hatorri hanzo Posted September 11, 2006 Posted September 11, 2006 yeah just hold the Down+back button after the 2d then press foward to do the horizontal dolphin after sweep. This is a good move to do and i never do it, i should practice it more. so here it is charge 1d, 6hs for hori dolphin after sweep
cerb0z Posted September 11, 2006 Posted September 11, 2006 and damage is pretty nice,btw =) also,on wakeup u can mix k,2d/5d for mindgame options,her 5d is still fast and ID combo do tons of damage.
Fenrir Posted September 12, 2006 Posted September 12, 2006 Hmm... doing this, will pressing 9H after give you Hori or Vert Dolphin?
PsiPhi Posted September 13, 2006 Posted September 13, 2006 Hmm... doing this, will pressing 9H after give you Hori or Vert Dolphin? It depends, if you were charging with 4 you get horizontal, if you were charging with 1,2 or 3 you get vert.
PsiPhi Posted September 14, 2006 Posted September 14, 2006 If you also pull off a hori dolphin with 9H I believe it is jump installed, for those FRCs. Both horizontal and vertical dolphins will be jump installed if you do them with 9H/9S. You can also ji a vertical dolphin with 7H/7S. Just to clarify/confirm
zand Posted September 14, 2006 Posted September 14, 2006 Both horizontal and vertical dolphins will be jump installed if you do them with 9H/9S. You can also ji a vertical dolphin with 7H/7S. Just to clarify/confirm Not if you do them canceled from a non-JCable move -- like 2D for example. If you do 5K to dolphin across done with 9H, it will be JI'd, but if you do a 2D to dolphin upper done with 9H, it will NOT be JI'd, because 2D is not JCable
hatorri hanzo Posted September 14, 2006 Posted September 14, 2006 thats nice to know, thanks zand :china:
cerb0z Posted September 14, 2006 Posted September 14, 2006 hmm...maybe smb will post list of jcancellable moves ?
hatorri hanzo Posted September 14, 2006 Posted September 14, 2006 yeah someone should. PULSR i look in your direction :grin: Cuz i have no idea which moves are cancelable and which ones aren't
shinquickman Posted September 15, 2006 Posted September 15, 2006 Read the Frame Data People 5P, 2P(the only JCable 2P IIRC), 5K, c.S, f.S, j.P, j.K, j.S, j.D
pulsr Posted September 15, 2006 Posted September 15, 2006 http://www.youtube.com/watch?v=LXRJJlFVhc0 look at her dolphin go!
hatorri hanzo Posted September 16, 2006 Posted September 16, 2006 weeeeeeeeeeeeeee may looks great in AC looks like she got what i wanted, a move like hammerfall break, but better cuz the dolphin keeps going. and that new Dust attack looks cool, how do you change it from dust to that other attack? venom looks good to
Lord Knight Posted September 17, 2006 Posted September 17, 2006 I think you hold dust on that. Her new voice annoys me. >.>
K2 Posted September 17, 2006 Posted September 17, 2006 awsome~! i will say may have improved, hope she gain some new combos that looks cool with big dmg and is not easy to do
shinquickman Posted September 17, 2006 Posted September 17, 2006 I wonder if the FB charge dolphin is considered a projectile. What's more, I wonder if it's a piercing projectile, like I-no CL. That thing kept on going even after block.
hatorri hanzo Posted September 18, 2006 Posted September 18, 2006 If you also pull off a hori dolphin with 9H I believe it is jump installed, for those FRCs. thanks to this little info i am now able to airdash after after a horizontal dolphin. For some reason i never paid attention that 9 will jump install the dolphin. Wee it's fun being able to airdash after a blocked string and fool the opponent. :grin: :china: shin i dont read frame data im not japanese. :razz: i cant make translate anything on that page
Oyo Posted September 20, 2006 Posted September 20, 2006 http://www.romancancel.com/Slash/may.html For her B&B if anyone is still confused. You actually input it like: 4K, 1D, 6HS, FRC Jump install crossup is 7©S, S, 9HS, dash, 2HS etc.
