aluna Posted March 19, 2008 Posted March 19, 2008 hello there. haven't been around here in a while. From what I hear I need to pick back up on my reading. I'll let the guys know you said what's up.
Dogysamich Posted March 20, 2008 Posted March 20, 2008 say. is there anything special that needs to be done to airdash after a FRC v.dolphin? Other than practice and faith in may, that is. >.>
Frank The Tank Posted March 20, 2008 Posted March 20, 2008 say. is there anything special that needs to be done to airdash after a FRC v.dolphin? Other than practice and faith in may, that is. >.> Jump Install. When doing the 5S, 5H, dolphin, tap 8 after the 5S.
Dogysamich Posted March 20, 2008 Posted March 20, 2008 and after sitting there for 2 days i thought i finally understood wtf JIing was.
Kryian Posted March 21, 2008 Posted March 21, 2008 FR was a blast, it was fun seeing all the May trickery and face-bashery. Went 0-2 in the tournament (to AKA and Simon Yoo, I think), but did much better in casuals and learned a good bit just from watching. FR being only my 2nd tournament in 2 years, hopefully it won't be so long before I get to another one.... Dogysamich - Have you read through all the stuff at http://www.dustloop.com/ggac/ ??? It teaches pretty much everything non-character specific you need to know about GG, including a detailed writeup on Jump Install.
Dogysamich Posted March 21, 2008 Posted March 21, 2008 yes i have >.>, its just that i apparently was lying to myself when i said i was JIing my combos. XD
Dogysamich Posted March 22, 2008 Posted March 22, 2008 yeah it's just yet another case of me not putting 2 + 2 together.
Kyle Posted March 26, 2008 Posted March 26, 2008 Guyz, May just RAN SHIT in 23 on 23. Like 8 wins with a weird play style. -LOTS of mid range pokes -LOTS of J.RR FRC mix-up -LOTS of Landing low from HSVD mix-up. That's it, that's pretty much all that happened.
ShibuyaX Posted March 27, 2008 Posted March 27, 2008 need help with the 6hs into dolphin....like do you charge as soon as you hit 6hs or what? also i am realizing with the dolphin loop that 5s 5hs dolphin doesnt work with all characters.....is there a list somewhere that tells which loop works with what characters>
Kyle Posted March 27, 2008 Posted March 27, 2008 6HS, SVD has been a hot topic for most, But I've compiled all the useful info in the 101: a primer for newcomers thread. Located under (2- Input) http://www.dustloop.com/forums/showthread.php?t=3750 Comboing different character classes has also been discussed in the 101: a primer for newcomers thread. Located under (8- Combo's) http://www.dustloop.com/forums/showthread.php?t=3750 Additional info about most of the cast can be found under the AC May: Match-Up Guide http://www.dustloop.com/forums/showthread.php?t=3666 AC May: Combo thread http://www.dustloop.com/forums/showthread.php?t=2910 Kyle~
ShibuyaX Posted March 27, 2008 Posted March 27, 2008 could you explain that 1punch into dolphin a lil more here....cause i didnt get it on the guide....i never really played a charged character before....
Kyle Posted March 27, 2008 Posted March 27, 2008 I've reworded this and edited it, hopefully it's easier for you to understand. =) 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.
dragonrider6109 Posted March 27, 2008 Posted March 27, 2008 thanks XD now i know how to do FBSVD/FBSHD/etc. thanks but may jumps off her dolphin? wtf
ShibuyaX Posted March 27, 2008 Posted March 27, 2008 lets say im doing the dolphin loop...i see peoples do the 5p into the dolpin and like whoooa!!! so to execute this (going to explain by how i rotate stick) i do 5p....then quick as fuck hit press 8s? if what u are saying is correct where do i even press down to charge? also the 66 then 6 again into dolphin? where do i hit 4 to charge? Did u mean to put it as 5p then a quick 2 into 8s or did you actually mean 5p then 8s? please confirm this.....right now im getting happy if i dont press 2 to charge off that but at the same time it looks like it might be hell to pull it off....
Dogysamich Posted March 28, 2008 Posted March 28, 2008 thanks XD now i know how to do FBSVD/FBSHD/etc. thanks but may jumps off her dolphin? wtf Oh dont be fooled. I thought the exact same thing when I finally figured out how to FB. But it's amazing. Combo starting/pressuring goodness.
Kyle Posted March 28, 2008 Posted March 28, 2008 The part that is really throwing you off is the beginning. May needs to start out with a one or two input fully charged, Than on your way to 8 stop at 5 and press P or S, NOW proceed to 8S or 8HS.
