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Posted

I've been hitting this HARD lately, and found something interest worth mentioning. I've said before that the Hoop FRC window, and the button input window are big enough to successfully FRC with any three commands of your choice and than re-buffer the initial Hoop-set command. Apparently this window is EVEN bigger than I knew, it turns out that the window is SO BIG that May can successfully: -Hoop Set command (P/K/S/HS) -FRC with any three commands of your choice -Force May to activate a 5P -re-buffer the initial Hoop-set command (P/K/S/HS) during that 5P animation. What this means is, not only is there the convenience of a FRC with your choice of buttons to avoid IK mode, BUT, May used to actually do the normal of the same hoop command. (Example would be re-buffering HS from a HS hoop-set and watching May actually do the 5HS) NOW, she can always do a 5P and re-buffer Hoop while in the 5P animation. Meaning, significantly more recovery and more oki options. Did that make sense anyone? Updated Gimmicks guide with this info.

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Posted

Did that make sense anyone?

Updated Gimmicks guide with this info.

What's actually happening here is the timespan is pretty large between the point in time when you can FRC and the point in time when the hoop is finished. The logic for the completed hoop is something like: if I see the button is not-pressed, dolphins go jumpy.

So, you can let go of the button during the hoop-set animation, but if the button is held down at the time the hoop finishes its setup (hoop: "I am ready to spit dolphin! *looks at button* hrm..."), then the dolphin stays in.

There is no "re-buffering" per se. It's a "part 2" kind of move with different input criteria. I'd like to draw an analogy to EX May's dolphin hoop, which is a two-parter as well, one to set the hoop, and another to spit the dolphin. It's sort of the same here, but the "release dolphin" command is "release button" (akin to Eddie's controlling the shadow with release button).

I'm just pointing this out, since a better understanding of the mechanics leads to better utilization of the mechanics.

Posted

Thx PhaethonH,

^ This man knows stuff.

Also, I found out that you can't SlashBack-cancel May's J.2Hs while buffering another button (Example: Hoop-set). It makes perfect sense, I just neglected to buffered a hoop while doing a lightweight dust combo until today. =?

Welcome to to the May forums Schank.

UPDATES-

I was wrong, it IS possible to SlashBack-cancel May's J.2Hs while buffering another button (Example: Hoop-set). The trick is the INPUT, obviously. it has to be precious and exactly like this to work:

[P/K], J.2HS~1[HS]~

or

[P/K], J.2HS~1~[HS]

There is NO shortcut like inputting J.1HS, it has to be 2HS followed by a 1 instantly.

Posted

... it IS possible to SlashBack-cancel May's J.2Hs while buffering another button (Example: Hoop-set). The trick is the INPUT, obviously. it has to be precious and exactly like this to work:

[P/K], J.2HS~1[HS]~

or

[P/K], J.2HS~1~[HS]

There is NO shortcut like inputting J.1HS, it has to be 2HS followed by a 1 instantly.

Alas, gamecombos.com forums is but a faint memory (and not stored by the Wayback Machine, either).

* shakes cane in the air

Back in ye olde days, this was a FDC, we didn't have no fancy schmancy slashback cancels. That, and since it was already two buttons, ptooey, that was the FDC right there at [H]~1. No high-falutin' piano-S shenanigans. Young whippersnappers :blue:

Posted

May IK can be done 6 63214 6 63214 66 H -- running IK. During the IK flash, she keeps moving forward from the skid effect. Shorter running IKs can be done 41236 41236 5 6 H. Useful esoteric trivia if you get the dizzy and switch IK mode, but just a tad too far away.

Posted

Useful esoteric trivia if you get the dizzy and switch IK mode, but just a tad too far away.

Good info, but for the record, if you aren't directly next to them when you activate, they can mash out. Furthermore, if you did any hits AFTER the dizzy occurred and the opponent is paying attention and began to mash immediately, then they can mash out. AFAIK the only guaranteed IK is off of a loop in which you dizzy them with a SVD, and no hits afterwards. To be safe, you should FRC your SVD if you think that it will cause the stun.

