Tue, 14 Oct 2008 18:18:52 +0000</pubDate></item><item><title>May vs Chipp</title><link>https://www.forums.dustloop.com/forums/topic/838-may-vs-chipp/</link><description><![CDATA[
<p><strong>Chipp</strong>-</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Kyle" data-cite="Kyle"><div><p>I only have a very few about chipp, But I hope Shinquickman (Jorge) replies to this because his brother Shadowman (Rodney) plays a good chipp, so Jorge would be the May with the MOST experience in this match-up.</p><p>
</p><p>
DON't Anti-air with SVD or HSVD, as Chipps J.D owns these.</p><p>
Do Anti-Air with 5HS, actually SPAM 5HS as you are low invulnerable and chipp does poke with 2D often. </p><p>
Poke with 5K because May is low invulnerable.</p><p>
1 Abarea = Death to ninja. Sky Pirates are better. =)</p><p>
Do use 5D and 5[D] mix-ups on wake-up as his Shoryuken is PATHETIC, yes there's incincibility, but there is no damage off of it without 100% tension.</p><p>
Punish a baited Shoryu with SVD, as he won't have the ability to FRC to guard/escape, this technique is similar to HOS and KY also.</p><p>
</p><p>
Use J.K to beat his Teleport mix-ups. J.K, J.D, J.HS, J.D</p></div></blockquote>
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Frank The Tank" data-cite="Frank The Tank"><div><p>
-Stay on the move if you can, as a lot of his mixup depends on you being scared to move. If you fear him, you die.</p><p>
- Be patient and don't freak out if he succeeds in mixing you up. He's gonna have to do this at least 2 more times to kill you, while you get one CH and...well, you know th rest.</p><p>
-If he is above you in the air, DON'T FUCK WITH HIM. You will eat CH j.D and prolly lose 40% and get knocked down. Just block it and go from there.</p><p>
-Air throw is best AA, but be careful as his j.S is ridiculously hard to throw.</p><p>
-If he gets in and makes you block c.S or Gamma Blade, DON'T FUCK WITH HIM. He's at +2 after c.S and +5 (yeah, I know) after Gamma Blade. If you must do something, 1F jump the fuck out.</p><p>
-You can still delay during loops, but don't delay as much as you would against other chars. His teeny hitbox lets him tech out if you delay for too long.</p></div></blockquote>
]]></description><guid isPermaLink="false">838</guid><pubDate>Thu, 25 Oct 2007 06:57:05 +0000</pubDate></item><item><title>May vs Robo-Ky</title><link>https://www.forums.dustloop.com/forums/topic/843-may-vs-robo-ky/</link><description><![CDATA[
<p><strong>RO</strong>-use J.RR to avoid countdown super by flying above the screen LOLZ Kyle</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Kyle" data-cite="Kyle"><div><p>
-Abuse 5K, 5FS hoop/ FBHSHD</p><p>
- May can 6P Robo's Horsie</p><p>
- May can 6P Robo's Missile</p><p>
- May can 6P Robo's Wake-up Shoryu (@ certain range. Be careful, can NOT 6P the super version)</p><p>
-Use LOTS Of HS hoops.</p><p>
-The majority of my tension is used on pressuring FBHSHD.</p><p>
-The rest of my tension is used to pressure/zone with HS hoop FRC.</p><p>
-This fight is very little mix-up and mostly spacing and wild OHK's... think or Moriyama. =)</p><p>
</p><p>
Comboing-</p><p>
The combo's I put in the combo video are legit but there is 1 really important thing to note.</p><p>
 </p><p>
-5S wil not activate from a corner OHK. You must start Corner OHK Combo with 2P.</p></div></blockquote>
]]></description><guid isPermaLink="false">843</guid><pubDate>Tue, 14 Oct 2008 18:21:54 +0000</pubDate></item><item><title>May vs Venom</title><link>https://www.forums.dustloop.com/forums/topic/844-may-vs-venom/</link><description><![CDATA[
<p><strong>Venom</strong> </p><p>
I think about 4 things when fighting venom.</p><p>
</p><p>
1- While guarding him he always has ANOTHER overhead than you expect</p><p>
2- While summoning balls he is in CH state, as IAD J.HS RUINS Venom. Generally, IAD, J.S, J.HS will either break guard or pressure him, This definately gives you an advantage. </p><p>
3- 3K is NOT worth it. I just throw out FBHSHD, this will negate ALL projectiles Venom has out &amp; leave him guarding, which means May wins.</p><p>
4- Slashback that reverse dragon punch of his. </p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Frank The Tank" data-cite="Frank The Tank"><div><p>
-Venom has a bitch of a time dealing with 5H frametraps. Whore them. He also has zero answer to you approaching with FBHSVD. Whore those also. </p><p>
-Don't be afraid to turtle behind a P hoop if it means he can't start his endless rushdown. Maybe you aren't getting inside immediately, but at the same time, you're not blocking for an hour with a flashing guard bar, either. Of course, this all depends on whether or not this is a Rushdown Venom or a Turtle Venom.</p><p>
-Conversely, H Hoop FRC -&gt; IAD j.S&gt;H is an awesome way to get in and start the aforementioned frametraps.</p><p>
- This fight seems a lot like the Ky fight to me, except you don't have to worry about any reversals. As with Ky, just be patient until you see an opening to advance, as he'll be more than happy to destroy your life bar if you're flinging yourself at his 6P.</p></div></blockquote>
<p>
He's a middle weight, but I find him awkward to combo. =/</p>
]]></description><guid isPermaLink="false">844</guid><pubDate>Tue, 14 Oct 2008 18:22:47 +0000</pubDate></item><item><title>May vs Dizzy</title><link>https://www.forums.dustloop.com/forums/topic/839-may-vs-dizzy/</link><description><![CDATA[
<p><strong>Dizzy</strong></p><p>
vs. Dizzy: I was all kinds of freakin out over this match, as I had never fought her before and XAQ was waiting for me in teams, but honestly it comes down to this; Just hit her. Seriously, 1 1/2 loops and she'll get stunned, then you IK the bitch. Also, I would recommend keeping the loops simple here, as she falls hella funny and you don't really have to hit her all that much. I just did 5S, 5H, SVD, 5S(JI), 5H, HSVD (tension specific followups if ya got it to spend). She has a horrible time dealing with bouncy air May, and an even harder time dealing with bouncy air May with a hoop up. This match is all yours...6-4 in May's favor imo. *FrankTheTank</p>
]]></description><guid isPermaLink="false">839</guid><pubDate>Tue, 14 Oct 2008 18:17:39 +0000</pubDate></item><item><title><![CDATA[Disclaimer & Format]]></title><link>https://www.forums.dustloop.com/forums/topic/824-disclaimer-format/</link><description><![CDATA[
<p>The first post of each character will be organized and presented as the most reliable input. Not every suggestion/input will be in the first post. Only the good ones. I don't want users to pull from the rest of the thread and take unfiltered advice. =/</p><p>
</p><p>
</p><p>
</p><p>
Detailed here is the most important thing I can stress about GG, match-ups.  Each character will have a post in this format.</p><p>
</p><p>
<strong>Stats-</strong>  How many matches May favors (of ten).</p><p>
I'm going to free-Ball my own numbers because the others are seriously outdated.</p><p>
</p><p>
This value is only creditable when both players know all of their characters options and play the match-up to give the most advantages where they can shine. Match-up's are irrelevant if one person is still learning, as the more experienced player should dominate. </p><p>
</p><p>
</p><p>
<strong>Great Video examples-</strong> Self explanatory. lol</p><p>
	</p><p>
<strong>Openers-</strong> Their usual opening moves and how to counter &amp; win by first move. </p><p>
</p><p>
<strong>Punishes-</strong> Ways to punish their unsafe moves, including proper Slash-Backs against the right moves for each character.</p><p>
</p><p>
<strong>Counters-</strong> Ways to nail CHs.</p><p>
<strong></strong></p><p>
Anti Airing- PROPER anti-airing- 6P is not a catch all.</p><p>
</p><p>
<strong>Zoning-</strong> What characters have a hard time dealing with.</p><p>
</p><p>
<strong>Their game plan-</strong> Enemy strats.</p><p>
<strong></strong></p><p>
Strategy- Your Strats.</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
-5D combo</p><p>
-6P combo</p><p>
-IAD combo </p><p>
-Jackhound reliability</p><p>
-Double Dolphin Upper</p><p>
-2HS, 2D</p><p>
</p><p>
Thank You <strong>Jais</strong> for this AWESOME format. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
Thank You <strong>Free</strong> for the new category.(2HS, 2D) <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p>
]]></description><guid isPermaLink="false">824</guid><pubDate>Tue, 14 Oct 2008 05:30:39 +0000</pubDate></item><item><title>May vs Eddie</title><link>https://www.forums.dustloop.com/forums/topic/826-may-vs-eddie/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/eddie_forum_new.gif" alt="Posted Image"><strong>Eddie</strong> </p><p>
 </p><p>
</p><p>
</p><p>
<strong>Stats</strong>  4.5/5.5 Technically, it’s not so bad. =/</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video examples </strong></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=AzHAdqpYsVc&amp;feature=related</a></p><p>
</p><p>
	</p><p>
</p><p>
<strong>Openers </strong></p><p>
Eddie 2K – May CH HS</p><p>
Eddie 2HS- Don’t Dolphin, dear god</p><p>
Eddie S.Drill – Jump away</p><p>
Openers are terrible in this fight.  I prefer to just jump away, as you can’t even safely back dash b/c of Eddie’s F-drill. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Punishes-</strong></p><p>
Generally no tension-</p><p>
OHK</p><p>
</p><p>
General 25%-</p><p>
66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
To be honest with you, Eddie has lots of “Unsafe” moves.  (2D, 6H, D) BUT, he can jump cancel; special cancel and little Zato can freely act, so typically Eddie is the safest character, drastically minimizing risk and “unsafe” situations.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters </strong> </p><p>
