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Posted

Alright im having trouble with the motion for the JI into RR, do i have to go 8s743216961hs? I was told that J motion is the easiest way of doing the RR just off of the ground, is there and easier way then doing that cause its just alot of motion... Does any1 find it easier to just learn the timing for the RR after 8s,... so it would be more like 8s,96121hs, frc etc? BTW i just visited china town fair in nyc and went on a 21 win streak with may, representing for dolphin lovers everywhere.

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Posted

Alright im having trouble with the motion for the JI into RR, do i have to go 8s743216961hs? I was told that J motion is the easiest way of doing the RR just off of the ground, is there and easier way then doing that cause its just alot of motion... Does any1 find it easier to just learn the timing for the RR after 8s,... so it would be more like 8s,96121hs, frc etc?

BTW i just visited china town fair in nyc and went on a 21 win streak with may, representing for dolphin lovers everywhere.

Sup B/-

About JI (Jump installing) a RR (Resistive Roll) and the TK J.RR (Tiger Knee Jumping Resistive Roll).

JI a RR works for gimmicky air dashing pressure and is great for a WTF factor, for this option you should JI the gattlin previously such as 5K, 8, 5S, 5FS, RR, FRC, Air Dash. From here you have two main options.

1.- If they are standing do J.S, J.HS and than maybe another J.RR for a third overhead (If you are assuming they will guard low by then), or a tick throw off of the J.HS by running in an OHK'ing them.

2.- If they are crouching you must do J.2HS as a J.S will wiff their crouching body and give them a huge window to punish you.

TK J.RR works as an interesting mix up for an overhead off of anything jump cancel-able like K, S, 5FS, and 5D[D]. You can also wiff a J.RR and do a low or a throw. Great set and only requires 1 FRC. YAY.

The exact input for a TK Dragon Punch is a little difficult as Axel's reload Bomber loops were rarely seen. You have two input options to doing this correctly.

The first option is to Jump, than do a Dragon Punch motion. The exact input is strict and gives even some top player s a run for their money because the Dragon punch needs to come out quick enough to be useful.

The second option is to buffer the jump out of the Special move, hence the name Tiger Knee like OLD SCHOOL Sagat's Tiger Knee special move. Anji and Venom do this frequently for overheads and now May joins in. =)

With Anji we want to do the Orb special move off of the ground just barely. To simultaneously do the jump and the special move the exactly input is 2147, SLIGHT DELAY, J.P. I have to write J.P because technically he is off the ground and the input would be a jumping punch, but you shouldn't actually see him jumping.

With May we cannot do this trick. =( . The new input rule changed the leniency on DP's, now they HAVE to end on Diagonal down forward (3 or 1).this trick does not work for DragonPunches. They did this so people like Ky and Sol could do running fireballs without DP'ing on accident.

would be more like 8s,96121hs, frc etc?

First off if you are doing a TK J.RR you do not have to JI because you are manually leaving the ground, not leaving because of the trajectory of a special move.

Second the input would be ANY JUMP CANCEL-ABLE MOVE, 9. 6323HS, FRC...

BTW MAN WHERE IS THIS BEASTLY COMBO VIDEO!!!

I have been EXTREMELY busy doing combo, ripping, encoding editing and all that crap and In fact my Character match-up guide slowed down a tad because of this. So, work is being done, I have LOTS of big damage combo's already done and only have to record a few more set-ups and all the 5D's for a 5D tutorial. First a TenkaiGear Video will be released, right after that My vids will. Hopefully by Thursday. Thanks for asking, I'm been busy with this and I'm glad to hear some people are excited to see it.

Kyle~

Beasting at Chinatown!?!? NICE!!!!!!!!!!!!!!!!!!!!!!!!! I like their set-up btw.

  • 2 weeks later...
Posted

Anyways i was wondering if any1 could test this out for me... I've connected 2d and fbhsvd, fb is inputed on the 7th-8th frame of start up as the dolphin animation begings, may will do a short hop off of the dolphn and land in perfect positino for 5s,5hs,svd. What i would like tested is off of 5k, 5s, 2d, fbhsvd, jhs, 6hs, svd, 5s, 85hs, svd, 5s,5hs,hsvd, frc, j66, (maybe another 6hs into lame loop or old bnb combo).