I IK'd Miu this way, and while people can say what they want about his play, the dude knows how to mash some buttons. :eng101:

Posted

What's the most efficient way to get into the SVD loop from a poke? I've tried both 214D and FBHSHD from a sweep and the timing on both seems pretty equally tight to keep them from OTG. EDIT: Ah, if you scoot in after forcebreaking the dolphin and before the S it's a lot easier. Oh, and hello. I'm new. =)

Posted

yeah.. it's nice because you can ran right after the force break so you can catch up to them quick before they go OTG.. try to do 2h instead of 2d though for a bit more damage =D also.. if you really.. REALLY don't mind using the tension.. and they're still to far away after being hit from the FBHSHD.. you COULD jump install =D S>ji HS> HVD frc air dash HS HVD.. on another note... i've been dinkin around with this for oki =P space it right.. IAD dust.. drop and OHK XD i got tired of people doing anti-air low profile crap so i figure this could bait it and you can drop for the OHK =D hehe.. i love how you don't even rise up and it acts as a brake for the IAD =D

Posted

What's the most damaging way to end the SVD loop when the enemy's OTG? 6HS?

Posted

Blargster- Do your set up from this. 2D, 63214HS, FRC, IAD, J.D* Depending on where you executed J.D you stop cross-up or not. Additionally the HS-Hoops set will hit them on either side. OTG.. I usually do 6HS or 63214S. But the MOST.. I'll figure it out soon for ya.

Posted

Kyle, your title says 5P, 5S, SVD. Is that more reliable than 5S, 5HS, SVD?

Posted

No, it's overall more difficult, and less damage. The only advantage 5P, 5S, SVD has is burst safe potential, IF they burst late. =/

Posted

No, it's overall more difficult, and less damage. The only advantage 5P, 5S, SVD has is burst safe potential, IF they burst late. =/

And I'd imagine getting one more loop in if there's not enough time for a S?

EDIT: Why is it that starting a loop with 5S, 2HS nets 15% more damage than 5K, 5S, 2HS? Shouldn't it be the other way around due to prorating or am I missing something?

Posted

well, if that's the case, i'd imagine that the meat of the damage comes from the 2HS, and since you're tacking on another input (5K), the damage scale is lower when the 2HS hits.

Posted

That might be true if it was only a 2 or 3 hit combo, but I'm talking about this string I tested on: S, 2HS, HSHD, FB, S, HS, SVD, S, HS, SVD. This version nets about 280 damage while if you start with a K before continuing on as you would with the S, 2HS, etc, it's only about 230 damage. I doubt damage scaling will be big enough on the third hit to account for the loss of 50 damage, not counting the extra damage from the first hit (20 or so?) Doesn't damage scaling only really apply much further into the combo rather than the first two-three hits? And since the kick is weaker than the slash, I would imagine the prorating would more than make up for the +30 damage difference from the extra hit. Is there a factor in this equation I'm not getting?

Posted

The longer combo does less damage due another axis of Guilty Gear mechanics.

On the screen, underneath the life bar is the Guard Gauge. It starts off, and tends towards, neutral (50% full -- balance +0). As you get hit, the Guard Gauge drops down (towards negative). The lower the Guard Gauge, the less damage you take. There is diminishing returns for excessively long combos.

The longer combo does less damage, since more early hits knock down the Guard Gauge even further before the hard hits.

More info on damage-scaling: http://www.dustloop.com/ggac/data/dast.html

Posted

Alright Pirates, here's what's up: Once this combo video is completed, I will get us a SUB-forum for match-ups. This will clear 3 separate forums from our ever growing list. SUB-Forum will be under heavy surveillance/ editing/ big brother will be watching. I've been holding onto the Match-up guide tightly in an effort to flow GOOD information only. SO, if you contribute in a character section and I think it's not good, than it gets revised/deleted by your truly. This should spark a little more overall interest and make that characters easier to find. UPDATE- Combo video on hold, I've requested the sub-forum.

  • 2 weeks later...
Posted

Just out of curiosity, which Mays other than myself are going to SB3?

Whats SB3 and where is it?

Posted

Once again, just randomly passing by.

Hsien >

By reading Frank the Tank's post, one could think SB3 is an event. A quick look at the oh so well named even announcements forums and this event popped up :

10/18-19/08 - Columbus, OH - Season's Beatings III

So SB3 has a high probability of being the aforementioned Season's Beating III. You'll have further details there.

Nah, sorry to tease you but a little search doesn't harm, even members accustomed to the forums tend to forget it. ;)

About 80 pre-registered GGAC players, this event looks gorgeous but let's not stray off-topic.

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