The most reliable CH in this fight is when Eddie tries to zone/poke with F.drill. Here May gets a CH IAD J.HS. BUT, If Eddie FRC’s this, than you don’t get the CH: only a pressure option. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Anti Airing-</strong> PROPER anti-airing- 6P is not a catch all</p><p>
6P for Air Dash</p><p>
Air throw is alright…</p><p>
I find the most reliable anti-air is to hit him with a HSVD, but not low where it’s expected. Do it when he’s flying around/zoning a litter higher than other characters.  B/c, your counter hit gives full launch with a Jackhound, your regular hit can be FRC’d for air dash follow up, and if he gets the CH on you in this position he can’t follow up with anything.</p><p>
</p><p>
I like to do J.HS for AA/ air to air zoning, you definitely win at air-to-air combat.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Zoning </strong></p><p>
Number 1 priority= P.hoop</p><p>
Poke with 5fS, 2S, FBHSHD, &amp; FBHSVD</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Their game plan </strong> </p><p>
</p><p>
Accent Core Eddie is debatable the best character in all of guilty Gear. He is definitely the best character I’ve ever seen.  (I don’t play Marvel, and I hear that Magneto could rival him)</p><p>
</p><p>
Eddie has amazing anti-air options, triple unblocks, numerous overhead/low/throw mix-ups and a plethora of ways to force you into a guarding position.  His 6P has enough stun build to dizzy most of the cast including May. He will force you to guard mix-up. If you can’t than you will lose, period. </p><p>
</p><p>
<strong>Eddie Overheads</strong>- 6K, D, Fuzzy guard off J.k~jc. J.K, Shadow gallery out of breaking the law (from puddle), Zato spit ball ]D[</p><p>
</p><p>
<strong>Eddie Lows</strong>- K, 2D, Zato trap ]HS[</p><p>
</p><p>
<strong>Eddie throws</strong>- regular, command, air-throw (all lead to unblock and death)</p><p>
</p><p>
</p><p>
</p><p>
<strong>May's Strategy </strong></p><p>
</p><p>
Alright guys, there is two distinct flows to this game against Eddie. Think of it as 3S Chun-li. </p><p>
A friend (MegaUltraSuper) told me this great bit of advice when I was learning fighting games. “When Chun-Li doesn’t have super, ATTACK HER”. To be honest with you guys, I feel the same about the Eddie match. When he has no Shadow/Zato, ATTACK HIM.</p><p>
</p><p>
<strong>The first flow to this match is when Eddie has Shadow.</strong> </p><p>
</p><p>
May's tools are seriously-</p><p>
F5S, 2S, FB any dolphin, Hoop set </p><p>
</p><p>
5Fs kills little guy, gatlin to 2D for better recovery, or jump cancel and FD the Far drill.</p><p>
FB anything kills little guy</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Most Unknown" data-cite="Most Unknown"><div><p>
2S always kills Lil Eddie and also beats out Eddie's poke</p><p>
I usually use Hoops to force Eddie to block, so I can gain advantage on foot or by IAD safely wit out being CH.</p><p>
</p><p>
May has a good Backdash, so in the event of a attempted mid-screen unblock, which as you know requires the Eddie spit and drill, if you expect that by backdashing, the spit will miss you, and it’s possible the drill will hit knocking you down, but you avoid the unblock and just might have to deal with guarding another string or Burst.</p><p>
</p><p>
When playin this match up, I play the poke game with 2S to rid myself of Lil Eddie, and 5K into SHD or HSHD to get close.  IAD HS or IAD anything doesn't work unless Eddie wiffs 6p because it kills May and gets her CH into combo, I've made this mistakes many times.  The only ways to use IAD HS is if you’re expecting someone to do a drill, since it is the only opening you really get when he ties to gain the offensive.</p><p>
</p><p>
This is a very cat and mouse fight, since it is in Eddie's favor, however, with pokes, Good CH and combos that hurt, makes things a lot easier to deal with him.</p><p>
~1~</p></div></blockquote>
<p>
When fighting Eddie, you can SlashBack his IAD J.S, J.HS pressure. This is one of the few Chances I've experienced where May can retaliate under pressure without throwing a Super somewhere.</p><p>
</p><p>
I find it extremely hard to Kill Little Eddie when he summons him on pressure. 2P is too short, 2K trades and loses, 2S is to slow. May should just jump out and escape. </p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Teyah" data-cite="Teyah"><div><p>Yep, jump back and escape against the shadow if you're ~1/2 screen or farther.  Or even when closer, as there's not much else that's nearly as safe as jumping away.  May's jump quickly reaches her maximum height, so even if you block a Nobiru (shadow S uppercut attack; no FD needed) you will usually have enough height to airdash backwards or simply just jump back again while Eddie spends more shadow meter trying to get closer to you safely.</p></div></blockquote>
<p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="F*dat*Tank" data-cite="F*dat*Tank"><div><p>I've had some success at setting hoops and chilling out in this fight, simply because his AA tools are too scary; it also prevents him from starting his pressure by summoning from full screen and following the shadow. If he's fishing for a knockdown with random drills, you can IAD J.S, J.HS him until he figures that out and FRCs the long one. You can poke at him fairly reliably with 5FS, Hoop set, b/c it goes over his 2S when spaced properly.</p></div></blockquote>
<p>
<strong>The second flow to this match is when Eddie doesn’t have Shadow</strong></p><p>
</p><p>
ATTACK HER. </p><p>
</p><p>
Watch out as Eddie has great Anti-air options. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
May’s Advantage in this fight is her <strong>dolphin hoops </strong> because it negates Eddie’s shadow/Zato anywhere and they also provide a safe way to come in on Eddie. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>General comments-</strong> </p><p>
ALWAYS KNOCK HIM DOWN FOR FORCE GUARD ON HIS WAKE-UP.</p><p>
</p><p>
When you jump always Faultless Defend. If you get Air thrown it's OK. The Air throw damage is nothing compared to triple unblocks. Yes, he can get unblock from air throw but only when they set up for it. He won’t set this up at first, or even for a while.</p><p>
</p><p>
You NEED to learn to guard in this fight. NO 3K! 6P doesn’t work on him much either, 2HS sux b/c his S Drill wins at that range.</p><p>
If he tries mid-screen unblock, crouch on purpose as the overhead will not launch and the J.K only leads to shitty ground BnB.</p><p>
</p><p>
</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"><strong> &gt; </strong><img src="https://www.forums.dustloop.com/images/statusicon/eddie.gif" alt="Posted Image"> Without Zato or tension *laughs* </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong>YKof</strong>, <strong>(David)CUE</strong>, <strong>Teyah</strong> and <strong>(Latiff) Coud Strife</strong>, as I’ve learned all this b/c of these guys.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
Eddie is a classic normal weight, and Knockdowns builds great pressure as he can’t escape. JI and Delays work, he's very simple to combo.</p><p>
</p><p>
<strong>OHK Combo </strong></p><p>
6HS, SVD, 5S, HS, SVD, 5P,5S, HSVD </p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her <strong>Jump Cancel Impossible Dust combo</strong>. Works Great on Anji</p><p>
</p><p>
Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
<strong>6P combo</strong></p><p>
Yep Yep a go go </p><p>
</p><p>
<strong>IAD combo </strong></p><p>
Yep Yep a go go\</p><p>
especially against F.drill</p><p>
</p><p>
<strong>Jackhound reliability </strong></p><p>
Yep Yep a go go\</p><p>
</p><p>
<strong>Double Dolphin Upper </strong></p><p>
OHK, S, JI, HS, HSVD, FRC, AD, J.HS, Land, HSVD…</p><p>
</p><p>
<strong> 2HS, 2D </strong></p><p>
2D wiffs</p>
]]></description><guid isPermaLink="false">826</guid><pubDate>Mon, 07 Jul 2008 19:26:02 +0000</pubDate></item><item><title>May vs Anji</title><link>https://www.forums.dustloop.com/forums/topic/827-may-vs-anji/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/anji.gif" alt="Posted Image"><strong> approach </strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong> KBnova</strong>, <strong>TheSlyMoogle</strong>, <strong>Pownzer</strong> and <strong>ChunkTug</strong>, as I’ve learned all this b/c of these guys.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
Anji the fattest Normal weight, and Knockdowns build great mind games for HSFujin baits and fake-outs. JI and Delays work, he's very simple to combo.</p><p>
</p><p>
<strong>OHK Combo </strong></p><p>
6HS, SVD, 5S, HS, SVD, 5P,5S, HSVD </p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her <strong>Jump Cancel Impossible Dust combo</strong>. Works Great on Anji</p><p>
</p><p>
Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
<strong>6P combo</strong></p><p>
Yep Yep a go go </p><p>
</p><p>
<strong>IAD combo </strong></p><p>
Yep Yep a go go\</p><p>
especially against Butterflies</p><p>
</p><p>
<strong>Jackhound reliability </strong></p><p>
Yep Yep a go go\</p><p>
</p><p>
<strong>Double Dolphin Upper </strong></p><p>
OHK, S, JI, HS, HSVD, FRC, AD, J.HS, Land, HSVD…</p><p>
</p><p>
<strong> 2HS, 2D </strong></p><p>
2D wiffs</p>
]]></description><guid isPermaLink="false">827</guid><pubDate>Wed, 25 Jun 2008 02:15:44 +0000</pubDate></item><item><title>May vs Millia</title><link>https://www.forums.dustloop.com/forums/topic/846-may-vs-millia/</link><description><![CDATA[
<p>???
