shinquickman Posted October 20, 2006 Posted October 20, 2006 Too soon to judge May I say. I see some potential in j.RR for a new B&B combo (lauch j.H>h.RR FRC to a crazy combo?). Might be fun.
hatorri hanzo Posted October 20, 2006 Posted October 20, 2006 i hate RR. worst move in the game. i like what i saw in that vid. i like the new dolphin moves alot.
Meta Posted November 9, 2006 Posted November 9, 2006 Random question so I thought I'd put it here. Sometimes when I air dash after a OHK, S, HS, vert dolph FRC, I go completely under them so that I miss the followup HS (or I dash past their falling body). Is the reason this might be happening is because it's character specific or am I dashing too early? Can you air dash at any point while falling after the frc? I usually dash immediately after I frc.
shinquickman Posted November 9, 2006 Posted November 9, 2006 Yeah you're most likely air dashing too early. It's best to do the early FRC so that you could air dash later.
Capps Posted November 10, 2006 Posted November 10, 2006 also, sometimes you may want to do that and follow up w/ land, S, H, v.dolphin from the other side.
PhaethonH Posted November 13, 2006 Posted November 13, 2006 H/V Dolphin FRC window is 6 frames, among the largest in the game. Random question so I thought I'd put it here. Sometimes when I air dash after a OHK, S, HS, vert dolph FRC, I go completely under them so that I miss the followup HS (or I dash past their falling body). Is the reason this might be happening is because it's character specific or am I dashing too early? Can you air dash at any point while falling after the frc? I usually dash immediately after I frc. All of the above. Some characters fall faster than others (*cough*Johnny). You can dash at any point after the FRC as long as the JI registered properly on the 5S. If you really screw up heights with the FRC-dash, you can do a double-jump late j.H instead of airdash to pick up height, at any point after the FRC (you'll eventually pick up the right feel for timing this after some practice). It's not as flashy, but it can help keep the Beat counter going -- the tech time after a Vertical Dolphin is insanely long.
Meta Posted November 13, 2006 Posted November 13, 2006 Thanks for the help, seems i corrected myself now. More questions, 1. What's the best followup for an OHK from the corner? Or is it always possible to dash toward the middle of the screen to get the S, HS, v.doph combo off? I know a well timed 2d, hori dolph, frc works on some characters and it's harder to pull off on others. 2. Is an OHK always guaranteed on CH HS? 3. Any good followups for the stagger from a charged 6HS?
hatorri hanzo Posted November 14, 2006 Posted November 14, 2006 lately i've been using vertical and horizontal dolphins after a charged 6hs. it does alot of damage for 2 hits . Anyone else like doing this? OHK in corner i use S, jump k, hs, d, hs
Purrin Posted November 15, 2006 Posted November 15, 2006 1. What's the best followup for an OHK from the corner? Or is it always possible to dash toward the middle of the screen to get the S, HS, v.doph combo off? I know a well timed 2d, hori dolph, frc works on some characters and it's harder to pull off on others. 2. Is an OHK always guaranteed on CH HS? 3. Any good followups for the stagger from a charged 6HS? 1: I've never seen/heard of a problem with dashing forward for s, hs from a ohk in corner. It has always connected from what I've seen. 2: No, it all depends on how well they can mash outta stun. It's unlikely they'll dodge it, but it is very possible. 3: The recovery from 6HS is too long to do a follow up like you would from a CH HS. You have to use a move to get out of the delay or RC it to do a follow up. Doing a charge 6hs with a vert dolphin frc-> combo is pretty much an instant kill. It doesn't connect on every character though, but it's alot of fun and has a +10 style point modifier over a real instant kill.
aluna Posted November 15, 2006 Posted November 15, 2006 EDIT: I missread that, :grin: and therefore no longer have that question.
K2 Posted December 21, 2006 Posted December 21, 2006 ok, now we have some good matches(?) post up for may(go to ggac posting thread and check it out) from wt i see may is much easier to use, which i hate and is that Ex. move a May version jackhound? haha
Meta Posted December 22, 2006 Posted December 22, 2006 is that new ex move an overhead? cuz it looks superfast and then it looks like you might be able to dolphin loop it? what causes the dolphin vaccuum?
shinquickman Posted December 22, 2006 Posted December 22, 2006 Roar no one read my post in the Accent Core Changes! Jackhound is an overhead. The slash version of the vertical dolphin causes vacuuming. I wish I saw more dolphin missiles though.
