Jump to content
Dustloop Forums

Recommended Posts

Posted

Thanks for the technical/in depth answers PhaethonH. :psyduck: I did my best to follow along, I'm not knowledgeable enough about computers.

When you said this,

"short burst of mad typing, run a script, and a directory fills with splice-friendly video clips in one pass"

Does that mean you code in Linux and let them run through your Chain of tools sequentially?

That's pretty much the kernel of it, yeah. :blush:

Although it's more like a web or a tangle than a straight chain :grin:

It's a little limiting on the creative artistic expression side of things, but it gets the common-case stuff out of the way. I like to think of it as my own little set of idiosyncrasies :razz:

  • Replies 164
  • Created
  • Last Reply

Top Posters In This Topic

Posted

May Combo's my guilty pleasure. :v: PhaethonH- The combo you liked with HSVD's, I realized I can buffer a P hoop the ENTIRE length of the combo, and get some extra HSVD's at the end. it's lolz. I will do it when I get my equip. =) I have a couple new things to note. MOST IMPORTANTLY my friend told me that Jump Installs actually create MORE push-back. So if you are doing a long ass crazy combo, DON'T jump install unless necessary., you will only make it harder on yourself. THIS COMBOS on lightweights...tested on Baiken. 2D, FBSHD, 6HS(Fully Charged) 2HS, FBSHD, 6HS(Fully Charged) In corner you get 2D, FBSHD, 6HS(Fully Charged), SVD, 5P, 5S, JI, 5HS, HSVD, ... or 2D, FBSHD, 6HS(Fully Charged), HSVD, 63214D, ... Because May's new ability to do Damage without tension, I have a SWEET set-up I'm working out but I'm not finished yet. My current problem is not being able to combo opponent from the other side of an OHK consistently. - SHD, Wiffs but recover too slow. - run under 2P, 5S, JI, 5HS, SVD. Does not combo. - run under 2P, 5S, JI, 5HS, HSVD Does not knockdown. - run under 2HS, _VD. Use the weird hit-box. Dolphin goes the wrong way. - 63214D, use the weird hit-box, but can't combo anything else besides another 63214D. lol - 66, FD break, 5S, JI, 5HS, Delay, SVD. Actually works on lights only...but is HARD. -EDIT- OH SNAP, I need HSVD cross-under, and it's so EASY on pot.:keke:

Posted

MOST IMPORTANTLY my friend told me that Jump Installs actually create MORE push-back. So if you are doing a long ass crazy combo, DON'T jump install unless necessary., you will only make it harder on yourself.

Not exactly. JIing cancels your running momentum.
  • 2 weeks later...
Posted

Double-post OMG. Forget about 6P>c.S(JI)[2]>5H>VD FRC combo on lights. (nonCH) 6P>c.S[2] (c.S hits) HVD FRC, AD j.H land 6H>loop. For c.S>HVD, charge 2 before c.S even begins animation. Also you want to press 8H a little after c.S hits so you get time to charge. What's happening is that you JC c.S after c.S is able to chain to another move, and then cancel jump into HVD. Kinda the same idea for the 5D fake into VD.

  • 2 weeks later...
Posted

Found something interesting about KY's sprite, I shall test on others like Zappa and Johnny later.

Launch- S, HS, DELAY, SVD, S, HS, DELAY, SVD, 5P, HSVD, FRC, Air Dash, J.S, J.HS, Land, HSVD, HSVD. (182?)

Launch- S, HS, DELAY, SVD, S, HS, DELAY, SVD, 5P, HSVD, FRC, Air Dash, J.S, J.HS, Land, HSVD, 5S, HSVD. (185)

Double dolphin upper, knocks down. :v:

Because of the character placement you need to run in and hit KY HIGH to get this to work off of OHK, but with the same 2 reps and same placement you can get 3 lame loops no tension, + if you wanted to spend tension you will net (199) 3 loops into air dash J.HS, 6HS, HSVD.

Another 6P corner combo! o.0

6P, S, HS, Delay, HSVD, FRC, J.RR (HS version), 5S, HSVD.

EDIT-

Another ID combo but I'm not going to include in guide as it is a waste of tension.

Light weights, in corner,-

5D, ^, J.HS, J.HS, J.RR, FRC, AD, J.HS, Land...

EDIT AGAIN-

Because May's new ability to do Damage without tension, I have a SWEET set-up I'm working out but I'm not finished yet.

My current problem is not being able to combo opponent from the other side of an OHK consistently.

- SHD, Wiffs but recover too slow.

- run under 2P, 5S, JI, 5HS, SVD. Does not combo.

- run under 2P, 5S, JI, 5HS, HSVD Does not knockdown.

- run under 2HS, _VD. Use the weird hit-box. Dolphin goes the wrong way.

- 63214D, use the weird hit-box, but can't combo anything else besides another 63214D. lol

- 66, FD break, 5S, JI, 5HS, Delay, SVD. Actually works on lights only...but is HARD.

-EDIT-

OH SNAP, I need HSVD cross-under, and it's so EASY on pot.:keke:

Ryan-Bill (WUT) gave me the answer I <3 him soo much.

OHK, FBHSHD, Run underneath, 5S...

YATAAA!

