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Posted

I got a question. I'm having trouble doing May's s, hs, s vert dolphin, s, hs, s vert dolphin. I can't seem to get the dolphins timed right, or s doesn't seem to come quick enough if I DO time the s vert dolphin in time. Tips?

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Posted

depends on what move you are doing it off of, but typically they should be barely off the ground when you land the initial s,hs dolphin

Posted

What do I do with a charged f.p?

Besides using it as my new taunt of choice...

lately i have been using it to punish people with poor back dashes. It also is pretty fun to do after a close slash. If you charge it for a split second it will be that lvl 6 move and you can safely slash dolphin in and im pretty sure you are in advantage.

Posted

lately i have been using it to punish people with poor back dashes. It also is pretty fun to do after a close slash. If you charge it for a split second it will be that lvl 6 move and you can safely slash dolphin in and im pretty sure you are in advantage.

interesting *___* i will try today

could you say me where i can found info about levels of the attacks i dont know a lot of this,

i know that in AC now are level 6 like 6 hs with ky or the fb pile bunker, i have search about that and i cant found anything T___T

thanks

Posted

how do u land Jackhound when opponent is on ground? takes to long to start up and opponent is up already by the time i can get the move to come out.

Posted

you only can hit at the first frames when your opponent is on the ground, in combos i use it when i have maked V HS dolphin, i dont know why but is too easy to make it, like johnny *__*

Posted

Hey I just started May today and Ican nail most of her combos now. I was wondering what her use is for the Jackhound move. After a sweep I can just go into vertical dolphin FRC air combo, which deals more damage than sweep > Jackhound > loop. So what do you guys use it for? Second thing yes I know there are combos involving the FB dolphins but I have yet to find a real use for them...they seem shitty but apparently they are not. Any tips? May seems so much fun now that her loops and charge combos are that much easier...I like her a lot. Especially the Dust fakeout. Priceless!

Posted

^The FB combo is a necessity. You MUST learn it if you ever plan to be a serious May player. Vertical dolphin combos off sweep are distant-dependent and don't work on every characters. FB Horizontal Dolphin combo, works on everyone, can be done at all ranges, easier to pull off, leads to knockdown, more damaging; yeah, this is the combo you should be doing. After a sweep>FB Horizontal Dolphin, you can go into the lame loop: c.S>5H>S Vertical dolphin, land c.S>5H>S Vertical dolphin, land 2P>H Vertical dolphin Plus, combos aside, FB dolphins are pretty good in blockstrings. You could even throw out a random poke and throw out an FB dolphin to start rushdown. Plus they eat projectiles and cover a good amount of range. I just can't stress how good FB dolphin is. As for Jackhound uses, after knocking down from the lame loop, you could throw a Jackhound to hit em OTG, and then continue a combo. Only useful if it's gonna finish an enemy off 'cause it's pretty sucky damage.

Posted

Thanks Still a few more questions: *Whats the use for 3K(and especially its FRC). I know it's a great move but how to use it correctly? *What about anti air? So far I came up with these: 5HS trades when timed early 6P Wins when timed early 2K Dodges when timed correctly 2D is a goood anti air(as far as I can see in training) as it dodges some jump ins 3K dodges like 2D but isn't as safe I think she really lacks an AA that just...hits! like faust 5K, Johnny 6P or Jam S©...or am I missing things?

Posted

I thought we covered her Anti airs earlier lol. Use her height just run under them. 3k stuffs EVERYTHING. FRCing just makes it safe, hell RC it just cancel it if they block it.

Posted

As for Jackhound uses, after knocking down from the lame loop, you could throw a Jackhound to hit em OTG, and then continue a combo. Only useful if it's gonna finish an enemy off 'cause it's pretty sucky damage.

But still, isnt it better to just ji 5S 5HS V-iruka frc dash jHS-combo if you want some extra damage? I havent compared the damage but it feels that it iss better (though harder) to that than jackhoud otg-relaunch. But yeah, thats pretty much how you can use it. Oh, and sometimes I buffer it when I "poke" with 2HS. If you hit and dont get a counterhit you can launch them with the jackhound. But the confirm is pretty tricky though, so you have to buffer the move.

I want to know more pressure-options/strings. What do you guys do if they block 5K on okizeme for example? Setups for pressure into 6HS dolphins? Thx.

(oh, and we should organize the matchup-thread, maybe make a new one tats AC-specific?)

Posted

would you guys prefer if i delete the old match up thread and open an AC one or just let everyone post AC match up problems int hat one?

Posted

I´d prefer a new one, but I think it would be better to close the old one than to delete it... perhaps. It would be great if someone then later on could sumarize all the MU-tips and trickses into one post or something (like the first post), but then again, that would be quite some work. New thread ftw. :keke:

Posted

I vote new thread, with adequate input we could cover A LOT of the cast. I fight HOS, eddie, bridget and anj a lot so I can add those contributions when the time comes. =)

Posted

I Fight agaist jam, sol, baiken, venom, JO, I can contribute with this matchups

I want to know more pressure-options/strings. What do you guys do if they block 5K on okizeme for example? Setups for pressure into 6HS dolphins? Thx.

I make a lot S doilphins for poke and make OHK or 1K>1D ... if the rival try attack you when your are falling you can guard, mixups with grabs can desesperate your oponents

sometimes random jackhound later of a 2D is cool but not too safe,

if I have maked 41236 HS frc i usually mix up with D or (D), you mut use all the range of D you can make the overhead so far from the enemy *___*

28 FB dolphin is good idea, if you have maked ji before you can make a airdash

I think tha confuse the rival with dophins is one of the main parts of may game LoL

Posted

Press 6H, imediately charge 3, then press 8S/H. The buffer time to cancel into a special move is later than it appears. Not because it takes that long to charge the up dolphin (it actually doesn't take that long) just that the buffer time is kinda weird. The way I do it is that I look at the hitspark. When the spark almost disappears, I motion to 8S/H.

Posted

Press 6H, imediately charge 3, then press 8S/H. The buffer time to cancel into a special move is later than it appears. Not because it takes that long to charge the up dolphin (it actually doesn't take that long) just that the buffer time is kinda weird. The way I do it is that I look at the hitspark. When the spark almost disappears, I motion to 8S/H.

Tried that last night and still can't do it. :mad:

Off of OHK, am I correct in that the 6 HS is immediately after she lands????

Posted

Tried that last night and still can't do it. :mad:

Off of OHK, am I correct in that the 6 HS is immediately after she lands????

-I dunno what else to say, but practice more? Sorry:sweatdrop:

-Well, not entirely. As we all know, where the opponent lands depends how close or far they're thrown to the opposite corner. So depending on that you're gonna have to change the timing on your 6H.

Personally, 6H after OHK is too unreliable because the timing changes a lot depending on distance.

Posted

Oh. I got that out of the combo thread, and just tried to do it off of OHK, cause I thought it might be easier. Silly me. I was just voicing my frustration, sorry. I didn't mean to make it sound as though I expected you to say anything else, my bad. :) Thanks anyways though. EDIT: I just watched the vid in the combo thread, so I think I know where I was messing up. I've been trying to do the dolphin too early.

Posted

Is it just me, or does anybody else have problems getting JI off the second rep of S, HS. I can get O'l school combos off of one rep no problem, it just seems like the second rep makes the JI a little more strict. It can be done, but has anyone had that same issue, or could it just be my stick. ~1~

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