Posted

...of 5k, 5s, 2d, fbhsvd, jhs, 6hs, svd, 5s, 85hs, svd, 5s,5hs,hsvd, frc, j66,???.

NamelessCounter- I like how your thinking, it would be totally worth it if we could spice-up May combos and still get ~Max Damage. Unfortunately, this particular suggestion Two problems occur.

Depending on the initial trajectory of May's Gatlin, the FB trajectory is altered Hence:

A standing 5K, 5S, 2D, FBHSVD... throws May too far to the left.

A running 5K, 5S, 2D, FBHSVD... throws May too far to the right.

The solution requires May to start from a while landing position Hence:

J.2HS, Land, 2D, FBHSVD, J.HS connect great.

Problem 1 fixed. problem two...

The J.HS, 6HS, SVD...

The 6HS hits the opponent too high, yes it cancels, but SVD whiffs, and HSVD can't be combo's off of unless the FRC is implemented. I've tested on Heavy, Mid and light weights. Great idea... unfortunately...

  • 4 weeks later...
Posted

May CV: Come What May

1- Robo-Ky only Ground Punish 1.

From a FBHSHD launch, S, 5FS HS, SVD, P, S, HS, HSVD

2- Robo-Ky only Ground Punish 2.

From a FBHSHD launch, S, HS, SVD, S, 5FS HS, HSVD

3- PO and Ky only, 3x(J.S, J.HS) midscreen.

IAD, J.S, J.HS, S, 2HS, FBHSHD, IAD, J.S, J.HS, SVD, 2P, HSVD, FRC, AD, J.S, J.HS, 6HS, HSVD

4- PO and Ky only, 3x(J.S, J.HS) Corner.

IAD, J.S, J.HS, S, JI, 2HS, FBHSVD, AD, J.S, J.HS, SVD, S, HS, SVD, 5P, HSVD, FRC, AD, J.S, J.HS, HSVD

5- Zappa, Dirty Cross-up.

Normal Throw, SHD, FRC, J.K, 2P, 2D, FBHSHD...

6- Ky only, Corner 6P, J.RR

Early launch with J.2HS, 2D, FBHSHD, 6P, S, HS, HSV, FRC, J.RR, S, HS, HSVD

7- Impossible Dust 1, Faultless Defense, J.HS, 6HS, SVD, Lame loop.

8- Impossible Dust 2, Faultless defense cancel/Slashback cancel J.HS, SVD, Lame loop.

9- Impossible Dust 3, IAD, J.HS, SVD, Lame loop.

10- Impossible Dust 4, Jump cancel, J.HS, SVD, Lame Loop.

11- Impossible Dust 5, Corner only Jump cancel, J.HS, HSVD, HSVD. Knocks down EVERYONE.

12- Dust that build stun bar.

CH 5D, Fully Charged 6P, FBHSHD, 6P, S, HS, HSVD

13- Flashy 5D combo.

5D, J.HS, J.HS, J.RR, FRC, AD, J.HS, Yamada Attack, FBHSHD, IAD, J.S, J.HS, Land, J.HS, J.D, J.HS, J.D

14- Max Range 5K follow-up

5K, 5FS, FBHSHD, 3K, 8K+S+HS. (Optional ending for mix-up)

15- CH J.S follow-up

CH J.S, Delay, AD, J.K, J.HS, Land, J.K, J.D, J.HS, J.D

16- IK combo

CH 5HS, IK

17- 6P relaunches on taller vertical hit-box characters. Anji, Jam, Pot...

6P, S, JI, HS, HSVD, FRC, AD, J.HS, Land, 6HS, SVD, P, SVD, S, JI, HS, HSVD, FRC, AD, J.HS, Land, 6HS, SVD, FRC, 5S, HSVD

18- Ky. Robo-Ky, Anji, axel... OHK Bread and butter

OHK, running lame loop times three.

