shinquickman Posted September 24, 2006 Posted September 24, 2006 ^Yes the dolphin ends where it would normally end. Though it doesn't bounce back when it hits, meaning I dunno. The Forcebreak dolphins are better in every way than FRC's. No one knows this for sure actually. Force break dolphins could (and most likely will) mean the end of her B&B combo.
hatorri hanzo Posted September 27, 2006 Posted September 27, 2006 restive roller frc combo commeth whats this? :chat:
shinquickman Posted September 27, 2006 Posted September 27, 2006 ^2D>RR FRC land xx c.S>5H vert dolphin Yeah I had a feeling that combo would have a use eventually. It's like the xx\ programmers were like "Here's your new combo. Get used to it , 'cause when AC comes out, no more dolphin combos!"
Most Unknown Posted September 27, 2006 Posted September 27, 2006 Well I noticed that the above combo is useful in the corner...its also effective mid screen if timed right...
shinquickman Posted September 27, 2006 Posted September 27, 2006 ^Well see, the dolphin combos aren't as restrictive as RR combos, and do more damage. RR FRC combos are to keep opponents in the corner, but even then that doesn't help much. Personally I don't think it's good to sacrifice 50+ damage for a guaranteed knockdown.
shinquickman Posted September 28, 2006 Posted September 28, 2006 Just wanna add some things. -Your command grab is your mixup. So is your j.2H crossover. Don't forget that is a really, really important part of May's game. -5HS has +7 frame advantage. On wake up with good timing it's +11, actually. Hitting w/ the last active frame, 2D can also be as useful as 5H (-1, 10 active frames, hit in the last active frame= +9 adv.), esp. on Anji and Jam. -Don't end blocked strings with dolphins. It's best not to end blockstrings at all. Finish it w/ just a 2P or 5H, nothing else.
pulsr Posted September 28, 2006 Posted September 28, 2006 o.O iirc you can do 2d restive roller(Hit) frc hs, iad k hs blah blah blah
Meta Posted October 3, 2006 Posted October 3, 2006 Random question and I don't know where to put it. For an IAD j.k, j.hs followup after an FRC hori dolphin after landing. What's the timing on the kick- is it immediately after the IAD input, during the IAD input, or right when you reach your opponent? I've been having trouble getting it out consistently. Either it comes out and hits, it comes out but doesn't hit (computer dummy teched before hit), or it doesn't come out at all. Also, are there specific characters where an 2D hori dolphin FRC land IAD k, hs wouldn't hit or does it work on all characters? I also noticed that some characters it doesn't matter whether it's a hori or vert dolphin.
zand Posted October 3, 2006 Posted October 3, 2006 do the IAD immediately and the K H as soon as possible out of the IAD. The hard part is timing the FRC and the subsequent H out of it - you want the H to hit right as you're touching the ground
XAQshinor Posted October 3, 2006 Posted October 3, 2006 blocking isnt turtling. just block instead of mashing out overdrives, combos/pressure dont last forever u know.
K2 Posted October 4, 2006 Posted October 4, 2006 blocking is fine, against good players u will have to block most of the times on wake ups. be solid and block, if u feel u can't jump away , turn on that FD and push him away u can also back dash on wake ups
pulsr Posted October 4, 2006 Posted October 4, 2006 Blocking will always be the first thing you should do on wake-up. If they are grounded back dashing is a good option. If they are in the air and depending on the character 6p/hoop are viable. It really depends on the character you are fighting against. suprised no one said wake up 3k. I block. very few characters have move that match mays poke range block till they are out and poke them back, besides if they get reckless with trying to keep pressure they will most likely iad at you and you winnnn
zand Posted October 6, 2006 Posted October 6, 2006 BLOOOOOOOOCK. Also, 236236S doesn't even have first frame invuln, so it isn't a good wakeup option. if you HAVE to reversal super or something, then use 63214H and even then use it incredibly sparingly. I personally block while getting up, or against some characters/situations i will reversal 6p/3k/backdash depending on what's happening. Blocking is typically the best option, though, and using your tension on FDing is remarkably better than supering
aluna Posted October 18, 2006 Posted October 18, 2006 Edited:: I have a question about something I saw in this vid; http://www.youtube.com/watch?v=JckUr3ZCoWg It has to do with the first dolphin after 1:35. Could someone elaborate on the importance on the timing of the FRC on the dolphins??? Like whether or not there is more than one FRC point, or if it has anything to do with how many frames you have to do the FRC??? If this is supposed to be common knowledge, or if this is somewhere on here already and I just failed to find it, then I appologize for that in advance, but I really tried to look and was not able to find it.
shinquickman Posted October 18, 2006 Posted October 18, 2006 You have 4 frames to FRC the dolphins after hit/block I think. If you FRC from frame 1-2 May will hop up a little after hitting (and carry running momentum). If you do it from frame 3-4, she will fall straight down. I like to think of it as 2 FRCs(one that causes a hop, one that doesn't), but mechanically speaking, it's wrong to say that.
aluna Posted October 18, 2006 Posted October 18, 2006 :grin: thank you very much, that is exactly what I was looking for, but I wasn't sure if the way I had put it the first time would come across correctly. EDIT AGAIN: :sosad: So would that mean that one would really only want to shoot for the first two frames?? Like are there any specific situations/combos where you need to get the FRC in the last two frames???
shinquickman Posted October 18, 2006 Posted October 18, 2006 Not exactly. You could combo off of any frames. Specific combos are exact on which FRC to use in what situation. Intuition is best there, but for the most part any FRC will work. Edit: I broke the 666 curse!
Oyo Posted October 19, 2006 Posted October 19, 2006 I never thought of it like that, but in her B&B I think you want to hit the last two. Because you want to hit the ground as soon as possible after knocking them into hitstun with your j.HS. The sooner you hit the ground the sooner you can IAD and j.K them. Usually when you do the B&B if you see her pop up after the FRC they are going to be able to tech and it means you fucked up. From there you are usually best off to try to run under them after you land and jump up and grab once they tech (or better yet don't mistime the FRC!)
pulsr Posted October 19, 2006 Posted October 19, 2006 the dolphin tech time is pretty large so it doesn't matter what route you take. however, the falling frc is more viable because it will work more reliably in certain situations. Anji / Baiken corner Johnny .... i always stress learning the instant frc combo because it works alot better but.... the other is alot easier to land because you can pretty much go alright frc time!
K2 Posted October 19, 2006 Posted October 19, 2006 guys, check out the AC beta 2 on youtube for may http://www.youtube.com/watch?v=4CCVwFppqVA so far i see... -air RR FRC -ohk cannot be combo afterward, cuz she doesn't throw the opponent high enough -again 2d>RR>frc combo is not reliable unless u are very close -reduction on dmg, atleast from wt i see WT HAPPENED TO MAY????/@@\
Teyah Posted October 20, 2006 Posted October 20, 2006 The developers think that toning down most of the cast makes for a better game It's about time they got around to May they missed her the last 2 versions around ;o
pulsr Posted October 20, 2006 Posted October 20, 2006 meh 2d spinny super! who cares that everyone else has land random hit into potential rape combo
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