  • 4 weeks later...
Posted

Its been a while since ive been around heres. I wanted to ask a question about May and Impossible dusts (I just read what that was today lmao, just didnt know it was called that). Ive seen impossible dusts that start off with two j.HS's after the homing dash then going into a slash back and falling at about the same rate as the opponent and nailing him or her with another j.HS before May hits the ground to open up the gates for more stuff. Ive tried it but I dont think I have the concept down its like I keep floating up when they are fallin down. Fill me in if you can, and if youve already discussed it, just let me know what page its on, thank ya :thumbu:

Posted

dust, 9,hs,hs,9 again (you should double jump) and fall at about the same time as your opponent. or you can do hs hs, FDC 2hs, which also works. but i think you have that concept down and are having a question on timing. The reason i mentioned the Double jump one is because you need to cancel the homing jump into a jump. If you can do two hard slashes, double jump AND have your opponent unable to tech you are doing it correctly. the fdc thing is 1hs~s

Posted

dust, 9,hs,hs,9 again (you should double jump) and fall at about the same time as your opponent. or you can do hs hs, FDC 2hs, which also works. but i think you have that concept down and are having a question on timing.

The reason i mentioned the Double jump one is because you need to cancel the homing jump into a jump. If you can do two hard slashes, double jump AND have your opponent unable to tech you are doing it correctly.

the fdc thing is 1hs~s

Thanks a bunch, I didnt think about double jump, that slipped my mind thanks so much :keke: . Previously I put that one on hold and just did a Faultless Defense to stop the homing jump and hit with HS between the 25th~29th frame land and run up for something. But the other one was buggin me cause theres always something that looks so simple but has more too it.

Posted

I personally prefer j.D x 2 for ID combo, instead of j.H x 2, for the following reasons:

  • Stun multiplier is 1.75 (vs 1.00 for j.H)
  • is faster coming out at 10 frames (12 for j.H), giving you 9 frames of leniency (29 - 2x10) instead of 5 for j.H x 2 (29 - 2x12).
  • knocks down the guard balance less, so that later hits in the combo do slightly more damage than with j.H x 2.
  • something about j.D being JC-able and j.H not, but I can't think how to put that into perspective... :wasted:
  • 2 weeks later...
Posted

Jorge - Your lightweight no tension combo's were F'N CRAZY!!!!!!!!!!!!!!Your loops made mine look like noob.

Posted

ok i need help on mays basic dolphin loop, i cant get the dolphin to come out, is there a trick or an easy way to solve this? thank you for your help :)

Posted

May basic dolphin loop =P The input should be: With Jump Install: 5S, 8~HS~[2], Delay, 8S. Without Jump Install: 5S, HS~[2], Delay, 8S. There needs to be thirty total frames of Charge to release the dolphin. That's damn close to Half a second.

Posted

thank you so much, i got the dolphin comming out, now i have a new problem on sol it seems i cant connect with the 2nd 5s->hs. i'll look at the vs. sol combos and ill try it on ky/ others to see if im doin somthing wrong. but once again thank you kyle for your help, i appreciate it :).

Posted

Connecting the 2nd 5S, HS depends on a few variables. - The height of the person - The weight of the person - If you Jump Installed or not - The timing on your 5S - If you delayed the HS, SVD transition too long. If all fails, and your still learning: Try doing, 5P, S, HS for the relaunch until you get more familiar with timing and combos.

Posted

Hey Kyle, what happened to the guides? This past weekend and the beatings incurred on me made me want to for-real learn May instead of the bullshit I had been doing. Where are those massive combo listings? Edit: Put em back up and I'll tell you how to beat Harrison:eng101: . Edit Again: Whoops, found em. Never mind.

Posted

hey kyle i just wanted you to know that i got the loop working on slayer and i just wanna thank you for your help thats all. edit: also im not sure if you can JI on the ps2 version for the U.S. or im doin the ji completely wrong.

Posted

You can JI in the US ps2 version, you're just doing it wrong. You can only JI jump cancellable hits, etc. Read the guide in the foundation forum

Posted

You can JI in the US ps2 version, you're just doing it wrong. You can only JI jump cancellable hits, etc. Read the guide in the foundation forum

yea i know i just worded that completly wrong i ji on the ps2 all the time im just having troubles doing it with may for some reason. like you said im prolly doing it wrong with her or her 5s->8->5hs.

Posted

Jump Installing...Think of it as... canceling a jump cancel with a normal. FrankDaTank- Glad to see you around here. Jais will be disappointed if I converted a Bridget to May.;) You've found the thread, there should be lots there to keep you learning. If you have any question, be sure to ask. Tell me how to beat StevenFuckingHarrison. lol. I learned my lesson. DON'T JUMP. PERIOD. May's antiAir's are greater than Ky's J.S. as Ky's 6P is greater than all May's air normals. I got you in 3S with Remy BTW. lol.

Posted

You must jump install during the move, so press 8 before 5S's animation ends.

i can hit it 1/2 of the time, i must just be releasing the dolphin to slow 1/2 of the time then. im sure i'll getthe hang of it with practice. thank you everyone for the advice it really helped, i just have to practice may more and im sure ill get the hang of it.:keke:

Posted

Jump Installing negates horizontal sliding, which means more push-back. Try doing a running 5S, 5HS after an OHK. While animating the 5HS May is still sliding. Try doing a running 5S, JI, 5HS after an OHK. While animating the 5HS May has stopped all horizontal acceleration forward. Technically creating more push-back, actually it's canceling a slide effect that's caused from run buffering and running into combo.

Posted

1 final comment on making loops. If you find yourself having to start off too low for the original 5S, there are two options to fixing this. (You will find yourself in this situation when running in after a Counter hit and barely making it to the character before they OTG) -Start the fisrt loop with 2P, as the extra attack causes their sprite to rises enough for more loops. - FRC the first SVD, so you can connect the second loop with 5S.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...