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Posted

It's time to learn light weight combos now. Sometimes call the "Bitch Combo's". 5P, 5S, SVD, Can you do it!

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Posted

Is May a popular character? I would like to possibly learn her but this thread seems fairly dead and I'd like somebody who could help me with the in's and out's or May

Posted

I hear she's popular on west coast. =/ TBH this game is dieing. I'll definitely be around to answer questions tho.

Posted

Well first off

what are the commands to do the lame loop?

I've seen it mentioned a lot but haven't actually seen what it is

:eng101: thanks

May, being a charge character, you gotta get used to holding the stick in a direction for an extended period of time, sometimes buttons if you use hoops. So, I hope you've played someone like Bison before. I think May's a fairly popular character, but with Blazblue around, people kind of moved from GG to that.

The lame loop is usually something like: 5S, 5HS, SVD, rince and repeat as needed, finish as needed, change as needed. For some characters, you'll have to get used to something like 5P, SVD. If you have trouble with it, basically what you're supposed to do is charge down while your HS is in its active frames, so that when you let it go, SVD comes out.

It takes a little getting used to, but it's a lot simpler than a lot of the other combos other characters have.

Posted

That took me a while to figure out... out of whatever setup you get (Overhead Kiss, or a counterhit with j.H or 2H, among others): S > H (I buffer the H during the Slash, and immediately start holding down here) > H comes out > SVD (up + S is the command for the Slash Vertical Dolphin, which I gatling out of the hit) > repeat on landing. From my reading around here, it says that the command for the SVD gets buffered during the HeavySlash, and that you have enough time (have to hold down for 30 frames) because of the startup time + hitlag + hitstun, as in, you delay it a bit out of the Heavy. While I was able to actually keep the combo going like 30% of the time that way (they wouldn't hit the ground before my next slash), it would turn black beat. The second I started buffering the H during the S and immediately starting the charge so that I could gatling the SVD out of the H, I started being able to pull off the loop 90% of the time, and it stays red beat. But yeah, it's a really simple loop (that's why it's called the lame loop right?) despite the buffering being really difficult as far as not making a mistake in there and throwing out the wrong attack or not getting your attack out quickly. S > H > SVD > repeat. Sometimes after the second loop, you have to do like a 2P > S > H > SVD for the 3rd part, or even just 2P > SVD. Well, as far as I know anyway. On that note, I'm unable to loop out of Jackhound... I've tried doing S > H > SVD, but they go out of range. If I loop SVD immediately out of Jackhound, they stay close, but then hit the ground before I can do the 2nd loop. How should I be doing this? *Edit* Sorry, I also want to know which HD to use if I manage a combo out of a random poke into 2D. Is the the SHD or HSHD to set up for lame loop? Also, I notice you need to FB it? How strict is the timing to reset the stick to neutral and then do the input for the FB (basically, if I use a dolphin at point blank, I never have enough time to get the FB out).

Posted

@TheRealBobMan If you do want to start a loop on somebody from jackhound, there's two things to keep in mind. 1: who are you attempting this on? Some characters you'll have a harder time doing this on due to their hitbox. 2: Unless you're in a corner, sometimes I have to FRC my dolphin so I can restart a loop. If you get lucky and manage to hit somebody with a CH 2HS, or a 2D, then SHD is the one you want to use, and the timing for 2D is a lot stricter than 2HS, but definitely well worth it. For 25% tension, you can eat up almost half their life bar in one combo with something like this.

Posted

On the vid, the false dust combo is from a counter-hit. But that's not really the best follow-up either.

Posted

Taken from 101 thread- Do look there. [D] - Delay, SVD, S, JI, HS, Delay, SVD, S, JI, HS, Delay, SVD, 5P, HSVD.

  • 2 weeks later...
Posted

Okay. This has probably been answered a million times, so I apologize for having to ask. I know I should probably read through this and see, but at 96 pages...I just can't do it. Sorry. X_X In some combos, I see OHK>6HS>Dolphin How does this work? I can't do anything off of 6HS. Do I need to RC it or something? I've been practicing it on Ky, if that makes any difference. Again, I apologize for having to ask. X_X

Posted

I got my May off the couch recently. Put her ass in the gym, tryin to get her back in shape! ___ @Zeru: You have to start your charge like, the frame you do 6HS (this is assuming you're not trying to "cheat" and do 6[HS]). Fastest way to do this is just to 6HS3, obviously. If you're on a stick, it kinda feels like you're doing a quarter-circle down. The cancel frames are the other thing to consider, and they depend on when you hit your opponent. When you actually connect, there's a slight pause before May continues to swing through. That's when you're looking to let your charge go.