Do combos
???

Fear that "Durp"</p>
]]></description><guid isPermaLink="false">846</guid><pubDate>Fri, 24 Aug 2007 03:39:13 +0000</pubDate></item><item><title>May vs I-no</title><link>https://www.forums.dustloop.com/forums/topic/841-may-vs-i-no/</link><description><![CDATA[
<p><strong>I-no</strong>- Never jackhound, it will always miss. Just like Testament.  Kyle</p><p>
Her 6P beats out your J.2HS</p><p>
</p><p>
When she rushed just do 5P, 5S, JI, 5HS, HSVD, FRC, Ad, J.HS, Land, J.HS, J.D, J.HS. J.D</p><p>
</p><p>
When she strokes just do 2P, 2D, FBHSHD, than you relightweight combo of choice</p><p>
</p><p>
Her stun is SOOO little that regular BnB without CH's will dizzy her, I seriously got 3 dizzies in 3 straight rounds... It's sad face for I-no guys.</p><p>
</p><p>
I-no = Her mix-up can be CH out of. May get's a CH’s against her dashing overhead, her stroke the tree and her 5D. As soon as she in and goes for a mix-up YOU should get the combo. I-no has the shortest stun gauge in Gear so if you have a combo that builds stun I suggest you do it on I-no. All of her mix-up she is vulnerable. When guarding I-no guard standing A LOT as she gets significantly less damage breaking your guard low from the 2K, &amp; she has WAY more overheads than low attacks.</p><p>
You can run underneath Horizontal Chemical Love</p>
]]></description><guid isPermaLink="false">841</guid><pubDate>Sat, 06 Oct 2007 22:58:55 +0000</pubDate></item><item><title>May vs Slayer</title><link>https://www.forums.dustloop.com/forums/topic/830-may-vs-slayer/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/slayer_forum_new.gif" alt="Posted Image"><strong>Slayer</strong> </p><p>
 </p><p>
</p><p>
</p><p>
<strong>Stats</strong>  5.0/5.0  Equal ZOMG</p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video examples </strong></p><p>
</p><p>
<a href="" rel="external nofollow">http://www.truveo.com/%CE%9BC-%C2%BB-acho-Kedako-MA-vs-Dogura-SL-2/id/2405921865</a></p><p>
</p><p>
RTL’s archive here</p><p>
<a href="" rel="external nofollow">http://www.strokethebigtree.com/rtl_s_movies/AC_Slayer</a></p><p>
</p><p>
I will update soon with which videos are actually great examples. </p><p>
</p><p>
</p><p>
</p><p>
	</p><p>
</p><p>
<strong>Openers</strong></p><p>
His initiative- your counter</p><p>
</p><p>
Slayer 5K- 3K </p><p>
Slayer 2HS – 5K </p><p>
Slayer J.P- SVD</p><p>
Slayer Mappa – 5K</p><p>
Slayer Dandy Step ANYTHING- 3K </p><p>
Slayer Reverse Dandy Step- Jump Away</p><p>
</p><p>
</p><p>
</p><p>
<strong>Punishes-</strong></p><p>
Generally no tension-</p><p>
OHK</p><p>
</p><p>
General 25%-</p><p>
66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
Dandy Kick – running 5S, 2HS</p><p>
Pilebunker- In close do 2D, if out of 2D range it is un-punishable.</p><p>
DeadOnTime- Punish like psycho Crusher, hit him as soon as he goes through you with  CH 5S</p><p>
BBU- 2D, FBSHD…</p><p>
Wake-up Super- CH J.HS…</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters </strong> </p><p>
ANYTHING Dandy- 3k, unless he FRC’s</p><p>
DeadOnTime- Punish like psycho Crusher, hit him as soon as he goes through you with CH 5S</p><p>
BBU- CH 3K</p><p>
Wake-up Super- CH J.HS…</p><p>
When he pressure an IAD S/HS you get CH SVD</p><p>
Slayer 2HS- CH 5K</p><p>
Slayer 2D – CH 5K</p><p>
Slayer Bite- CH 5K</p><p>
Are you seeing a pattern, lol.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Anti Airing-</strong> PROPER anti-airing- 6P is not a catch all.</p><p>
SVD for Air Dash </p><p>
SVD is very effective</p><p>
Don’t anti-air his J.HS, jump into it and flash guard, from here you can jump out or landing J.K.</p><p>
Let P.hoop- CH after you guard a J.HS</p><p>
Air throws work pretty well.</p><p>
Don't 6P for Anti-Air</p><p>
</p><p>
“Well, Slayer is not really too dangerous in the air if you ask me. As long as your not IN HIS FACE while in air, your jHS will own all of his airnormals so air to air = you are superior. Though when pressured and slayer does iad J.HS, just block it. Slayer isn’t that hard to block so just make sure that you are looking at slayer instead of May”. <strong>imay</strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Zoning </strong></p><p>
Dolphin Hoops are AWESOME in this fight. ABUSE THEM.  P hoop FTW</p><p>
5K is a great poke for zoning at max range as it beats most of his stuff and it recovers in time to guard if he IAD’s J.HS.</p><p>
Don’t poke in his 2HS range unless you’re going to use 5K!</p><p>
REMEMBER if a 5K, 5FS connects; cancel in FBHSHD, 3K for Knock down and Mind-Games. </p><p>
</p><p>
“The slayer match up is really bad, but that’s why you WILL turtle against slayer using hoops, because he has NO options against this. Sadly you cannot 6p slayers J.HS, however hcf p does stuff it. uhh you can 6p his 6hs, take note of what he is also doing. If he’s doing dandy into those 3 whacky attacks watch what he does when you block, if its a 2k or 5k.. if its a 5k 6p that shiettttt”. <strong>Pulsr</strong></p><p>
</p><p>
</p><p>
</p><p>
<strong>Their game plan </strong> </p><p>
AMAZING CH damage and Abarea. On the inside Slayer has two overhead options that can work without tension. Slayer has two low options that can be linked into: 2K and 2D. He has a good throw option. 2HS TRADE Is definitely in his favor, he will spam BBU when nervous and when you are in the corner. Slayer has good mix-up, Damage and CH capabilities.</p><p>
</p><p>
Slayer breakdown.</p><p>
+Advanced combos for Amazing damage</p><p>
+Good high/low/throw mix-ups with nice follow ups</p><p>
+Good pressure game because of the fear of CH</p><p>
+Incredible CH game, comparative to May</p><p>
-Meh zoning with his various normals</p><p>
-He can't keep pressure from getting to him but he has a great backdash to get pressure off him.</p><p>
-Lacks a solid air-to-air attack, loses sky battles. </p><p>
</p><p>
Because May is SOO FLOATY, he can ALWAYS do 3 relaunches on May, additionally the relaunches give him tension for DOT and BBU's.</p><p>
</p><p>
Slayers will whore out 6P, because they expect you to to dolphin, don't dolphin, and give yourself a CH 5HS once you see him activate 6P.</p><p>
</p><p>
</p><p>
<strong>Abarea</strong>- This is a Japapese term to classify the ability of scoring damage off of random hits and Counter Hits, I.E. Okizeme defines wake-up options, as Abarea defines random hits/Counter hit damage options. </p><p>
</p><p>
</p><p>
</p><p>
<strong>May's Strategy </strong></p><p>
</p><p>
The slayers matchup is HILARIOUS. My general game plan is AWESOME.</p><p>
</p><p>
FD his pressure when he Dashes or IAD's, just 1 Frame Jump. Be sure to FD grounded 2S &amp; 6HS. </p><p>
</p><p>
When he throws 6K [6], May Throws 5K. </p><p>
</p><p>
You can often start a match with 5K, 41236P, [P].</p><p>
</p><p>
Do not poke with 5HS</p><p>
Do not poke with 2HS</p><p>
</p><p>
</p><p>
</p><p>
The really bad thing about slayer is that outside of his 2HS range he can only come in with 5 things.</p><p>
</p><p>
2D</p><p>
6HS</p><p>
Mappa</p><p>
IAD J.HS</p><p>
Dead on Time</p><p>
</p><p>
What I do is get FULL screen away, set a P Hoop and WAIT. ALL DAY LONG if I have to. LET him come into you. If he does 2D or 6HS, you need to throw a 5K, 5FS or with tension 5K, 5FS, FBHSHD, 3K. KEEP him out of 2HS range/BBU Range. If he does get into 2HS range with something shitty like a Mappa feint keep throwing 5K as it is low invulnerable to 2HS from Slayer. lol. When he has tension and get BBU happy. Get out of BBU Range.</p><p>
</p><p>
Here's the FUNNY part. If slayer throws Mappa or IAD J.HS, just guard the move and let the P-Hoop dolphin punish Slayer for Counter Hits. His J.HS will give you free loops. His Mappa will give you a free ]P[, 66, 5K, 5S, 2HS. Than you can FB launch if you want.</p><p>
</p><p>
Instead of using HS-Hoop set for pressure on his wake-up, use P-hoop set to reset the playing field. Now you are back at square one. Pressure and OKI are pointless against Slayer because of his Invincible Back Dash Cancels. </p><p>
</p><p>
Slayers will get frustrated QUICK. </p><p>
</p><p>
IMPORTANT-</p><p>
P-Hoop loses to K MAPPA, and Dead On Time Super. So, Don't do it when he has 50% tension unless you want to FRC and guard. lol. Don't do it when he is BAITING you for it, you don't want to give him free CH K-Mappa’s.</p><p>
</p><p>
If he FRC's Dead On Time and you have a P-Hoop set, just release the dolphin and use D and [D] mix up.</p><p>
</p><p>
If he FRC's Dead On Time and you don't have a P-Hoop set, just 1 Frame jump as he WILL try to throw you. </p><p>
</p><p>
This strat WORKS, as I have had lots of success against</p><p>
</p><p>
<strong>YK_KOF</strong></p><p>
Yo-yo Holla</p><p>
Boss.Slayer</p><p>
Koogy</p><p>
FATHER VEGEKEN</p><p>
Spire</p><p>
</p><p>
</p><p>
May’s Advantage is really just exploiting Slayers weakness; he has very limited ways of coming in. </p><p>
</p><p>
</p><p>
<strong>General comments-</strong> </p><p>