Kryian Posted March 28, 2008 Posted March 28, 2008 also the 66 then 6 again into dolphin? where do i hit 4 to charge? He meant you do that starting from a full charge, and you don't have to hit 6 3 times, just 66...hold it for a little bit to run, then S. Honestly I wish that buffer didn't exist, it screws me up so often.
ShibuyaX Posted March 28, 2008 Posted March 28, 2008 The part that is really throwing you off is the beginning. May needs to start out with a one or two input fully charged, Than on your way to 8 stop at 5 and press P or S, NOW proceed to 8S or 8HS. ok let me try to explain it to see if i have it right....lets say im in the dolphin loop and i hit with 5s then 5hs dolphin. Now i want to do the 5p into dolphin so after the dolphin on the first loop i should have already been holding 2.....then i hit 5p then 8s or hs right? So basically it would have went 1 full charged 2 then 5p then dolphin right?
Kyle Posted March 28, 2008 Posted March 28, 2008 Almost correct, =) if you charge 1, there is no need for the 2 as a 1 input is actually 4+2, think about it. Downback is down and back simultanously. Don't look at the numbers. lol. =) 1 full charge, 5p, HSVD.
Veven Posted March 28, 2008 Posted March 28, 2008 http://img183.imageshack.us/my.php?image=t01421za1.png Hopefully this helps visual learners. [2] means hold down, -2- means let go of down. Remember you need 30 frames of charge time, which is half a second. I didn't include jump installing, but if you're having problems with 5S, 2H coming out, you should try using it. Why are so many May's dropping loops on the first or second rep in match videos? I think it was Tanbo and Suumei, stopping after a 5S or 5H, which surprised me since Tanbo seems pretty skilled. Is there something I'm missing, or is it just lazy fingers?
ShibuyaX Posted March 28, 2008 Posted March 28, 2008 thanks for the help!!! the visual did help as well!!!! now i can land those 4 rep dolphin loops in no time now that i know how to input it!
Kryian Posted March 28, 2008 Posted March 28, 2008 http://img183.imageshack.us/my.php?image=t01421za1.png Why are so many May's dropping loops on the first or second rep in match videos? I think it was Tanbo and Suumei, stopping after a 5S or 5H, which surprised me since Tanbo seems pretty skilled. Is there something I'm missing, or is it just lazy fingers? I drop them pretty frequently because I just suck, but there are legit reasons to drop them on purpose. For example, if you expect a burst stopping at 5s will let you block it (probably the primary reason to not finish the combo). Additionally stopping after the 5S or 5H can lead to an easy tech trap where you can get a quick throw or even start up a new loop.
Kyle Posted March 29, 2008 Posted March 29, 2008 @Veven- Great image. Great example. Thanks for the help. =) Although I have one small request Comment. On the final loop the HSVD is a better KD with more diverse effective OKI options. So the final input should have been 8HS. I would also like to say, I was really impressed you incorporated the fact that you press 5HS way before the 5S is finished. Nice work. @Everyone else- Nobody should drop combo for burst, Why give up guaranteed damage & Okizeme for a CHANCE at a reset. Also, I would like to mention Burst don't knock down in AC, seriously you will not get OKI'd after a burst. BIG DEAL. While doing loops with burst I attempt to input as many P's as possible as they are burst safe and can be hit confirmed for a punish. When punishing a burst, DO NOT OHK. May only has a few frames to land this before an opponent can Shoryu or Backdash. DO, Flash guard the burst than, run in for a 5S into your loops. If you notice yourself being late on the run-in, you can start your combo with 2P, 5S as this will launch them high enough to loop. People drop combo's for a few different crappy reasons. -They are too quick on the input -They haven't practiced that particular weight class enough. -They just got finished with a set from a different weight class and neglected to re-orient their input. -They are noobs and still need to level up at this game. I would also like to say, that Moriyama dropped combo's at SBO because NO ONE expected him to. He is one of the BEST MAY's in Japan and everyone expected him to KD and OKI. On tech he didn't go for air throws, he went for MASSIVE abarea. CH J.HS.
Frank The Tank Posted March 29, 2008 Posted March 29, 2008 @Everyone else- Nobody should drop combo for burst, Why give up guaranteed damage & Okizeme for a CHANCE at a reset. Also, I would like to mention Burst don't knock down in AC, seriously you will not get OKI'd after a burst. BIG DEAL. The other thing is that good players almost NEVER burst predictably, and trying to guess when they will is mind numbingly hard. If you guess wrong, and they don't burst, then they got out and STILL have their burst. It's not worth the risk most of the time, the exception being when they have no life left and are on their last round, but even then, they know that you know they should burst, and might not just because of that. The short version is as Kyle said, which simply goes: DON'T BAIT BURSTS!!!
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