19- Faust/Pot only stun building OHK.

OHK, Fully charged 6HS, Yamada attack, Yamada Attack, 2S, HSVD

20- Pot only stun building OHK.

OHK, 6P, S, JI, HS, HSVD, FRC, AD, J.HS, SVD, P, S, SVD, P, HSVD

21- wide sprite only, OHK into three 6HS reps.

OHK, 6HS, SVD, FRC, 6HS, SVD, S, JI, HS, HSVD, FRC, AD, J.HS, 6HS, SVD

22- Pot only no tension OHK.

OHK, J.S, J.HS, SVD, S, HS, SVD, S, HS, SVD, 5P, HSVD

23- Pot only tension OHK.

OHK, J.S, J.HS, SVD, S, HS, SVD, S, JI, HS, HSVD, FRC, AD, J.HS, Yamada Attack, 2D, HSVD

24- ABA double dolphin upper with knock down

S, JI, 2HS, 2D, FBHSVD, AD, J.S, J.HS, SVD, P, S, SVD, P, S, SVD

25- Johnny double dolphin upper with knock down

S, 2HS, FBHSVD, J.HS, SVD, S, HS, SVD, S, HS, HSVD

26- 6HS tech trap corner knockdown

6HS fully charged, whiff SHD, S, JI, HS, HSVD, FRC, AD, J.HS, HSVD, HSVD.

27- Damage building light weight, no hoop, 50%

6HS, RR, FRC, J.HS, HSVD, HSVD, FRC, Jump, J.HS, 6HS, HSVD

28- Damage building light weight, hoop,

Hoop, 6HS, RR, FRC, J.HS, HSVD, HSVD, FRC, AD, J.HS, HSVD, HSVD, 214D, 2S, HSVd, ]P[. HSvd

29- Damage building light weight, hoop,

Hoop, 6HS, RR, FRC, J.HS, HSVD, HSVD, FRC, AD, J.HS, HSVD, HSVD, FRC, AD, J.HS, ]P[, 6HS, HSVD

30- Damage building Pot, hoop,

Hoop, 6HS, RR, FRC, J.HS, 6HS, HSVD, FBHSHD, 6HS, HSVD, 214D, 2D, ]P[, 6HS fully charged, HSVD

31- Damage building Pot, hoop, midscreen

6HS full, RR, FRC, J.HS, 6HS, HSVD, DDU, S, SVD, P, HSVD, FRC, AD, J.S, J.HS, SVD, P, SVD

32- Damage building Pot,

6HS full, RR, FRC, J.HS, 6HS, HSVD, DDU, S, HSVD, FRC, Jump, J.HS, running, 6HS, HSVD, FRC, FBHSHD, running, 6HS, HSVD

33- 6HS full charged twice.

6HS full, FBHSHD, HS, 2D, FBHSHD, 6HS full, FBHSHD, 6HS, SVD, P, SVD, P, S, JI, HS, HSVD, FRC, AD, J.D, J.RR

  • 1 month later...
Posted

I finally check out the Come As you May video. And I have a question cause Ive seen it before. During a few of your combos, you FRCed and airdashed after a standing punch and I believe a crouching punch during one of your combos. Did your movements in the air that lead to the ground relaunch combo give that punch auto install or are you magic itself? :O :psyduck:

Posted

5P, HSVD, FRC, AD... 2P, HSVD, FRC, AD... I did not preserve an auto-jump install from a while landing state. I assume 5P/2P are jump cancel-able.

  • 3 weeks later...
Posted

TK J.RR

The second option is to buffer the jump out of the Special move, hence the name Tiger Knee like OLD SCHOOL Sagat's Tiger Knee special move. Anji and Venom do this frequently for overheads and now May joins in. =)

With May we cannot do this trick. =( . The new input rule changed the leniency on DP's, now they HAVE to end on Diagonal down forward (3 or 1).this trick does not work for DragonPunches. They did this so people like Ky and Sol could do running fireballs without DP'ing on accident.

