Kyle Posted March 9, 2010 Posted March 9, 2010 Oh lala. ABA- 3.5-6.5 No reversal, no escape. LOTS of defense Anji- 7-3 His play-style is excessively risky vs May's play-style Axl- 5-5 meh. Baiken- 5.5-4.5 Play it right, it's not bad. Bridget- 6.5-3.5 J.HS risk/reward is always in your favor. Chipp- 5.5-4.5 Hit him. Dizzy- 6-4 Hit her. Eddie- 5-5 Hoop-set Faust- 5-5 Approach smart I-no- 7-3 Her play-style is excessively risky vs May's play-style Jam- 5-5 Be smart, bait a lot. Johnny- 7-3 His play-style is excessively risky vs May's play-style Ky- 4-6 headaches. Millia- 5.5-4.5 approach smart & hit her HOS- 5-5 about as even as it gets Pot- 4-6 Don't approach... fuck Potemkin. Robo- 5-5 Don't jump, have good defense & character specific BnB's Slayer- 4.5-5.5 Play smart, hope you don't get hit. Everything is a risk. Sol- 6-4 Footsies Testament- 6-4 Rush Venom- 5-5 About as even as HOS Zappa- 4.5-5.5 Ghost are annoying, Raoh hurts, you have no reversal, he always does. This match takes some "getting used to".
Frank The Tank Posted March 10, 2010 Posted March 10, 2010 Johnny- 7-3 His play-style is excessively risky vs May's play-style I really don't think you're fighting players that know the match here. This match is a case of the Johnny player simply needing to know what he can't do. Johnny gets most of his pokes 6P'd, yes. But once he knows that and stops throwing those pokes (5K, 5S, etc.) and starts throwing 5H exclusively then you'll stop throwing those 6Ps quickly. Getting CH by that move lets him coin you AND combo after it for well over half of your life bar. Between 5H and 2D he doesn't need to poke with anything else, and he beats you air to air (j.H, j.S, KJ, DB). He beats you air to ground, and jumping on his 6P is dicey. IF you eat mid l2 MF in the corner and you don't have a burst, then you just lost the round, as May is one of the easiest characters to mist loop. You have to play incredibly carefully, and the match becomes a test of who's willing to do nothing the longest; that person generally wins. YAY FOR GG TALK!!! Who's going to FR?
Nakkiel Posted March 10, 2010 Posted March 10, 2010 Why would you say HOS-May is even? I feel her great jump speed and height makes her hard to pressure. 5HS stuffs a lot of shit (although HOS runs fast enough to bait it's whiff well) and anti-airing her is a pain if May isn't jumping into gunblaze. I don't think it's worse than 5.5-4.5 but I'm having a little trouble seeing it as dead even.
Frank The Tank Posted March 10, 2010 Posted March 10, 2010 You're trying to pressure May. That's your first mistake. She has to come to you or you get L3 for free, and then she doesn't want to be anywhere near you. Charge, hit her, go nuts with a fat combo, then repeat. AA her with j.P, 5H, or SV. May can't AA HOS j.H if he spaces his jump properly. There's also a ton of wierd hitbox shit that works directly in HOS's favor. More when I'm not tired.
Nakkiel Posted March 10, 2010 Posted March 10, 2010 I already resort to charging in this match, I was just curious. I don't see much success with 5HS as AA if she does j.H but j.P does work very well. Going through 5K oki with 5HS is lol. Thanks though, I should stick to simpler shorter strings and just charge.
Frank The Tank Posted March 10, 2010 Posted March 10, 2010 If you space yourself properly 5H will CH May j.H and you get to combo her to the corner. May j.H is really a shitty air to ground move in most situations; j.S is infinitely better for that purpose.
Nakkiel Posted March 10, 2010 Posted March 10, 2010 Hm, I'll have to try it more often to get the spacing down. Is it safe to try when May jumps backwards?
Kyle Posted March 11, 2010 Posted March 11, 2010 when May is not advancing, you should concentrate on gaining meter.
Kyle Posted March 26, 2010 Posted March 26, 2010 I've got a big GG date with an experienced KY players this weekend. Gonna be trying Kedako combos. SVD, FRC, 6P, 5S, SVD... I'll tell you guys how it goes.
Kyle Posted April 7, 2010 Posted April 7, 2010 It was too tough. If i want to seriously implement is into my game play. I need much more practice
zdravkelja Posted May 13, 2010 Posted May 13, 2010 Is there a way to do 6HS S/HSVD without charging 6HS? For example, in a combo like this: OHK, 6HS, SVD, S, JI, HS, Delay, HSVD, FRC, Air Dash, J.HS, Land, 6HS, SVD
Narcowski Posted May 13, 2010 Posted May 13, 2010 6HS is a Level 5 attack regardless, so I don't see why it wouldn't be possible so long as there's enough time to buffer the [2] during it. Buffer times aren't listed in frame data though, so I can't tell you for sure - I think it's 60F? With an uncharged 6HS on air hit (e.g. after OHK), you have 16F (startup) + 1-6F (depending on when in the active frames you connect) + 15F (hitstop) + 18F (hitstun) to buffer for your SVD/HSVD. That's only 48-53 frames, so if charge time is indeed 60F, it can't work. Full charge 6HS gives you an additional 11F to buffer.
zdravkelja Posted May 13, 2010 Posted May 13, 2010 Than, I'm not sure how he does it in this video: http://www.youtube.com/watch?v=eL3cwewxNK0 1:13 and 1:17 It doesn't look like he is charging it...
Kyle Posted May 13, 2010 Posted May 13, 2010 "hit stop" overlaps as charge time allowing [6HS, charge move] to work.
Kyle Posted May 14, 2010 Posted May 14, 2010 Hey guys, I did some testing last night and Kedakos low combo is stronger than mine. GG'S Kedako. We now have a new 2K BnB against mid weights and fatties. 2K, 2D, FBHSVD, J.HS, 66, 6HS, HSVD, S, SVD, P, S, HSVD. -It's easiest if you delay 2K, 2D, FBHSVD -If you miss the timing on J.HS, it puts you right in range for the "lame loop"
zdravkelja Posted May 14, 2010 Posted May 14, 2010 Ok, thanks for response. But there is another problem. I did 6HS -> dolphin, without charging 6HS. But in combo when I have to hit oponent in the air, 6HS will hit them earlier. There is no time to charge dolphins...
Kyle Posted May 14, 2010 Posted May 14, 2010 Yes there is. You should not attempt to cancel the hit-stop. The Hit-Stop is adding to your charge time. You will cancel once the anchor hits the ground.
Kaze_Memaryu Posted June 26, 2010 Posted June 26, 2010 Sorry if somoeone already asked, but: Are there any Secret Moves for May (like Sol has his Super Dragon Install)? Becaus it's sometimes pretty hard to find any yourself or even a hint about it from others . . . I only found out that Ky has some sort of Greed Sever Overdrive (214214K), but I had to realize that most Ky players already knew about it.
zdravkelja Posted June 26, 2010 Posted June 26, 2010 That's gold Ky (maybe ex gold, I'm not sure) only... May doesn't have any secret moves. Sol - Super Dragon Install - 214214214214P+HS Chipp - Something like rebound - 46 in the corner Ky - Lighting Strike - 222H on downed opponent Jam - 100 hit overdrive - 64641236P+K I'm not sure if there are some other hidden moves, I have AC+ version where all hidden moves are listed in command list...
Kyle Posted July 16, 2010 Posted July 16, 2010 Dear Guilty Gear, I fucking miss you. You're the best. Please don't die. Kyle
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