Oyo Posted September 20, 2006 Posted September 20, 2006 I'll just throw random info on here. From the description you're a noob with everyone not just May (I don't mean offense, just saying). Important things to know with May (keep all this in mind when in a match): -Always charge buffer. If you do a 2S to poke, keep holding down in case it connects. for the 2S example, if you go to a short vertical dolphin from this, it will usually whiff in command grab range. Never even press 2D, always press 1D (or even tap back really quickly and roll to 1D). If a 2D ever connects, you should be doing the B&B combo. If you're not, mentally take note everytime you 2D and get a knockdown that you could have got 40% damage or so and failed to. This will inspire you to practice in training mode -Your command grab is your mixup. May's overheads suck. TK restive roller is terrible. Once someone learns to react AA vertical dolphins it will be completely useless as an overhead 90% of the time. Tick 5k (or 4K if you follow rule 1) and 2p etc. into command grab frequently. Whiff dolphins frequently and command grab. ©S, (f)S, whiff horizontal dolphin, command grab. etc. etc. Know from memory what strings will whiff a dolphin in grab range. A lot of times when you get a knockdown you just want to grab straight on wakeup. Do the input so that you end holding back (blocking) and wait a split second before pressing kick. if they don't do anything hit kick and grab. Sometimes just run full speed over them and grab after they get up. This is May's mixup basically, make them guess when they have to block and when they have to try to AA a vertical dolphin or avoid a command grab. People I play against started FDing at the start of all my strings just to avoid getting ticked. Careful when you whiff into dolphins, see the last point. Against characters like Johnny (horribly matchup for May) you often can't afford to do this at all. His 6p is just too dangerous and easy to do. If he 6p's it will catch your whiffed dolphin with a CH from which he will combo you into the corner. Once people start learning to catch your whiffed dolphins you have to get creative. Do stuff like whiffing a 2D as a poke and then whiffing a short horizontal dolphin into command grab, etc. -5HS has +7 frame advantage. It jacks the guard gauge up really fast. It has lower body invincibility on frame 13-16. Counter hit staggers and is a free command grab. If you watch match videos you'll see May players spamming this move all the time. There is a good reason. This move is one of the main ways you can keep pressure going. If you end a string with a dolphin and it is blocked, even if you FRC you lose your momentum. If you end a string with 5HS you have options left and your opponent has to guess. If your opponent has low-hitting slide type moves, use 5HS: during its active frames your lower body is invincible. This means basically that the low move won't hit you and you'll get a counter-hit. Try just messing around in casual play by seeing what moves this will let you go through. -CH 6p dizzies and can be comboed from. If you land a counterhit with 6p, it is extremely likely that your next counterhit will dizzy. May is one of if not the easiest character to dizzy with in the game. If you do it right, people you play with will start saying "What?" (the same tone they use when someone gets a bullshit throw) when they get dizzied by you. Sometimes a minor counterhit (like a 2S CH) and then a 6p a bit later will dizzy, and no one ever likes to accept this. If you've already landed a 5HS counterhit and then 6p counterhit, it's extremely likely the 6p will dizzy. Even a close range non CH 6p can be comboed from (OHK combo). 6p also has very long upper-body invulnerability (frames 1-18). You can 6p through Ky's fireballs and a number of other moves. Venom is a great character to practice 6p on. A large majority of his moves can be counterhit with 6p (no trade). His charge move, his overhead dive move, his slash, his carcass raider, a huge number of moves. Against Venom you can almost just wait for him to do any of these and 6p. (also if does Dark Angel you can slide under it ^^) You can 6p through Johnny's super (it won't hit him though) etc. 6p has slow startup and fairly long recovery. You can however cancel it into standing dust or a dolphin hoop to make the recovery safer. Don't RELY on this move. I went from never using it to over-using it (to get a feel for it). I now am somewhere in the middle. Against certain characters you probably don't want to use it as much (Chipp), against others it will be one of your main moves (Venom) Just know that it's there and try to overuse it for a while so that you know when it is actually effective. This move is kind of a risk vs. reward thing. It is risky, but when it does work it's often worth it. -j.HS is really good. If you are coming in from the air you want to use j.HS a lot. You also want to be charge buffering down when you use it. If it counter hits you can combo from it. It has level five blockstun as well. If you use it and your grounded opponent blocks, you can get a ground string in after you land. This move has nice range and fast startup as well. -Don't end blocked strings with dolphins. If you do a blockstring and end it in a vertical dolphin to try to mixup, it will work for a while. Soon people will just block your string and wait for the dolphin, at which point they will AA or DP. You are better off ending a string with 5HS or summoning a hoop. Even if they hit you out of the hoop the dolphin is coming so they have to block after hitting you out. Against Sol or some other characters with annoying DP's you'll have to FRC because they can reaction DP your hoop. All I care to write at the moment. Outside of matches you need to have the B&B and command grab combos down solid. I find them to be more difficult than a lot of combos in the game, so you really need to practice them.
Tritone Posted September 20, 2006 Posted September 20, 2006 thanks to this little info i am now able to airdash after after a horizontal dolphin. You should have read my "best May combos..." post, which I made over a year ago (my first post!). It mentions that in one of the sections, the one on crossups :-/
PhaethonH Posted September 20, 2006 Posted September 20, 2006 JI, Horiz dolphin, FRC airdash j.2H is surprisingly effective, but severely limiting on followup opportunity, which is why I no longer do it. With the right combination of FRC timing, height, airdash timing, and 2H timing, you can get a "waterfall" effect where you're on the near side as the move starts and end up on the other side by the time you hit. A tad lower and you can pass through their head for a disturbing crossup mind game (you'd think she'd clip and stay on one side, but no, she passes through their sprite). Even lower, and you will clip, staying on the near side when it looks like you could've made it to the other side.
Most Unknown Posted September 22, 2006 Posted September 22, 2006 I'll give May a shot in AC...but I don't think Imma be dedicated to learnin her new stuff like I am now...I've been playin her for about a month and am not excited about her not havin FRC points on her dolphin...
Oyo Posted September 24, 2006 Posted September 24, 2006 The Forcebreak dolphins are better in every way than FRC's.
stinkymonz Posted September 24, 2006 Posted September 24, 2006 I'm curious to see if FBed horizontal dolphins go continuously, or if they go according to their usual distance (IE S dolphin travels very short, HS dolphin goes for 3/4 screen).
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