Actually, we can do this trick. It's a little funky, but you would use the same motion used for running TK Youzansen with Baiken. Looks something like this;

66(run), 632963H.

Trust me, it works, and gives you an incredibly low RR depending on how fast you do the motion. Not too sure how practical it is, but it's at least possible.

Quick question though. What sort of tensionless loop do you typically do vs. Dizzy? I'm trying to determine the best loops for each individual character, and she falls really funny, almost like AB or RO.

Oh, and Kyle is indeed magic itself.:eng101:

Posted

Thank you for addressing this Matt because I wanted to mention another SUPER EASY tip to inputting TK J.RR. it's even better than yours. you ready. 6321478963+HS. LOL Roll one entire circle. This is super effective with Axel and instand bombers too. Comboing dizzy.... I will get back with on on that one later tonight Matt. As I know she is difficult and deserves some extra attentinon. The regular lightweight combo is pretty tricky and I usually end up dropping it on her. I also know that Jackhounds miss her often... Bitch. ABA- No delay in S, HS, SVD & finish with two reps of P, S, SVD, For the Knockdown. RO- S, HS, Delay, SVD, 5S, 5FS, HS, HSVD. Dizzy- I think I do, S, HS, SVD, S, SVD, S, HS, SVD, P SVD, P SVD... I need to verify though.

Posted

Dizzy- I think I do, S, HS, SVD, S, SVD, S, HS, SVD,

Ok, this much of it works, it's just really specific as to what height she needs to be at when you start the loop.

Actually, the standard loop (S, HS, SVD x2, 5P (H)SVD, (5P SVD)) works on her too, but you have to be running to start it. Bitch falls just like AB. Fortunately, she's way easier to kill.:yaaay:

Posted

I Tested combo'n Dizzy. Rules when looping Dizzy. Don't JI Don't Delay Start LATE. Two combo's can be used from OHK. Everything else just do the regular loops without delays or JI's. S, HS, SVD, S, HS, SVD, 5P, SVD, 5P, HSVD (192) HS, SVD, S, HS, SVD, 5P, SVD, 5P, HSVD (190) I find the first combo difficult because getting the last loops is an awkward height retirement than means you do have to JI & or delay the second loop. Kinda tricky, I will stick with the second combo because it's consistent and unique.

  • 2 weeks later...
Posted

I was practicing some of my old situational combos to do off of SVD frc overhead hit on crouching opponents, and made a little bit of an extra options Originally I had these options from two distances From K,S distance (or do kick, slash, follow up or combo into SVD; you'll hit the opponent ont he top of the head), >If the character is floaty or has an odd body type like faust or sol you can: Simply SVD frc, and land, and do s,hs,SVD, s,hs,VD, into whatever >Characters of any size (confirmed it on Slayer, Sol, Ky, Testament and the rest I can't remember) you can: SVD frc, and QUICKLY, press HS, for the J.HS, land, SVD, s, hs, SVD, s, hs, VD to what you feel like. Key is to press HS on point after the frc or you will easily miss. From K,S,f.S distance (or just dash up, k,s,f.s, into SVD; you'll hit the person around the foot area) >Works the same as for the floaty characters: After the SVD connects: FRC, land, s,hs, SVD, s, hs, VD, have a party. The new one I made up I tried on ABA first and this works only if you hit them from the, (k,s), distance where you bop the person the top of the head with the dolphin. >SVD frc, j.2HS, land, S, SVD, S, HS, VD, have a party (the S version of the VD at the end of the combo hits on top of Aba rather than under so I couldn't get another rep). You have to charge buffer for the S after the kick in the air which is why I put 2j.K. This is the same method you use to do a stand alone p, or slash followed by a VD, by holding down for the charge time, releasing down and pressing punch or slash, then as soon as the hit connects press up and S or HS, and get your dolphin. >You can also replace the j.2k for a j.2HS making: SVD frc, j.2HS, land, S, SVD, S, HS (On ABA the rep stops here, but on others like slayer, or Sol you can get another rep or so). The S into the SVD part can have tight timing at times, and if the timing is off the person will recover before the S comes out. I got more confirmation to do with the combos, but I reached my limit tonight :v:, the mind is willing but the body is weak D: :gonk:

