wyze Posted June 1, 2007 Posted June 1, 2007 it's just charge partitioning. like how you add a standing short right before a flash kick with guile but in this case you buffer a 5p in before the vert dolphin. it's pretty standard easy stuff(well in sf games at least) don't worry you should be able to get it in no time. command is 2(hold, of course you should be charging down while may is landing from previous vert dolphin hit), pause at neutral to 5p, then simply tap 8s.
furix Posted June 1, 2007 Posted June 1, 2007 Oh... That's what I thought, I've always had a hard time with charge partitioning in Guilty Gear though.(and as a whole actually, since I don't use charge characters much.)
wyze Posted June 2, 2007 Posted June 2, 2007 also during the standard may 5s, 5hs, vert dolphin you can add jump install inbetween the 5s, 5hs just in case you wanted to dash after vert dolphin(frc). you just do s hs, charge during the HS animation and press up s dolphin ;0 its really easy. you should input it like this though s~hs(hs animation hasnt come out) hold down (hs animation is kinda done) 9s. its very easy in AC ^pretty much like pulsr listed cept you can buffer 8 between the s~hs. i don't know whether ac may still needs to do the old s, hs ji combos(haven't really kept up with may) but it's nice to have options. wow i just saw a may vs may vid, pretty crazy stuff.
Capps Posted June 2, 2007 Posted June 2, 2007 it's just charge partitioning. like how you add a standing short right before a flash kick with guile but in this case you buffer a 5p in before the vert dolphin. it's pretty standard easy stuff(well in sf games at least) don't worry you should be able to get it in no time. command is 2(hold, of course you should be charging down while may is landing from previous vert dolphin hit), pause at neutral to 5p, then simply tap 8s. this post was incredibly helpful (the pause at neutral part in particular). thank you. i actually asked this question in the "stupid gameplay questions thread," whether or not there was charge partitioning in gg. they all kind of agreed that the answer was no. posts #1485 thru #1493. in any case, im glad i know it now. related, does anyone know how many frames may has before losing her charge? i couldnt figure it out by just looking at the frame data.
wyze Posted June 2, 2007 Posted June 2, 2007 i'm glad i could be of help but after watching the youtube vid and reading the uploaders explanation i'm not sure if what i mentioned actually 100% qualifies as "charge partitioning" according to his definition you don't fully charge then do a move at neutral then hit forward/up+button or whatever, instead charge partitioning is actually splitting the charge time itself as in: charge partially, do a move, complete charge time, etc. i always thought the principle behind charge partitioning was buffering a move within a charged move but it seems it's buffering a move within the actual charge of the charge move <-i always thought that technique was called something else. my apologies if i mislead anybody, maybe that's why they all answered no.
pulsr Posted June 2, 2007 Posted June 2, 2007 running dolphins work the same way as well. charge for a few seconds tap 66, neutral and whatever dolphin ending you want. when you do this you carry your momentum. may hasnt changed very much in AC. she just hits a lot harder and her combos work on everyone with the new FB.
SeriousFace Posted June 2, 2007 Posted June 2, 2007 You can also do running vert dolphins by imputting 66~3 that way your running while holding 3. Very impractical, but fun to know. I haven't been practicing my 2D, H horiz dolphin fb, run in, loop combos on every character. I've noticed that the earlier you cancel 2D into horiz dolphin the harder it is to time getting the fb. Luckily you can just delay the horizontal dolphin and its easier to fb, AND since your delaying it'll also be easier to hit confirm which i like. My question tho is are there any characters where you just plain don't have any time to delay here? Do you have to horiz dolphin right away and actually time the fb?
Most Unknown Posted June 2, 2007 Posted June 2, 2007 Someone said that he FRC's on Dolph are alot easier, however, they are alot later...The only FRC that has gotten easier to get off is Dolph hoop...And yea...She is alot harder to play then Slash May...its gonna take some adjusting to start to get her shit off... Her HS on CH is wonderful and FB JH is whats up...
MrDolphin Posted June 3, 2007 Posted June 3, 2007 I wouldn't say she's a lot harder to play, but doing FB dolphins instantly is somewhat trickier....but still easier than doing her dolphin FRC now. Dolphin loop makes OHK combos braindead easy.
