Jump to content
Dustloop Forums

Recommended Posts

  • Replies 1k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

I'd like to know what other May players opinion's are on, the best way to play may, = most effective way to play may? I can't remember the exact thread it was in, but Kyle breaks it down sort of, into three different ways or types to play may, or rather what you will see, I guess, I don't really know a better way to put that, but I was wondering if anyone cared to elaborate on their opinion of playstyle with her.

Posted

As an almost crazy noob,i'm always provocating the adversary to let him be countered (qwan and his english) by the hs and the air hs (and take him an half part of his life).But it's absolutely unsafe. At the end ,i think that the best way is to play "adapted" with the adversary and the personnage of the adversary..play as more as possible with counter,try to mind game with the few not too hard trick that may own, and make a lot of whoop wich make the adversary fear!

Posted

I'd like to know what other May players opinion's are on, the best way to play may, = most effective way to play may?

I can't remember the exact thread it was in, but Kyle breaks it down sort of, into three different ways or types to play may, or rather what you will see, I guess, I don't really know a better way to put that, but I was wondering if anyone cared to elaborate on their opinion of playstyle with her.

for the most part you just run around and swing the anchor around trying to keep the person out of their effective fighting range. when fighting people that have superior range you use mays mobility to get in and harass with k,s but dont try to push anything to crazy because thats when you get hit and die.

Posted

I am sorry guys, but the AC May Advanced Guide will be shortly postponed as I need this time to crunch through school work and Practice up for SER. Please Understand, Kyle-

Posted

Hey all, just picked up May 4 months ago as an alternative to Dizzy. In fact it worked out so well, that I've since fired Dizzy and focussed primarily on May:v: Just wanted to give a huge thanks for the contributions on the beginner and advanced guides since they (along with random videos online that I'll try to post as soon as I can find them) help me stay competitive against the crowd here despite a whole crap-ton of commitments. Cheers to the May board :yaaay:

Posted

Big Changes in the May forum guys, I've renamed, moved, compiled, stickied, un-stickied and deleted. My intentions are to keep her organized and cleaner. How does everyone feel about these changes? Welcome F.T.B. I am glad this forum rocks enough to help you out. A pat on the back to all the May soldiers here. :yaaay:

  • 2 weeks later...
Posted

2hs, 2d only combo when dashing at the opponent and on certain characters only right? like may and ky

Posted

2hs, 2d only combo when dashing at the opponent and on certain characters only right? like may and ky

I know it works on Pot, without dashing. I haven't tried on the whole roster, but I will as I keep the Match-Up guide growing. Thanks for the idea.

POT-2HS, 2D- This beats anywhere on screen making interesting possibilities.

This combos off 5FS if you run in... interesting.

always cancel to a Dolphin for the knockdown as the 2D is tech-able.

No tension- 2HS, 2D, VD of your choice.

25% Tension- 5FS, 2HS, 2D, FBHSHD, IAD, J.S, J.HS, Land, SVD, S, HS, SVD, S, HS, SVD, 5P, HSVD.

(This feels like a #R combo, lol).

Posted

yeah that 25% tension u listed is the one that i have been using. It's hard to do though. Nice knowing i don't have to dash in at Potemkin to combo it. He in alot of trouble now. doesn't work at all on some characters.

Posted

I suggest some of Kedako's somewhat earlier videos (maybe after his victories over Ruu and Shounen but before...oh say 2 months ago) as he's pretty imaginative with pressure strings. I also recommend Tama if you camp out game chariot videos or do not mind youtube quality. Tama is purely balls to walls pressure which can get him into a lot of problems once the opponent figures out how to get around it. I've only watched the '07 Tougeki tournament DVDs once so I forgot if Kyounuma had some good pressure options or not but I'll suggest it nonetheless.

Posted

Not to my knowledge. I just use Youtube mainly because I miss out on weekly gamechariot uploads. So for now, I use the search string "Guilty Gear Accent Core Tama" for anything Tama related.

Posted

Soldiers,

My brother mentioned that throws can be option selected in AC. Interesting eh?