pulsr Posted December 22, 2006 Posted December 22, 2006 i hope we get the mook book soon to see all the 'official' changes. she looks a lot more interesting, but i still think im switching characters x.x
hatorri hanzo Posted December 23, 2006 Posted December 23, 2006 THe slash verticle dolphin combos after a OHK look Hawt!!! the vacuum rox my sox. plus that Jackhound FB is cool. Does it hit them when their on the ground for OTG? and still have them bonce? What is the Input for Jackhound? hope it's not a 623 motion cuz im not good at doing that
shinquickman Posted December 23, 2006 Posted December 23, 2006 No Jackhound doesn't launch in an OTG, just looks like that. IIRC Jackhound's motion is 41236D Edit: Okay yeah Jackhound does launch in an OTG. Combo vids START!.
Kryian Posted December 27, 2006 Posted December 27, 2006 Random observations: H horizontal dolphin SEEMS to be slightly slower, as I've seen it not combo from a f.S where I feel it normally would. Horizontal dolphin force breaks seem like they could be a decent (occasional) rushdown cover, for those hard to reach characters. Hoop dolphins have a greatly extended hitbox for first hit, looks like it's all the way out to the end of her anchor when it's on the ground. 6P...can be charged like 6HS?? Also, I can't remember ever seeing anyone FRC a vertical dolphin late in to the move. Maybe you can't do it after the dolphin passes a certain frame, or just can't do it at all on the S dolphin. Seems like S vertical dolphin FRC (while they are on the ground) would lead to an easy buttload of damage with more S vert dolphins, but I haen't seen it. Edit: Forgot the most important one. Her new voice is VERY, VERY cute.
shinquickman Posted December 28, 2006 Posted December 28, 2006 Hoop dolphins have a greatly extended hitbox for first hit, looks like it's all the way out to the end of her anchor when it's on the ground. Is it the uppercut from the hoop summon that has a bigger attack box, or the dolphins?
Kryian Posted December 28, 2006 Posted December 28, 2006 The uppercut. The actual dolphins all look the same hitbox/property wise.
shinquickman Posted December 30, 2006 Posted December 30, 2006 Some May changes: 6P charging: Damage not increased for charging, though dizzy damage is increased. New gatling- j.S>j.K. j.H CH causes floats on a ground opponent. Followups are difficult though because of increased pushback. j.2H's hitbox is weaker. Even one of Testament's webs can beat it. Air Restive Rolling has an FRC (both the S and H version) --- Add these changes to the previous change list and that's AC May.
Meta Posted January 10, 2007 Posted January 10, 2007 after looking at the vid here: http://www.dustloop.com/forums/showpost.php?p=105340&postcount=46 where may has 3 combos shown it seems that may's bnb would pretty much revolves around the S, HS, vert dolphin loop? And probably tagging on extra damage if you frc a vert dolphin? All the combos pretty much show simple mixups into how to get into it: ohk, 2D hori dolphin break, and jackhound. doesn't restive rolling also frc into the S, HS, dolphin loop? So that makes like 5 billion ways to get into it?
shinquickman Posted January 10, 2007 Posted January 10, 2007 ^Yeah 5 million sounds about right! Plus it's possible to end all your combos to a knockdown w/o having to sacrifice damage. Plus her tick grab game is unharmed, while most other chars' are harmed thanks to grab tech. Every game I seem to love May more and more... and not in that way you pervs. Just FYI, it's not the knockback from May's j.H that is increased, it's how high it launches. I think the untechable time increased as well, but the launch is too high so followups are difficult. I got confused sorry.
Meta Posted January 11, 2007 Posted January 11, 2007 Is it the uppercut from the hoop summon that has a bigger attack box, or the dolphins? I think it's the actual anchor being placed on the ground that's doing the hit. That's what it looks like in this vid http://www.youtube.com/watch?v=Jm9X48htTtk. The very last move in the match. It's either the anchor or may has beastly long arms. Also was there an frc off 3k put in the game?
pulsr Posted January 20, 2007 Posted January 20, 2007 i like how may's combo works on anyone now regardless of character.
Most Unknown Posted January 21, 2007 Posted January 21, 2007 I was watching a May Vs Baiken vid a while ago, and from what I got from it...did they increase the damage on 28 HS, or is it that Baiken couldn't take the hit. Also I noticed that dude got combo off of FB 46 S or HS I can't recall, she was in the corner when he got this off but the match was over...so I'm asking to confirm if the FB 46 S lifts you which adds to her already great combo potential. Now that I think about it her is the vid that I was watching... http://www.youtube.com/watch?v=xHy1t7hLYuc&mode=related&search=
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