His 2S Anti-Air will RAPE you</p><p>
Don’t spam dolphins, his 6P is greater</p><p>
Back-dashing is very useful, especially after dandy HS follow up, flash guard back dash.</p><p>
His dandy HS follow up on your wake-up is an overhead AND throw invulnerable.</p><p>
His IAD J.D will easily cross-up &amp; super cancel for stagger and damage.</p><p>
3K &gt; BBU</p><p>
3K is surprisingly effective in this fight, but if he guards it, you are DONE.</p><p>
Don’t fuck with his 2HS range unless you are throwing 5K, 1 counter gives him the match. </p><p>
</p><p>
“Mmm I dont know well but sometimes in wake ups they make inverse dandy step for try get you in your back, but if you make 44 sometimes you appear in his back *__* with a free counter and free combo”. <strong>Nhur</strong></p><p>
</p><p>
"BBU</p><p>
=&gt; has no lower invul, so any low will beat it. ...3K is kind of slow and the combo options afterwards are not so rewarding." <strong>rtl42</strong></p><p>
</p><p>
What is worth pointing out is that 3K can beat BBU on Reaction, just like Jam's FB Puff Ball, not because of how active/fast it is, but because of how fast it out you in low stance. 2D beat BBU MUCH better, but if you start throwing that out to beat BBU, than you will definately start eating CH 2HS from Slayer. </p><p>
</p><p>
Bite, BBU is shakeable, but HARD. </p><p>
"Bite -&gt; BBU combos even on Lv 2 stagger." <strong>rtl42</strong></p><p>
</p><p>
</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"><strong> Damage, potential = </strong><img src="https://www.forums.dustloop.com/images/statusicon/slayer.gif" alt="Posted Image"><strong> Damage, potential </strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong>Mac/ Yo-Yo Holla</strong>, <strong>Koogy</strong> and <strong>rtl42</strong>, as these contributions are scattered all over this match-up.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
Slayer is a Normal weight, and Knockdowns build great mind games for VV baits and fake-outs. JI and Delays work, he's very simple to combo.</p><p>
</p><p>
<strong>OHK Combo </strong></p><p>
6HS, SVD, 5S, HS, SVD, 5P, 5S, HSVD,  41236P</p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro Dust 4, Impossible Dust with a Just frame J.HS, It's called her <strong> Jump Cancel Impossible Dust combo </strong>. Works Great on Slayer</p><p>
</p><p>
Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD, 41236P</p><p>
</p><p>
<strong>6P combo</strong></p><p>
Yep Yep a go go </p><p>
</p><p>
<strong>IAD combo </strong></p><p>
Yep Yep a go go</p><p>
</p><p>
</p><p>
<strong>Jackhound reliability </strong></p><p>
Yep Yep a go go</p><p>
</p><p>
<strong>Double Dolphin Upper </strong></p><p>
J.2HS, 2D, FBHSVD, AirDash, J.K, J.HS, HSVD, 5S, HSVD...</p><p>
</p><p>
<strong> 2HS, 2D </strong></p><p>
2D wiffs</p>
]]></description><guid isPermaLink="false">830</guid><pubDate>Fri, 28 Dec 2007 23:53:45 +0000</pubDate></item><item><title>GGSlash May: Match-Up thread</title><link>https://www.forums.dustloop.com/forums/topic/9-ggslash-may-match-up-thread/</link><description><![CDATA[
<p>bad matches robo ky</p><p>
</p><p>
that is all on my end ;p</p>
]]></description><guid isPermaLink="false">9</guid><pubDate>Mon, 19 Dec 2005 04:48:13 +0000</pubDate></item><item><title>May vs Sol</title><link>https://www.forums.dustloop.com/forums/topic/832-may-vs-sol/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/sol_forum_new.gif" alt="Posted Image"><strong>Sol</strong> </p><p>
 </p><p>
</p><p>
</p><p>
<strong>Stats</strong>  5.5/4.5 May up.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video examples </strong></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=3pXpeQaoT8Q</a> '&gt; <a href="" rel="external nofollow">http://www.youtube.com/watch?v=3pXpeQaoT8Q</a> </p><p>
<a href="" rel="external nofollow">http://youtube.com/watch?v=jXCbadLfqX4&amp;feature=related'</a>&gt; <a href="http://youtube.com/watch?v=jXCbadLfqX4&amp;feature=related" rel="external nofollow">http://youtube.com/watch?v=jXCbadLfqX4&amp;feature=related</a></p><p>
</p><p>
</p><p>
	</p><p>
</p><p>
<strong>Openers</strong></p><p>
His initiative- your counter</p><p>
</p><p>
Sol J.P- Nothing as SVD and Air throw is risky </p><p>
Sol 5Fs – 3K </p><p>
Sol sVV- Guard and OHK his ass</p><p>
Sol GrandViper- Guard, 2HS, 41236HS</p><p>
Sol 5HS- 3K </p><p>
</p><p>
</p><p>
</p><p>
<strong>Punishes-</strong></p><p>
Generally no tension-</p><p>
OHK</p><p>
</p><p>
General 25%-</p><p>
66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
VV –Guard, 5S or OHK punish</p><p>
GrandViper- Guard, 2HS, FBHSHD, lame loops.</p><p>
Riot Stomp- ALWAYS 6P this shit</p><p>
Bandit Revolver- Jump, Flash guard, Land OHK</p><p>
Bandit Bringer- Jump, Flash guard, Land OHK</p><p>
GunFlame- IAD j.HS/ IAD j.S, j.HS</p><p>
Don’t bother Slashbacking in this fight</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters </strong> </p><p>
Bandit Bringer- CH SVD</p><p>
Riot Stomp- CH 6P this shit ALWAYS, even IF he FRC’s and goes low, he still has to spend another %50 tension to really do damage.</p><p>
Don’t FUCK with Sol’s. J.HS you will not get CH from this, If by some grace you do, it’s still too risky.</p><p>
GunFlame- CH IAD J.HS @ Max Range</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Anti Airing-</strong> PROPER anti-airing- 6P is not a catch all.</p><p>
6P for Air Dash </p><p>
SVD is very effective</p><p>
6HS is pretty good too</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Zoning </strong></p><p>
Dolphin Hoops are AWESOME in this fight. ABUSE THEM.  P hoop FTW</p><p>
5K is a great poke for zoning at max range as it beats most of his stuff except VV and super, but he had to spend %50 tension to do damage in that situation.  </p><p>
Running 2S is pretty good too.</p><p>
</p><p>
"I zone sol like a mofo, he should never ever get in cleanly if you just spam k,s,s and IAD away. Learn to time your jump ins so that if they vv it’ll just fly off into outer space”</p><p>
<strong> Pulsr</strong></p><p>
REMEMBER if a 5K, 5FS connects, cancel in FBHSHD, 3K for Knock down and Mind-Games. </p><p>
</p><p>
</p><p>
<strong>Their game plan </strong> </p><p>
“The match up itself isn't THAT bad for Sol, but May's damage output is a lot better than Sol's and generally has more ways of getting said damage. Sol's main problem against May is that a lot of her normals on the ground will beat his, making it difficult for Sol to get in. This has always been the case since XX, but since May has generally sucked pretty bad until AC it was never an issue until now.</p><p>
</p><p>
Sol's 6P will beat 5K if you spam it (GV will also go under it, but that's much riskier than doing 6P), but if Sol's retarded then keep spamming it. May's j.H, as long as you do it right, will cleanly beat any AA Sol has except VV, making it pretty risky in any situation to try to AA May.</p><p>
</p><p>
If you're scared of random VVs, you're going to have to play the guessing game. Sol's general gameplay is conditioning you, the opponent, into making a wrong guess or hesitating. You either block his mix up, get baited by a throw bait/CH bait, or eat a throw/wild throw. Sol conditions you to do something stupid, that's it. If random VVs are your only problem, then you're just going to have to learn how to bait them; that's all there is to it.” <strong>Spirit Juice</strong>.</p><p>
</p><p>
He’s really average, has throw damage but 1 option, has low damage but short range, has overhead damage but 1 real option. His zoning is limited; VV always wins, but will get baited. </p><p>
</p><p>
The most important thing is that Sol’s mix-up range is this big -&gt; I---I</p><p>
</p><p>
</p><p>
</p><p>
<strong>May's Strategy </strong></p><p>
Three aspects should be consistently ringing through your head while fighting Sol.</p><p>
</p><p>
<strong>1.</strong>- The most important thing is that Sol’s mix-up range is this big -&gt; I---I</p><p>
This means that out of that range, he has NO Mind Games or Psychological advantage in this fight.  It’s not a guessing game or a mix-up fight.  Keep him out of this range as often as you can. </p><p>
</p><p>
"I zone sol like a mofo, he should never ever get in cleanly if you just spam k,s,s and IAD away. Learn to time your jump ins so that if they vv it’ll just fly off into outer space”  <strong>Pulsr</strong></p><p>
</p><p>
</p><p>
<strong>2.</strong>- When inside his mix-up Range he only has two ways of breaking your guard, his command throw and his 5D. BOTH are jumpable, seriously, 1 Frame Jump and FD when you get in his mix-up range, all he can punish with is an air throw he CAN’T combo off of.  </p><p>
</p><p>
</p><p>
<strong>3.</strong>- Bait VV. ALL THE TIME. Every knockdown, every frame trap and every mix-up your WERE going to do. </p><p>
This means NO 5K on wake-up, NO normal’s after a guarded 5HS, No CH strings after a blocked FB dolphin. </p><p>
</p><p>
I have a rule I follow with every character when I fight sol. </p><p>