Most Unknown Posted June 5, 2007 Posted June 5, 2007 Naw...her FRC dolph are alot easier then her FB Dolph...I do agree dat he OHK are easy
SeriousFace Posted June 5, 2007 Posted June 5, 2007 I think her FB dolphin combos are alot easier, and fun you mash 6 alot. What are some good tick throws for 63214k? You can use alot of stuff as long as you mix it up. 5k, 5p, 2p, 2k, and even 5h which is + alot on block you need balls to do 5h then run in and throw, its easier from a running 5h you can do that on wake up if you do alot of 5k on wake up to keep they from throwing you.
shinquickman Posted June 6, 2007 Posted June 6, 2007 FB H. Dolphin to OHK is one of May's more useful tick grabs. Then again, FB H. Dolphin in AC is one of her more useful everything.
pulsr Posted June 9, 2007 Posted June 9, 2007 Something random from pulsr ;0 I find doing k,s,s iad fdc hs with the slash back into hardslash seems to give a lot of people problems. because when they try to jump up may is out of range for an air throw and she stops just in the right spot not to be hit by an anti air. Try it out. btw my most infamous tick throw setup is after a knock down setup a hoop release the dolphin (delayed) dash forward and ohk if you time it right the dolphin will whiff and you will ohk ;0 it
furix Posted June 9, 2007 Posted June 9, 2007 do you mean to faultless defense cancel your air dash with a slash back? So it's more of IAD SBC?
SeriousFace Posted June 10, 2007 Posted June 10, 2007 I find doing k,s,s iad fdc hs with the slash back into hardslash seems to give a lot of people problems. because when they try to jump up may is out of range for an air throw and she stops just in the right spot not to be hit by an anti air. Try it out. Fdc j.2h right? Why use slash back, you can use hs + a button other then s. Also, what kind of mixups can you do after SVD loops? They tech so close to your face, there has got to be some kinda good something you can do after. Edit: thats unclear.... I ment what kind of mixups can you do if you choose to stop your combo short.
Purrin Posted June 11, 2007 Posted June 11, 2007 Fdc j.2h right? Why use slash back, you can use hs + a button other then s. You can't FD while air dashing, but you can slashback, so if you slashback cancel an airdash 2hs, you just stop air dashing and float down. Also, what kind of mixups can you do after SVD loops? They tech so close to your face, there has got to be some kinda good something you can do after. Edit: thats unclear.... I ment what kind of mixups can you do if you choose to stop your combo short. If you want to avoid them from teching in front of your face, you can use a HS dolphin to push em away as an ender, but if you hit em low enough, they shouldn't beable to tech before hitting the ground. If you're asking for a wake up game after a SVD loop, well you can do hoop frc and jump over em for a cross up. Or do an air RR frc, or just 5k or whatever really. It's pretty much like every other wake up. I don't see how SVD loop makes it any differen't. Or I'm just not getting what you're asking.
pulsr Posted June 11, 2007 Posted June 11, 2007 May can do the standard okizeme crap after the slash dolphins which happens to be -after a knock down with close slash dolphin- jump and hit high, empty jump hit low, empty jump throw, jump and iad (btw the j.s -> j.k link works wonders for this. May is given enough time to do whatever she wants and this means meaty jump-ins to avoid those pesky wakeup shoryukens and stuff.
vegta12 Posted June 11, 2007 Posted June 11, 2007 are yall still able to airdash after the horizontal dolphin cause i cant ;( seems she falls down faster.
Purrin Posted June 11, 2007 Posted June 11, 2007 are yall still able to airdash after the horizontal dolphin cause i cant ;( seems she falls down faster. Yes it's still possible. It's harder though since the FRC is sooooo late now.
Tritone Posted June 11, 2007 Posted June 11, 2007 I buffer (Prime?!?!? I am not up to date on the lingo!) it (6 FRC 6), and I still haven't been able to get it consistently yet.
MrDolphin Posted June 12, 2007 Posted June 12, 2007 Does the FRC combo still work on everyone? I haven't tried practicing on all characters but it seems like some can tech...or it could just be the timing is much tighter.
Scamp Posted June 13, 2007 Posted June 13, 2007 What do I do with a charged f.p? Besides using it as my new taunt of choice...
Free Posted June 13, 2007 Posted June 13, 2007 Does the FRC combo still work on everyone? I haven't tried practicing on all characters but it seems like some can tech...or it could just be the timing is much tighter. which FRC combo are u talking about?
MrDolphin Posted June 13, 2007 Posted June 13, 2007 which FRC combo are u talking about? Just her JI bnb.
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