But How.. and what applications are possible?

How to option select throws in AC-

6S+HS. If they are in guard stun than a 5S will emerge. If they aren't than you will throw the opponent.

Application of option selecting throws in AC May game-

First I would like to say that this works wonders in testament game. You guard net on wake up, then it's throw or 5S time. He has great damage and mix up options off of both outcomes. May's applications?...None really, LOL. B/c May should be dedication herself to the OHK throw and NOT the normal throw. Additionally, May should be charging during pressure and combo options. It's like, if they do guard 5S, what CAN she do with no charge...a Jackhound? lol. DO NOT PRESSURE Jackhound as it is an UNSAFE overhead. The best she could do is pressure hoop-set FRC... that WILL get jumped by most players.

b/c of the lack of application, I didn't include this in the May gimmicks and Tricks Guide. I did however feel that it is information worth sharing.

This means that some characters can/will/should option select ground throws with 6S+HS.

Millia, Testy, Chipp, Hos

More importantly this means that ALL characters CAN/WILL/SHOULD be options selection air throws when they do NOT have a burst. Use 6HS+D.

Posted

Funny you should mention that, I've been having odd bursts lately in which I end up ground throwing instead of bursting. Because of the japanese layout, I just palm HS and D and sometimes with a direction if they are in the process of crossing over. So for example, an I-no player attempts to cross with ground dash to throw from the other side, I would 4HS+D and would end up throwing instead of bursting. I don't know what the practical implications of this would be on a larger scale but it had ended up saving me a burst a couple of times and prevented cross up pressure on other occasions.

Posted

...I don't know what the practical implications of this would be on a larger scale...

This means that some characters can/will/should option select ground throws with 6S+HS.

Millia, Testy, Chipp, Hos

More importantly this means that ALL characters CAN/WILL/SHOULD be options selection air throws when they do NOT have a burst. Use 6HS+D.

EDIT-

New Canada map; For the win.

Posted

Soldiers,

My brother mentioned that throws can be option selected in AC. Interesting eh?

But How.. and what applications are possible?

How to option select throws in AC-

6S+HS. If they are in guard stun than a 5S will emerge. If they aren't than you will throw the opponent.

Application of option selecting throws in AC May game-

First I would like to say that this works wonders in testament game. You guard net on wake up, then it's throw or 5S time. He has great damage and mix up options off of both outcomes. May's applications?...None really, LOL. B/c May should be dedication herself to the OHK throw and NOT the normal throw. Additionally, May should be charging during pressure and combo options. It's like, if they do guard 5S, what CAN she do with no charge...a Jackhound? lol. DO NOT PRESSURE Jackhound as it is an UNSAFE overhead. The best she could do is pressure hoop-set FRC... that WILL get jumped by most players.

b/c of the lack of application, I didn't include this in the May gimmicks and Tricks Guide. I did however feel that it is information worth sharing.

This means that some characters can/will/should option select ground throws with 6S+HS.

Millia, Testy, Chipp, Hos

More importantly this means that ALL characters CAN/WILL/SHOULD be options selection air throws when they do NOT have a burst. Use 6HS+D.

Question... What is the input? i know in GG#R it was 4hs then rolling to 4hs+p/k/s (only 1 of them). Is it the same way of inputting it in GGAC. Do i drum the 6s into the 6hs or do i drum the 6hs into the 6s. is it 1) 6s, drum 6hs or 2) 6hs, drum 6s? BTW if you hold 4Burst on the ground and you are in throwing range you will end up throwing them instead of bursting...

Also i dont agree that may has no options after a 5©s, you can galting it into 5(f)s then 2s. It is possible with some practicing that you can input 6s..hs,8(f)s2,2s, VD or HD should be able to be charged during that...

Posted

No drumming. Straight up, 6S+HS. If they FD, then 2S wiffs and you got Nothin. But, you are right. In most cases you can do 5S, 5FS, 2S, SVD... 5S, 5FS, 2S, FBHSHD... 5S, 5FS, 2S, RR, FRC... 5S, 5FS, RR, FRC... 5S, 5FS, Hoop set, FRC... 5S, 5FS, 63214S, P... 5S, 5FS, 5D... The best openers for this would be- FBHSHD Wake-up Guarded Hoop Set Dolphi.