- Every move is a volcanic viper!</p><p>
</p><p>
What does that mean? Assume after every knock down sol will VV assume every time sol gets close there will be a VV assume every time he jumps in he will VV. So, now you have to figure out when can sol VV you:</p><p>
</p><p>
Jumping in with VV is a pretty bad idea but it will work if you don’t have your AAs straight. Remember that sol has to get pretty close to do a volcanic viper as long as you keep spamming k s, iad back sol will have huge difficulties getting in. </p><p>
</p><p>
Sol has problems with people that can zone, and may can zone quite well just keep him out and know the situation when he can VV you and will do a lot better.</p><p>
</p><p>
* as oki, run up, and at about OHK range, jump straight up (668). The physics causes May to still move forward a little bit with the momentum from running, for crossup opportunity (and throwing off VV input). Added bonus, this kind of jump doesn't cause your character to change direction on crossup, denying the other player visual cue.</p><p>
</p><p>
* pretend oki with early 5K (whiffs), backdash away from VV.</p><p>
</p><p>
* Magic Oki Jump-in: The theory behind this is something like this: (1) players getting up from knockdown get one frame of invulnerability (Reversal opportunity); Sol's VV gets 8 (more) frames of invulnerability before hitting; therefore, Sol's VV has at least 9 frames of delay before hitting. (2) The instant you land from a normal jump, you can block. (3) Time your jump-in j.H (and hold back during the attack so you block the instant you land) such that the active frames nail Sol during frames 2-7, and also such that you land on the ground (you are holding back, right?) on or before the 8th frame of Sol's recovery. If Sol does nothing, you get j.H oki and ground pressure. if Sol does VV... well, you're already on the ground (frame 8, holding back and guarding) just as VV is about to hit (frame 9), so you block, as Sol flies off into outer space.  <strong>Pulsr</strong></p><p>
</p><p>
Knockdown, run up into his face and back-dash as he gets up, If you do it right, VV completely misses. Plus you are throw invulnerable.   <strong>PhaethonH</strong></p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TITANIUM BEAST!!!" data-cite="TITANIUM BEAST!!!"><div><p>While it is true that VV only has 9 frames of total invulnerability on startup (this is the S version, HS version is 6 frames), it remains strike invulnerable until frame 13 for the S version and frame 11 for the HS version. Furthermore, the S version hits on frame 7, not frame 9, and the HS version hits on frame 5. You should still be able to bait it in the same manner, just thought I'd give you the correct numbers.</p></div></blockquote>
<p>
</p><p>
</p><p>
May’s Advantage in this fight is her <strong>Extended Ground Normals</strong> because of Sol’s limited Mix-up Range. </p><p>
</p><p>
</p><p>
<strong>General comments-</strong> </p><p>
He has a hard time knocking May down because of how FLOATY we are, Tech and avoid KD’s. </p><p>
Whale Super is OK in this fight</p><p>
Meaty, Cross-up SVD's are VV safe on his wake-up, so HSVD KD, HSHD(wiff), SVD, is a GREAT set-up. </p><p>
Don't Air recover, then descend with a J.HS, you will find a VV surprise to CH the shit outta you.</p><p>
Don't Air recover, then descend with a J.2HS, you will find a VV surprise to CH the shit outta you. </p><p>
</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"><strong> Ground Range, Anti-Airs &gt; </strong><img src="https://www.forums.dustloop.com/images/statusicon/sol.gif" alt="Posted Image"><strong> Mix-up range, Shitty zoning capability </strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong> Pulsr</strong>, <strong>PhaethonH</strong>, <strong>TITANIUM BEAST!!!</strong> and <strong>Spirit Juice</strong>, as these contributions are scattered all over this match-up.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
Sol is a Normal weight, and Knockdowns build great mind games for VV baits and fake-outs. JI and Delays work, he's very simple to combo.</p><p>
</p><p>
<strong>OHK Combo </strong></p><p>
6HS, SVD, 5S, HS, SVD, 5P,5S, HSVD </p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her <strong>Jump Cancel Impossible Dust combo</strong>. Works Great on Sol</p><p>
</p><p>
Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD</p><p>
</p><p>
<strong>6P combo</strong></p><p>
Yep Yep a go go </p><p>
</p><p>
<strong>IAD combo </strong></p><p>
Yep Yep a go go\</p><p>
especially against GunFlamez.</p><p>
</p><p>
<strong>Jackhound reliability </strong></p><p>
Yep Yep a go go\</p><p>
</p><p>
<strong>Double Dolphin Upper </strong></p><p>
J.2HS, 2D, FBHSVD, AirDash, J.K, J.HS, HSVD, 5S, HSVD...</p><p>
</p><p>
<strong> 2HS, 2D </strong></p><p>
2D wiffs</p>
]]></description><guid isPermaLink="false">832</guid><pubDate>Tue, 18 Dec 2007 06:01:24 +0000</pubDate></item><item><title>May vs Bridget</title><link>https://www.forums.dustloop.com/forums/topic/836-may-vs-bridget/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/bridget_forum_new.gif" alt="Posted Image"><strong>Bridget</strong> </p><p>
 </p><p>
</p><p>
</p><p>
<strong>Stats</strong>  6.0/4.0 May up.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video examples </strong></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=vgNUj9QR3qM</a> '&gt; <a href="" rel="external nofollow">http://www.youtube.com/watch?v=vgNUj9QR3qM</a> </p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=Bhj0Fj2hUr0</a> '&gt; <a href="" rel="external nofollow">http://www.youtube.com/watch?v=Bhj0Fj2hUr0</a> </p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=5Q9IZVDKOSw</a> '&gt; <a href="" rel="external nofollow">http://www.youtube.com/watch?v=5Q9IZVDKOSw</a> </p><p>
</p><p>
</p><p>
</p><p>
	</p><p>
</p><p>
<strong>Openers</strong></p><p>
Her initiative- your counter</p><p>
</p><p>
Bridget J.P- Nothing as SVD and Air throw is risky </p><p>
Bridget KSMH – CH 5K </p><p>
Bridget 5FS- CH 5K</p><p>
Bridget Starship- Delay, running OHK</p><p>
</p><p>
</p><p>
</p><p>
<strong>Punishes-</strong></p><p>
Generally no tension-</p><p>
OHK</p><p>
</p><p>
General 25%-</p><p>
66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, SVD, 5S, SVD, 5P, SVD. </p><p>
Unless you can do Shinquickman’s combo -          o.0</p><p>
</p><p>
Starship (6323P)- Delay, running OHK or back dash OHK, or 5K, 5FS, FBHSHD, 3K.</p><p>
KickStartMyHeart- CH 2HS              o.0</p><p>
Slash-Back her/his 6K, as it always gives you 5S punishes</p><p>
You get free CH in between her 5D is it is SOOOO slow. Ch 5K, CH 5S, CH HS.. </p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters </strong> </p><p>
CH J.HS is pretty easy to land as Bridget usually plays around in the air at that range. </p><p>
5K beats all of her shit except starship, &amp; supers.  Lots of CH, seriously it’s cool to throw it in close and mid range. </p><p>
A little riskier but much greater reward is CH 6P as it beats most all of Bridget’s normals. Seriously, when I fight Johnny and Bridget I think, sweet I know I’m gonna get a CH 6P.</p><p>
Kick-start my heart- CH 2HS              o.0</p><p>
You get free CH in between her 5D is it is SOOOO slow. Ch 5K, CH 5S, CH HS.. </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Anti Airing-</strong> PROPER anti-airing- 6P is not a catch all.</p><p>
6P for Air Dash only</p><p>
Air throws OFTEN.</p><p>
SVD isn’t very effective</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Zoning </strong></p><p>
Dolphin Hoops are AWESOME in this fight. ABUSE THEM. </p><p>
5K is a great poke for zoning at max range as it beats her/his 2D and 5FS. </p><p>
Don’t mindlessly throw out dolphins, she has a many options to beat them.</p><p>
</p><p>
</p><p>
<strong>Their game plan </strong> </p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="722" data-cite="722"><div><p>“To do any kind of truly threatening offense, you pretty much have to have the yo-yo behind the opponent and they haven't added anything that isn't just a redundant return on that since XX…now the other characters who are around as capable of irritating zoning and runaway -- like Dizzy and Venom -- can also set up situations where they have death mixups that either punish FD (pay close attention to how little tension the opponent loses for FDing an entire FB Roger Rush... you're basically wasting 25% tension hoping your opponent is shitty enough not to know to do this unless you're comboing into FB Roger) or set up additional mix-ups on block, sometimes counterintuitive mix-ups that are unique to that specific situation. Bridget's basically got:</p><p>
</p><p>
high/low behind delayed yo-yo return</p><p>
high/low behind Roger Rush</p><p>
roll nonsense</p><p>
Mix-up between frame trap/ yo-yo placement/ running throws </p><p>
</p><p>
</p><p>