  • 1 month later...
Posted

So I've been practicing quite a bit in the past week to try to get the timing down for the dolphin loop starting from OHK, but I'm at a loss. I've been attempting this on different characters to see if I could manage to get it down on one then I'm sure I'd be able to make a few adjustments and do it on all of them. So I'm at the point where I think I have the correct amount of delay between the the SVD and 5HS, but when the character comes back down I hit 5S 5HS the 5S either doesn't come out and I end up doing 5HS or it looks like it comes out too early and I end up doing 5S(f). I've gotten through to the second interation of the loop a couple times by accident but I haven't be able to really reproduce it. I've even downloaded some of Kedako's vids of single combos and watched the OHK ones but as I've said, I'm at a loss of what to do. Having attempted this no less than 500 times in the past few days, you'd think I'd manage to figure it out but its becoming frustrating.

Posted

If you're getting the 5s, 5hs pause vert dolphin right, but they're falling too fast for you to connect another 5s, 5hs - the problem is with your timing on the first close slash (5s). If you don't do it high enough you can't land a second rep. However, if you do it too high they will be able to tech. Try practicing it on Dizzy - you are supposed to hit her with the first slash pretty early due to the way she falls and her hitbox.

If it's too much for you to do a second a rep, a more simple solution is to, after doing the first vertical dolphin, immediately charge down for another one. When you land, cancel a standing or crouching punch into the dolphin of your choice (S to keep them close, HS to knock them away).

Posted

And a light doth shine upon my brain. Using Order Sol as my punching bag I realized that I'm not waiting the correct amount of time before he falls in the right spot for me to 5S 5HS SVD on the second loop. I can do two loops about half the time now against Order Sol now so as soon as I feel confident about looping him into oblivion I'll move on to other characters. Thanks for the help!

Posted

Good burst safe combos/setups/block-strings anyone ?

5P and 2P when hit confirmed will be burst safe on combo and pressure.

5S when hit confirmed will be burst safe on combo and pressure.

2S at a decent range is burst safe on combo and pressure.

anything jump cancelable (5K/5S/5FS) is burst safe as you can jump and flashguard on combo/pressure. This is tough BTW

3K FRC works but is not worth the tension or risk.

If you go into FHSHD or FBSHD and they burst late you can recover in time to IB the burst.

6P whiffs but the recovery is too long to be useful.

This is my favorite from Slash, if they burst on combo or pressure, May can special cancel anything into RR FRC to IB than punish, or May can Special cancel anything into P hoop FRC and run in to punish.

Finally, if you gatlin into 2HS for a burst on pressure of combo you go under and recover in time to punish.

  • 2 weeks later...
Posted

Alright, so I'm going through the whole cast, trying to learn OHK > Lame Loop, and her other setups into lame loop, but same characters I'm having trouble figuring out what height to start them at, should I run, etc. pulsr had a good post about this (shown below)

I'm working on a combo compilation off the OHK for every character. These combos result in a knock down and do a few points less than s,hs, vert dolphin into oblivion.

The (x) means s,hs, vert dolphin (x being the # of reps).

Jam - (2) P VD, P VD, 2P VD. 180 *Does not requiring running

Dizzy - (2) P VD, 2P VD. 192 *Requires running and Dizzy being super low to the floor

ABA - (3) 154 *Requires being in deep

Sol -(3) His hit box is funky, so doing a s,hs to early will make the HS whiff careful there. You have to run for this one 178

Ky - (3) P VD Try to get ky at a medium height, so basically aim for him when hes may height. Running is required 186 (also this combo is very picky, so going for (2) P VD x2 is good but does 172)

Robo - (3) Run. 154

Testament - (3) P VD Same as Ky but easier to land

Bridget - (2) P VD, P VD, 2P VD 182 * You might be able to do (3) and the rest of the combo, it looks very much possible.