  • 1 month later...
Posted

snip

No, it's just really hard to get at first and afterwards it's still not easy :psyduck:. If they're coming down off a wallbounce i find you can release the dolphin at about 2/3rds of the full swing -- just around the time your anchor hits them. Off the ground it's closer to 'as your anchor hits the ground'. Remember to start your charge asap.

I've only played a little GG, but it helped reading this http://www.dustloop.com/forums/showthread.php?t=3750

edit: I must have been tired, since I went and answered an already answered question.

  • 3 weeks later...
Posted

...i've seen in a lot of vids that in the finisher of the dolphin loop the input goes 5P SVD, how do they do the 5P and charge at the same time, i've been trying to do it but it seems i'm not fast enough.

Can someone tell me how to?

[2], ]2[, 5P, [8]HS

  • 1 month later...
Posted

:eng101:AC May Beginner Guide:eng101:

Charge Partitioning versus Charge buffering.

Third strike = charge partitioning where you can just frame "store a charge" dash, than release a charge giving you dashing flash kick or Lov. Just frame hold your first input.

4, 66, 46+button = dashing lov with REMY, I LOVE REMY!

1, 66, 28+kick button= Dashing flash kick. I LOVE REMY !

Guilty Gear, Charge buffering exist. The game gives you a little window of opportunity before pressing 8 or 6 to release your dolphin, in the little window you can throw a 5 of a fast button like a P or S, or a little dash. so it is possible to execute:

1 full charged, 5p, 8s. standing Punch, Slash Vertical Dolphin

1 full charged, 5p, 8hs. standing Punch, Heavy Slash Vertical Dolphin

1 full charged, 5s, 8s standing Slash, Vertical Dolphin

1 full charged, 5s, 8hs standing Heavy Slash, Heavy Slash Vertical Dolphin

1 full charged, 66, 6s Dashing Slash Horizontal Dolphin.

1 full charged, 66, 6hs Dashing Heavy Slash Horizontal Dolphin.

Now if you get this down well enough, you can do a crouching hit while you charge your 1.

1p, 1p, 1k, 5s, 8s/8hs. c. punch, c. punch, c. kick,standing slash, Vertical dolphin.

it's really not that complicated or different, just throw a 5 or a 66 in the middle of your dolphin.

Plus this isn't new because third strike has it too. Take Remy and do

1 fully charged, 5 Middle kick/forward, 8 kick. = Standing knee into flash kick. =)

ion.

well i've read it, and maybe im just bad at understanding it, but i still dont get how the buffering works.

so could you show me what your input is for this

OHK > 5S > 5HS > SHD etc. where would u do the buffering, i think i'll get it if i can get a reply to this. thanks

Posted

well i've read it, and maybe im just bad at understanding it, but i still dont get how the buffering works.

so could you show me what your input is for this

OHK > 5S > 5HS > SHD etc. where would u do the buffering, i think i'll get it if i can get a reply to this. thanks

you press 5S 5HS instantaeusly then 2 then 8 for SVD. It took me awhile to figure this out,but as I messed around with the basic dolphin loop then I figured it out.

Posted

ah man, i just started practising what you mean, and I think this is gonna be a pain. thanks for the reply, at least im getting it abit now. Been practicing it and can do it on a blocking opponent almost 100% of the time, but its abit hard after OHK. Second question, lets say you hit with HSD/HHSD then FRC, as it says in the may guide, you don't wanna fall aimlessly but that tends to happen, is there a way for me to put 6 in somewhere of it is simply HSD > FRC > 66 > whatever combo

Posted

You need to jump install. Or do: [4]/[1], 9HS You can not do this gimmick from a non-jump-cancelable move tho.

  • 2 weeks later...
Posted

This is kinda random, I know, but I feel like we need to get at least a little bit of discussion goin on here, so here's my opinions on the matchups for our adorable little sky pirate. May's number is listed first. ABA- 4.5-5.5 Anji- 6-4 Axl- 5-5 Baiken- 5-5 Bridget- 6-4 Chipp- 5.5-4.5 Dizzy- 6-4 Eddie- 5-5 Faust- 5.5-4.5 I-no- 6.5-3.5 Jam- 4-6 Johnny- 5-5 Ky- 4-6 Millia- 4.5-5.5 HOS- 5-5 Pot- 4.5-5.5 Robo- 4-6 Slayer- 5-5 Sol- 5.5-4.5 Testament- 4-6 Venom- 5-5 Zappa- 4-6 What does everyone think? Let's talk about GG for fuck's sake.:vbang:

Posted

Ohhhhh: Are we rating what May's match-ups are or what OUR match-ups are?!?

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