And except for the fourth (where it doesn't apply), the unjumpable setups for this are complete trick shots where you somehow get a knockdown with the yo-yo behind the guy, so you're constantly keeping track of that and trying to punish them for trying.</p><p>
</p><p>
I'm completely fine with this because not every character in GG should be fighting for these opportunities to set up autopilot mix-ups where the opponent doesn't have a way out, but this game is just way too over-the-top for a character who does so little damage to have to put in all this risky guesswork just to set up a mix-up that's inferior to what even some of the other low-tier characters (Johnny, I-no) are capable of.”</p></div></blockquote>
<p>
</p><p>
Will do Delayed wake-up, makes some OKI difficult, but nothing like ABA, actually it IS the same timing as ABA by the way. </p><p>
</p><p>
It’s also important for Bridget to avoid getting hit, lol. Poor-poor Bridget.</p><p>
</p><p>
</p><p>
</p><p>
<strong>May's Strategy </strong></p><p>
Bridget character shines when people come to her/him as the zoning capability of Bridget is pretty good. Now here’s an idea. Make her come to you and all he has is his mix-up, which always yields shitty damage, SOMETIMES it can reset for a high low mix-up for some more shitty damage.  But meh- By pulling a Dolphin hoop over your head you technically, gradually gain an advantage over her as your hoops are charging, her yo-yo doesn’t charge, comeback glitch only works well when gatlin’d into, not full screen.  The match only comes down to a few things.</p><p>
</p><p>
<strong>DON'T COME IN ON HER</strong></p><p>
Making her come to you with Dolphin hoops-</p><p>
Nailing lots of CH J.HS</p><p>
Baiting starship when he has 25% tension</p><p>
</p><p>
If you have learned how to guard/deal with her little mix-ups this should be cake.</p><p>
</p><p>
</p><p>
May’s Advantage in this fight is her <strong>DAMAGE</strong>.  Because of Bridget’s innate ability to zone, Dolphin hoops take away Bridget best attribute.  </p><p>
</p><p>
</p><p>
<strong>General comments-</strong> </p><p>
If he doesn’t special cancel KSMH, Throw him.</p><p>
If he pressure KSMH Punch follow up in close, almost expect a starship as a counter poke. </p><p>
She is very zoning oriented with little mix up opportunity, so guard low, and watch for 214K shit</p><p>
Bait starship</p><p>
It’s hard to tell you how FREE CH J.HS and CH 5K are. </p><p>
Seriously, don’t rush in on him; he’s designed to rape people who rush in</p><p>
 </p><p>
</p><p>
This match is 6/4 because May’s broken (Gonna-be-changed) DAMAGE makes this feel as uphill as POT for Bridget.</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"><strong> Damage, Ability to CH &gt; </strong><img src="https://www.forums.dustloop.com/images/statusicon/bridget.gif" alt="Posted Image"><strong>Mix-up, while Hoop set negates his zoning</strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong>Jais</strong> and <strong>722</strong>, as these contributions are scattered all over this match-up.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
Bridget is a lightweight. </p><p>
</p><p>
</p><p>
<strong>OHK combo</strong></p><p>
5S, HS, Delay, SVD, 5S, SVD, 5S, HSVD, 2P, SVD.</p><p>
5S, 5HS, Delay, SVD, 5S, SVD, 5S, HS, HSVD, FRC, AirDash, J.HS, Land, J.HS, J.D, J.HS, J.D</p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro dust 3, Impossible Dust with a Just frame J.HS, her Slash Back cancel Impossible Dust combo works best on Bridget. </p><p>
Application - 5D, [9], J.H, J.HS[/9], J.1HS+S, Delay, J.HS, Land, SVD, 5S, SVD, 5S, 5HS, HSVD</p><p>
</p><p>
<strong>6P combo</strong></p><p>
Free wins. </p><p>
</p><p>
</p><p>
<strong>IAD combo </strong></p><p>
Never IAD at Bridget, she is too short.</p><p>
</p><p>
<strong>Jackhound reliability </strong></p><p>
Lightweights are hard to KD, Jackhound will usually wiff unless it’s incorporated EARLY into a combo, but than you give up huge damage by forcing proration. </p><p>
</p><p>
</p><p>
<strong>Double Dolphin Upper </strong></p><p>
2D, RR, FRC, SVD, 5P, 5S, SVD, 5P, 5S, 5HS, HSVD</p><p>
5K, JI, 5S, 2D, FBHSVD, Air-dash, J.S, J.HS, Land, SVD, 5P, HSVD </p><p>
</p><p>
</p><p>
<strong> 2HS, 2D </strong></p><p>
2D wiffs and OTG’s when delayed </p><p>
</p><p>
<strong> 2D, FBSHD, 6P </strong>...  in corner</p><p>
Application - J.2HS, Land, 2D, FBSHD, 66, 6P, 5S,JI,  5HS, Delay, HSVD, FRC, Jump, J.HS, Land, 6HS</p>
]]></description><guid isPermaLink="false">836</guid><pubDate>Thu, 13 Dec 2007 00:55:41 +0000</pubDate></item><item><title>May vs Baiken</title><link>https://www.forums.dustloop.com/forums/topic/833-may-vs-baiken/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/baiken_forum_new.gif" alt="Posted Image"><strong>Baiken</strong> </p><p>
 </p><p>
</p><p>
</p><p>
<strong>Stats</strong>  5.0/5.0 even</p><p>
</p><p>
</p><p>
</p><p>
<strong>Great Video examples</strong></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=xHy1t7hLYuc</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=vm9Fm_1YnHQ</a></p><p>
Yes, I am aware that <strong>Reetfighter</strong> at this point was still learning, but, the Anti-Baiken strat is there. </p><p>
</p><p>
	</p><p>
</p><p>
<strong>Openers</strong></p><p>
Her initiative- your counter.</p><p>
</p><p>
BAIKEN J.D- Running OHK once she lands. </p><p>
BAIKEN Tatami – 5HS for Counter hit. </p><p>
BAIKEN 5S- nothing beats this, just guard or back dash.  </p><p>
BAIKEN 5HS- backdash, 3K</p><p>
</p><p>
</p><p>
<strong>Punishes-</strong></p><p>
Generally no tension-</p><p>
OHK</p><p>
</p><p>
General 25%-</p><p>
66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, SVD, 5S, 5HS, HSVD.</p><p>
</p><p>
Suzuran (63214K)- She is Low and Throw vulnerable,  OHK or 2D her.</p><p>
TK youzansen- Guard, CH 5S, 66, Lame loopz</p><p>
SlashBack the third hit of 2HS, as it always gives you CH 2HS. ^_^</p><p>
Very easy to instant block 3rd hit of Baikens overdrive + anything (ohk) probably.</p><p>
Slashback kabari/tetsuzansen, and you are in her head.  This isn’t easy though. 3K works great <strong>rtl42</strong></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>Counters</strong> </p><p>
CH J.HS if you KNOW she will IAD Backwards and Tatami, throw your IAD J.HS. This is VERY risky though.</p><p>
CH SVD when she gatlins into 5D, she will gatlin into 5D.</p><p>
Baiken likes to air dash in with J.S/J.P/Tatami, be patient, often you will get CH 6P combo.  Round winner = May. </p><p>
Do not 6P or 3K for CH against kabari/tetsuzansen; (chain pull). </p><p>
</p><p>
</p><p>
</p><p>
<strong>Anti Airing-</strong> PROPER anti-airing- 6P is not a catch all.</p><p>
6P for Air Dash only</p><p>
Air throw,</p><p>
Jump, IB, land throw.</p><p>
Only Anti-Air J.Tatami is specific scenarios</p><p>
<strong>Run underneath her J.HS </strong> punish her landing. She shouldn’t be able to SPAM this.  </p><p>
</p><p>
<strong>“</strong>As a general, you can AA the fuck out of baiken, it's just situational, a jumping baiken, is a baiken that is nervous / doesn't know what their doing / trying to lure you into a mistake, so just let them IAD backwards all day and just look out for 1mm tatami...<strong>”</strong> <strong>SH_</strong></p><p>
</p><p>
<strong>“</strong>While it's true that there IS a risk to doing it, since a CH air tatami is a big combo for Baiken, the thing is that if you hit Baiken while there's an air tatami out, the tatami will disappear (unlike other characters' projectiles, which will stay out even if they get hit). You CAN (and SHOULD) anti-air Baiken's air tatami if she's (mindlessly) hopping around and throwing out air tatamis. If Baiken does a late air tatami on your wake-up (you should be able to see this), you can punish this too.<strong>”</strong> <strong>rtl42</strong></p><p>
</p><p>
<strong>“</strong>May can run up and 3K under IAD back Tatamis if Baiken is too close or doesn't do it at the absolute lowest point possible. This is incredible annoying for the Baiken player.<strong>”</strong> <strong>Hellmonkey</strong></p><p>
</p><p>
</p><p>
"Also, I don't know if you mentioned this, but one thing about May is that since she's so floaty, it makes it incredibly difficult to get a tensionless pickup after her tatami hits (with j.P). On almost all others characters (save BA, MA, JA), it's relatively easy to get j.P after Tatami. In the corner it's still doable, but make sure to tell folks to definitely tech after the ground tatami hit. If they miss 1 frame, a noob Baiken would get free combo continuation where there should have been none." <strong>Agile</strong></p><p>
</p><p>
</p><p>
<strong>Zoning</strong></p><p>
You can’t zone Baiken. Well… your options are limited, keep reading. </p><p>
Dolphin Hoops are OK, just keep your mix-up to landing low, landing throw or late air dash combo. Use this to bait alpha counters. </p><p>
</p><p>
</p><p>
</p><p>
<strong>Their game plan</strong> </p><p>