Zappa - (3) P VD 184

Anji - (3)

This has helped me a lot with the characters listed that arn't quite the same as some of the easier members of the cast to loop. Anyone have any other further pointers for this kind of stuff? In particular I'm looking for tips on looping Johnny. I've found a couple vids of him getting looped after OHK but I still can't figure out the timing.

EDIT: So I played with it a bit more and found out how to loop Johnny, but I'm sure this would be worthwhile data to collect. So I'll offer my piece of advice. When you land from the OHK, hold 6 to walk and loop normally.

Posted

Good burst safe combos/setups/block-strings anyone ?

Alright so im going to deal with three things in this post. First things first, lemme help N with his combo. Are you sure that you are catching each character in the optimal distance/height position when doing the first dolphin loop because that begining position determines all the possibilities in the combo. I think this is probably your problem because i have never seen or done a s(f) during a dolphin loop rep. The only way i can imagine that happening is that you started from the wrong distance/height on the first dolphin loop.

Second, i dont ever suggest doing 6hs, svd where it could be replaced with just svd into combo. It's 1,000x easier 10x more reliable and only like 5% less damage.

Burst safe block string/setup? (what exactly is being set up? oki or baiting burst?) sure alot is possible you just have to stop gatling at the right time. However a burst safe combo, does not exist, atleast with any type of reliablility or universality that would make it worth while. Either you bait a burst and give them the ability to tech or you do a combo, there is no fucking inbetween. RR frc doesnt sound reliable because you really dont know what fucking side your going to be on to block because of the incredible velocity and the only real option it has in a combo is off a jumping move like jhs. But why would someone burst at that point in time because you would be just landing on the ground that point and could just duck the burst. 2p, 5p are not burst safe because these are used in combos where these moves are just buffers for SVD. The only burst safe combo i have ever known was if your combo jhs in it where it either air grabs them or continues the combo.

There is no godlike burst safe combo. Either your psychic or your not and in which case you are psychic, say sorry scrub but i read your fucking mind.

-edit lol realized i sound angry in this post but its just that i just woke up ^.^ <3 may players

  • 2 weeks later...
Posted

OK here it is, and I am not ashamed to say it, I can't do s, hs, s dolphin loops. I don't know why, I never could I just don't get it, I get by without them but, I feel like its just something I should able to use if need be. Is there something I am missing, do I not have the timing? I know this makes me sound like a scrub, but I am quite a seasoned May player. I just don't get it, can someone break it down, for me there just isn't enough time to get in the charge after the HS. Throw me a bone here guys. Thanks in advance.

Posted

Its all about timing. I suggest picking Sol and using OHK starting out. First thing you have to time/eyeball is how high they are before inputing 5S© 5HS [2]. When you hit them with 5S© you should notice that most characters will flip up and their feet should be at about May's waist. Next is how long the delay is. Usually even though the inputs are uneven, I've noticed that a proper delay has the same rhythm as the 5S© 5HS. It'll sound steady, bam bam bam. When they come back down though is a different thing entirely. You'll just have to experiment till you get it right. Try to time it so that the 5S© hits them at about the same height as you did before. Too early and you'll end up doing 5S(f). Too late and either you'll hit them with 5S© and they'll be knocked away before you can hit them with 5H or 5S won't come out at all and you'll hit them with 5H. Comments anyone?

Posted

hmm, well I mean is there a time when you can start charging the S dolphin and it won't cause you to crouch or your HS?

Posted

I don't play May but I figured this out pretty easily from just watching an Endou vid.

just OHK > catch them as low as possible with c.S > 5HS > immediately [2] > into S Dolphins. Like I said I'm not a May player so I don't know if this is the best OHK setup but you can easily do OHK > c.S > 5HS > SD > c.S > 5HS > SD for ~150 dmg. Doesn't get knockdown so maybe there's a better way.

Posted

I just cannot find that time to charge I got the rest going fine....man I must really suck I don't get it.

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