Posted

Speaking of option select, I wonder if something like 63214K+S would work...

EDIT-

New Canada map; For the win.

It's surprising that there are so many may players around nowadays

Posted

... I wonder if something like 63214K+S would work...

Throws don't have an activation or missing animation. OHK does.

No, this does not option select OHK, it only test the priorities of OHK, Orca Super and FD's. OHK wins. I do believe, You can not option select special moves.

Button priorities determine which move WINS when put against each other. OHK is K input much higher priority than an Overdrive w/s and FD w/S+HS. When you put two things against each other with the same motion and different button input, the lowest button usually wins. P>K>S>HS>D. As 63214S+HS is usually Orca Super instead of the Ultimate Whiner. 63236S+HS gives you S version RR. etc.

FD's and SB have priorities over normals as they are simultaneous button inputs, and there are no command normals with 4. This makes FD cancels and SBC's possible.

EDIT-

Legit, confirmed, useful option selecting information here.

http://dustloop.com/ggac/tech/os.html

This could be wrong, but It's what I've roughly tested.

Posted

Type 2: Slash Back/Command Move

Slash Back when wiffed has a fairly lengthy recovery when you can't block, making it very dangerous to throw out. However, during the recovery you can still input moves, which gives you a safe way out if the enemy didn't do what you expected them to.

Character Example: Potemkin

Option Select: 63214S+H 6P

The above technique for Potemkin is the Option Select Potemkin Buster. The goal is to escape pressure and score a Potemkin Buster. The advantage of this technique is that if your Slash Back fails because the enemy threw his attack late or not at all, you will automatically do a Potemkin Buster anyway. In the case where you do manage to Slash Back an attack, the Potemkin Buster will come out instantly and punish their move.

Keep in mind that this technique is still very dangerous, as you still need to be able to time your Slash Back properly. This is simply a slightly safer method, as it gives you a degree more of protection should your Slash Back fail.

This technique tends to work best with moves with very little startup, or with invincible startup.

According to this if I'm reading this correctly, it's possible to 6321S+HS 4K to place an option select within OHK. If so, then OHK is almost completely safe provided that you can spam S+HS if you miss it.

Man I hope this works...

Posted

"provided that you can spam S+HS if you miss it." I think you understood this wrong, the OHK comes after the SB, so you still have to cycle the missed OHK animation. It means while you are in SB wiff punish window, your sprite is OHK active. Well this is interesting. This will not make OHK "almost completely safe". As it's only function is to prevent you from being poked before the OHK. More importantly, predictable pokes mean you get free CH's. I don't know about everyone else's experience, but my problem is people jumping OHK, not poking out of it. May's CH game is too good to just get poked, and people jump OHK enough to just give them 2-3 more frames leeway. But yes, it does slightly cover you ass right before the OHK comes out, but it also makes the OHK come out later. Overall the input is very strict and almost unreliable. If you buffer the S or the HS it becomes much easier. This is easiest when you are already buffering a hoop dolphin as you don't commit yourself to losing a button, as 5FS, J.S, 2S, 5HS, 2HS, J.HS and J.2HS are great pokes and zoning normals.

Posted

Ah thanks for the clarification. On a whole , OHK is pretty easy to land as it is especially when mixing up multiple ways to get into lame loop. I will try to throw some option selects into my game tomorrow to see if I can't land a pressure string more reliably (c.S f.S 1S FBHHSD)

Posted

Baiken Match-up Guide updated and finished.

So far 3 of the 4 match-up guides characters I wanted to get done ASAP are done. I will continue to progress on the rest of the cast, expect Bridget fairly soon. But, the pace will be a little slower, It's combo video time.

I found the sickest May VS Baiken combo. It will make you so pumped, you will head butt your dog.

EDIT-

ArcLord_KisekiU- I'm commin up to NEC, let's do this!

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...