<strong>Use infinite Alpha-counters to get out of pressure/lock down/mix-up. </strong>IAD tatami, J.hs lockdown,  big dmg, always knockdown, midscreen CH 5S/2S,  tick throw in corner to get an easy  45% combo, “guard building” pressure, getting a knockdown via j.D combos ~ IAD tatami pressure.</p><p>
</p><p>
If she pressures 6P, you pretty much want to guard high b/c it doesn't gatlin to any lows, all she can do is special cancel and jump cancel. When she has tension she will do 6P, TK youzansen, RC, Tatami…</p><p>
</p><p>
On a side note regarding YZN, if it's done amidst pressure, there's only a few moves it can be done from (JC-able ones):</p><p>
5P (rare)</p><p>
c.S (most common)</p><p>
6H (rare)</p><p>
2D (rare but my favorite, no one else in the game has forced low block to forced high [i think].</p><p>
6P (Often)</p><p>
</p><p>
</p><p>
Also, some of her tech throw traps: (note that all of these tech traps are very easy to option select FD or grab)</p><p>
* ground tatami hits MA (non-CH): dash forward, SJ air throw (if back/neutral tech). This one happens pretty fast so you should tech + dash back pretty quickly to avoid this one.</p><p>
* j.K + jump inside combo: so either at the end of a dust (or other combo) if BA still has a jump, she can just do j.K &gt; jump &gt; air throw (if back/neutral tech)</p><p>
* YZN: if YZN hits lowest point and MA spams forward tech, BA can jump straight up air throw</p><p>
* Dustloop false KD for airthrow reset (only when MA in corner): normally when BA goes for KD she'll do something like her BnB and end it with air dashing S&gt;D. There's a relatively safe reset tech trap here for an opponent trying to tech here. If the BA players lets the Slash hit and omits the Dust KD, on back/neutral tech, jump straight up air throw, or for forward tech SJ backwards air throw. I'm not sure what to do here, and this one is very rare, but I've seen some JPs do this in videos.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>May's Strategy</strong></p><p>
-You have no offense at Far-ranged ground-to-ground.</p><p>
Nothing gonna hit fool.</p><p>
</p><p>
-She beats you mid-range ground-to- ground.</p><p>
Her 5FS and 2S will lead into Tatami for GREAT damage and CH you out of everything. If you do land a 5K or 5FS your damage potential is significantly out done by Baiken 5Fs Tatami FRC... death. </p><p>
</p><p>
-She beats you ground-to-air. </p><p>
Her 6P is one of the best in the game; it will beat May’s J.HS at many distances.  If your going to come in from the air J.S is best, because you can jump cancel it. </p><p>
</p><p>
-She beats you air-to-air. Not all the time though, as your J.HS can beat out most of her jumping moves leading to CH, in this match is the WIN. Her J.S and J.D have great hitboxes and are very annoying. </p><p>
</p><p>
-You beat her ground-to-air, unless she used Tatami. I can not stress how important anti-air is when fighting Baiken. She can not alpha counter in the air, this is your chance to mix-up air throws, tech traps/grounded hits and zoning tactics. 5HS trade is pretty good too.</p><p>
</p><p>
</p><p>
Beating Baiken is all about understanding close ranged ground-to-ground options. </p><p>
Because she can alpha-counter infinitely, there is a good sized don’t list you must follow. </p><p>
</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"><strong>DON’T DO THIS SHIT AGAINST BAIKEN</strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p><p>
-Pressure strings/ Build guard bar</p><p>
-Pressure/Poke w/ a charged dolphin when you can’t FRC to guard </p><p>
-Let her guard 5HS</p><p>
-Let her guard 2HS</p><p>
-Let her guard J.2HS from high, this only works when it <strong>hits her LATE</strong>. </p><p>
-Eat her 5D’s they HURT, she will use 5D I promise</p><p>
-IAD at her, she is too short</p><p>
-Knock her down; always do the biggest most bad-ass damaging combo you can muster</p><p>
-Eat her corner throw, it HURTS, she will try for corner throw I promise</p><p>
-Throw Baiken 6K, its throw invulnerable</p><p>
-Back Dash her 6HS</p><p>
-Air recover, then descend with a J.HS, you will find a Tatami surprise to CH the shit outta you. </p><p>
-Air recover, then descend with a J.2HS, you will find a Tatami surprise to CH the shit outta you. </p><p>
</p><p>
</p><p>
At this point you’re saying, WTF M8, without that what CAN I do. I know, it’s fucked up isn’t it?</p><p>
</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"><strong>There are 4 effective ways to fighting Baiken</strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p><p>
- Getting that 1 CH from zoning, then blow HUGE tension for HUGE damage</p><p>
- Baiting her alpha counters</p><p>
- OHK mind games</p><p>
- Breaking her guard with a successful mix-up option. Very Very dangerous. </p><p>
</p><p>
</p><p>
To successfully bait her counters you need to only poke her with jump cancel-able moves and normals with great recovery, like 5P, 2P and 2K. A well timed meaty while landing J.S or J.2HS is good too. You will recover once you land. Sounds lame I know.  Because fighting Baiken IS LAME. Lolz </p><p>
Let’s address Baiken's counters and the proper ways to react and punish them.</p><p>
</p><p>
</p><p>
</p><p>
<strong>Baiken Alpha- Counters</strong></p><p>
</p><p>
</p><p>
<strong>Mawarikomi (K counter):</strong> Dashes behind opponent - The basic follow up to this counter is a throw. You dash behind them during their string and throw them. If you're in the corner, this is the easiest way to deal tensionless damage where youshijin isn't applicable or is too risky, as Ouren will whiff into a corner and is extremely easy to punish and Sakura requires 25% to continue the combo. </p><p>
</p><p>
-Once she runs behind you, its 2D combo time baby. Hopefully you’ve had the frames to FBSHD after the 2D, if not just Jackhound…sigh.</p><p>
</p><p>
</p><p>
<strong>Youshijin (P counter):</strong> Ground chain counter - This counter comes out very quickly, and can be used to punish almost any high air move or slow ground move next to you. </p><p>
</p><p>
-This particular alpha-counter isn’t safe on guards as a 5S, 2HS… will make her wish she didn’t so it. This is the counter she will use when guarding a high J.2HS from May. Bait this with a J.2HS Done low enough, it is impossible to punish with youshijin and will give May a free combo.</p><p>
</p><p>
</p><p>
<strong>Ouren (HS counter):</strong> Crossup overhead jumping bellyflop - Besides the changes to j.D, this is by far the best thing she got in AC. A crossup overhead that is almost completely safe on block which will knock down on hit or launch for a combo on counter-hit. </p><p>
</p><p>
-Because this move is a cross-up overhead and virtually safe on block, May’s best option is to hit Baiken as she crosses over May.  How? SVD sucks in for great damage. That was a free launch mmmmmmmmmmmmmmmmm.</p><p>
</p><p>
</p><p>
<strong>Sakura (S counter):</strong> Stabbing invincible thrust of greatness - Sakura is her counter of choice it will punish moves with long recovery that don’t put people in counter-hit state, for example Slayers 2D/6HS and Jams 6HS/puffball.</p><p>
</p><p>
-This is the beast you should be using J.2HS against, but even than it can be FRC’d to be completely safe. It’s good.When you jump cancel to be “SAFE” your best option is usually a J.2HS, but don’t dedicate yourself to just jumping then inputting J.2HS. If you’ve done this and Baiken didn’t Alpha-counter previously, you bet your ass she is going to take the free CH alpha-counter against your J.2HS that you just gave her. So, jump cancel your 5S, than watch, is she did Sakura than J.2HS the shit out of her, if she didn’t just jump away. </p><p>
</p><p>
</p><p>
</p><p>
May’s Advantage in this fight is her <strong>OHK mind games</strong>.  Because of Baikens innate ability to guard, many many more opportunities for OHK arise. I am serious , May needs to empty jump OHK all-day-long. Get in Baikens head.  Remember all of those OHK set ups from the beginners guide, <strong>USE  MOST OF THEM OFTEN</strong>.</p><p>
</p><p>
</p><p>
2K, OHK</p><p>
2P, OHK</p><p>
5P,OHK</p><p>
Empty Jump, OHK</p><p>
Wiff a normal on their wake-up, OHK</p><p>
J.P, Land, OHK</p><p>
SHD, Wiff, OHK</p><p>
SVD, Wiff OHK</p><p>
2D/2HS, Hoops set Cancels!</p><p>
Hoop Set S Wiffs on their wake up, OHK</p><p>
</p><p>
<strong>"</strong>May can 3K tons of Baiken's stuff, and it should be used because it gets May in for free when it connects, so as long as the fear of it is there for Baiken May's OHK game gets even better.<strong>"</strong> <strong>Hellmonkey</strong></p><p>
</p><p>
</p><p>
Finally, the risky but rewarding method- <strong>Breaking her guard with mix-up</strong></p><p>
Did you notice I didn’t tell you not to let her guard 5D? Well, 5D is 1 hit, overhead and leads to great damage. Same as 5D, [D] (low). These option include.</p><p>
</p><p>
- 5D, Pro Dust 3.</p><p>
- 5D, [D] (low), SVD...</p><p>
- 6HS, [HS] (overhead), FBSHD...</p><p>
- 2D, FBSHD...</p><p>
- TK, J.RR FRC, 5S, 2HS, FBSHD...</p><p>
</p><p>
All five of these options are acceptable to do on Baikens wake-up, when you have the tension. If they they break her guard, you just did massive damage, if they didn’t RC, or prepare to get a Sakura. This makes the match go by much faster; I would recommend this if</p><p>
-	They have shitty Defense</p><p>
-	They have EXCEPTIONAL zoning skills that will kill you</p><p>
</p><p>
</p><p>
</p><p>
<strong>General comments-</strong> </p><p>
If she pressures the chain pull, just 1F jump out.</p><p>
She is very pressure oriented with little mix up, so guard low, and watch for 5D, predict TK Youzenson and  react to throw attempts. </p><p>
Bait her super on wake-up. Sometimes she uses it...it actually hurts. Punish this with 3K. <strong>Pulsr</strong></p><p>
</p><p>
This match is 5/5 because both combatants do crazy damages and have the ability to KD. May eats the zoning, Baiken eats the OHK and alpha counter punishes. </p><p>
</p><p>
<img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"><strong>= </strong><img src="https://www.forums.dustloop.com/images/statusicon/baiken.gif" alt="Posted Image"></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
I would like to give a special thanks to <strong>K2</strong>, <strong>SH_</strong>, <strong>Hellmonkey</strong>, <strong>rtl42</strong>, <strong>Pulsr</strong> and <strong>ReetFighter/Agile/N8</strong>, as their contributions are scattered all over this match-up.  Thanks, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
_____________________________________________________________________</p><p>
</p><p>
<strong>Combo Specific Details.</strong></p><p>
Don’t knock her down; always go for the biggest damage you can get. It’s perfectly fine if you blow 75~100 tension in 1 combo against Baiken.  I am listing combo’s that HURT and don’t KD. </p><p>
</p><p>
</p><p>
<strong>OHK combo</strong></p><p>
5S, 5HS, Delay, SVD, 5S, SVD, 5S, 5HS, HSVD</p><p>
</p><p>
5S, 5HS, Delay, SVD, 5S, SVD, 5S, 5HS, HSVD, FRC, Air dash, J.HS, Land, J.HS, J.D, J.HS, J.D, J.RR </p><p>
</p><p>
<strong>5D combo</strong></p><p>
Pro dust 3, Impossible Dust with a Just frame J.HS, her Slash Back Impossible Dust combo works best.</p><p>
Application - 5D, [9], J.H, J.HS[/9], J.1HS+S, Delay, J.HS, Land, SVD, 5S, SVD, 5S, 5HS, HSVD</p><p>
</p><p>
<strong>6P combo</strong></p><p>
w/o a CH the 5HS wiffs. =(</p><p>
</p><p>
</p><p>
<strong>IAD combo </strong></p><p>
Never IAD at Baiken, she is too short.</p><p>
</p><p>
<strong>Jackhound reliability</strong></p><p>
Lightweights are hard to KD, Jackhound will usually wiff unless it’s incorporated EARLY into a combo, but than you give up huge damage by forcing proration. </p><p>
</p><p>
</p><p>
<strong>Double Dolphin Upper</strong></p><p>
2D, RR, FRC, SVD, 5P, 5S, SVD, 5P, 5S, 5HS, HSVD</p><p>
2D/2HS, FBHSHD, J.HS, Land, HSVD, 5S, SVD, 5S, 5HS, HSVD</p><p>
</p><p>
</p><p>
<strong>2HS, 2D</strong></p><p>
2D OTG’s .</p><p>
</p><p>
<strong>2D, FBSHD, 6P</strong>...  in corner</p><p>
Application - J.2HS, Land, 2D, FBSHD, 66, 6P, 5S,JI,  5HS, Delay, HSVD, FRC, Jump, J.HS, Land, 6HS</p>
]]></description><guid isPermaLink="false">833</guid><pubDate>Sat, 10 Nov 2007 20:56:36 +0000</pubDate></item><item><title>May vs A.B.A.</title><link>https://www.forums.dustloop.com/forums/topic/834-may-vs-aba/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/images/statusicon/abas.gif" alt="Posted Image"><strong>&gt;</strong>  <img src="https://www.forums.dustloop.com/images/statusicon/may.gif" alt="Posted Image"></p><p>
</p><p>
</p><p>
___________________________________________________</p><p>
</p><p>
<img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"><strong>Combo specific Details</strong><img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p><p>
</p><p>
I am <strong>only listing combos that KNOCKDOWN</strong> because it is important in this fight. Overall A.B.A. is so different it’s intimidating, but there IS good news. You CAN do ~200 damage to her and STILL get the Knockdown. When doing LAME LOOPS you want to NEVER JI and NEVER DELAY as they only make her tech or make dolphins hit funny.  Also this bitch is equipped with an innate DELAYED wake-up, so hold your hoop set for a few extra frames when doing the normal set-ups! Comboing her is done in 2 ways, either a FBHSVD or lame loops, both require strict timing and lots of practice, LEARN these combo’s soldiers.</p><p>
</p><p>
<strong>VERY IMPORTANT</strong></p><p>
When doing a regular landing combo on A.B.A. the <strong>2P, 2D will not beat</strong> for some dumbass reason, you<strong> have to do 5P, 2D.</strong></p><p>
<strong></strong></p><p>
This bitch innately wake's up LATE. </p><p>
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<strong>5D Combo</strong>- Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her <strong>Jump Cancel Impossible Dust combo</strong>. Works Great on POT.</p><p>
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<strong>OHK Combo-</strong></p><p>
66, 5S, 5HS, SVD, 5P, SVD, 5P, 5S, SVD (123dmg)</p><p>
66, 5S, 5HS, SVD, 5S, 5HS, SVD, 5P, HSVD (133dmg) </p><p>
Remember on lame loops NO DELAY or JI!</p><p>
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<strong>6P Combo-</strong></p><p>
Corner-</p><p>
6P, 5S, JI, HS, HSVD, FRC, Delay, Air Dash, J.S, J.HS, Land, HSVD, HSVD.</p><p>
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Mid-screen-</p><p>
6P , 5S, JI, HS, HSVD, FRC, Delay, Air Dash, J.S, J.HS, Land, J.K, J.D, J.HS, J.D.</p><p>
Don’t do this it doesn’t KD.</p><p>
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The only time you should be doing this is when you try for a CH 6P and a regular hit connects instead.</p><p>
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Overall 6P’s hit A.B.A. really high, just like KY is general, that’s why conventional BNB's don’t work here. </p><p>
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<strong>IAD Combo-</strong></p><p>
IAD will hit her, if you nail a GREAT IAD with NO TENSION be sure to use 5S, 2HS, 41236HS for the knockdown. Generally don’t take big damage off of IAD’s as the added push back makes combo'ing virtually impossible, ESPECIALLY in corner. For some reason IAD J.S, J.HS, land, 2P, 2D doesn't always hit. =(</p><p>
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<strong>Jackhound reliability</strong></p><p>
Don’t do it in this fight as it has an unusually high tech for A.B.A. on hit and misses most OTG’s. =(</p><p>
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<strong>Double Dolphin Upper-</strong></p><p>
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25%- </p><p>
66, 5S, 5FS, 2HS, 2D, FBHSVD*, J.HS, Land, HSVD**, 5S, SVD, 5P, 5S, SVD</p><p>
5S, JI, 2HS, HSVD, FRC, Delay, Air Dash, J.S, J.HS, SVD, 5P, SVD, 5P, 5S, SVD</p><p>
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*= Delay the FB input</p><p>
**=Double Dolphin Upper/Cross under</p><p>
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50%</p><p>
OHK, 66(Under), 2P, 5P, 63214S~P</p><p>
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<strong>2HS, 2D, HSVD/FBHSVD-</strong></p><p>
The dolphin will always hit if you don’t delay cancel the 2D. So a no tension gatlin of 5S, 5FS, 2HS, 2D, HSVD, Is good. </p><p>
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25%-</p><p>
66, 5S, 5FS, 2HS, 2D, FBHSVD*, J.HS, Land, HSVD**, 5S, SVD, 5P, 5S, SVD</p><p>
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*= Delay the FB input</p><p>
**=Double Dolphin Upper/Cross under</p><p>
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Corner-</p><p>
5S, 2HS, 2D, FBHSVD*, Air Dash, J.S/J.K, J.HS, Land, HSVD, HSVD</p><p>
*= Delay the FB input</p><p>
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<strong>JI, FBHSVD, Air Dash, J.K, J.HS</strong>... No Corner.</p><p>
Application- J.2HS, 2D, FBHSVD, Air Dash, J.K, J.HS, SVD, 5S, SVD, 5P 5S, SVD.</p><p>
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This starts with J.2HS as it auto Jump Installs the combo but it Can be done with a Normal than a JI, 2D/2HS...</p><p>
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EXAMPLE- 5S, JI, 2HS, FBHSVD, Air-Dash, J.K, J.HS...</p><p>
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<strong>FBHSVD, J.HS</strong>... No Corner No JI.</p><p>
Application- 2HS/2D, FBHSVD, J.HS, Land, SVD, 5S, HS, SVD, 5S, HS, SVD, 5P, HSVD.</p><p>
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This is good when you accidentally do FBHSVD instead of FBHSHD and you didn't JI and still want damage. AKA, Maybe one time. lol</p><p>
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<strong>2D, FBSHD, 6P...</strong> Corner only</p><p>
Application - J.2HS, Land, 2D, FBSHD, 66, 6P, S, HS, Delay, SVD, 5P, HSVD, HS hoop set, FRC,</p>
]]></description><guid isPermaLink="false">834</guid><pubDate>Sat, 10 Nov 2007 20:18:05 +0000</pubDate></item></channel></rss>
