Rele Posted September 1, 2013 Posted September 1, 2013 Hello May forums, I'm currently trying to pick up May as a secondary character and practiced some of her AC combos yesterday and today (don't have ACR), just to get a feeling for her charge moves. Here's a combo I've been having problems with: dash 5K 5S 2D FBSHD dash 5S 5H SVD etc. The part that gives me a headache is sweep into FB dolphin. I've tried it on Jam and Axl so far. On Jam it's actually fairly easy and I could do it pretty consistently after some tries because Jam is so thin that the dolphin doesn't hit immediately after the sweep, which gives me enough time to input the FB. On Axl however the dolphin connects practically as soon as it comes out which leaves me with no room to input the FB. I've gotten it maybe once out of 100 tries. Any input/timing tips or tricks? Am I doing something else wrong? Or is it just a matter of "man it up"?
Kyle Posted September 2, 2013 Posted September 2, 2013 gotta learn to FB as soon as possible. When it's TIGHT, the timing is the same on everyone.
PhaethonH Posted September 30, 2013 Posted September 30, 2013 Hello May forums, I'm currently trying to pick up May as a secondary character and practiced some of her AC combos yesterday and today (don't have ACR), just to get a feeling for her charge moves. Here's a combo I've been having problems with: dash 5K 5S 2D FBSHD dash 5S 5H SVD etc. The part that gives me a headache is sweep into FB dolphin. I've tried it on Jam and Axl so far. On Jam it's actually fairly easy and I could do it pretty consistently after some tries because Jam is so thin that the dolphin doesn't hit immediately after the sweep, which gives me enough time to input the FB. On Axl however the dolphin connects practically as soon as it comes out which leaves me with no room to input the FB. I've gotten it maybe once out of 100 tries. Any input/timing tips or tricks? Am I doing something else wrong? Or is it just a matter of "man it up"? I never have gotten down the proper timing for the FB, so my standard input is: [4] 6+H+D, 5, 6+H+D (in other words, mash 6+H+D twice) This input involves a bunch of game mechanic rules stepping over each other to get what I want: Part 1: 5D takes priority over 6H, Burst (H+D) takes priority over D, special attacks (H.HD) take priority over Burst (and basic attacks), [4]6D is invalid/ignored = interpreted as [4]6H Part 2. Burst cannot happen mid-attack (H.HD), 56H is invalid/ignored, FB window is 5F after H.HD starts, input buffer window is 5F or so (i.e. 56D can be blindly dialed in a few frames before it is "allowed" and it will happen as soon as it can) = interpreted as 56D at first possible chance. Part 2b. The earliest that 56D can physically happen is 2F after H.HD starts, or 3F (out of 5) before it's allowed and still happen. This means the second 6+H+D can never happen "too soon" -- the faster you can input the second 6+H+D, the better. Timeline diagram of the fastest input: Frame: 1 2 3 4 5 6 7 8 9 ... (forward time is left to right) [4]6H+D S S S S S S S S A ... (S = H.HD startup frames, A = H.HD active frames) w w w w ... (w = FB window, from frame data) 56H+D g g g g g (g = input buffer grace period; early input 56H+D) S A A A ... (S = FB startup, A = FB active) FB occurs because g overlaps w End result: autopilot-mash command for FB. P.S. as a contrast/reference, timeline diagram of what I think you're doing: 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 Frame: 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 [4]6H S S S S S S S S A A A A A A A A A A A A A A A A A A A A ... w w w w w w w w w w w w w w w w w w w w w 56D g g g g g S A A A A A A A A A A A A A A A A ... ^^^^^this gap is killing you Takeaway lessons: 56D input can be given a few frames ahead of time (don't wait to confirm on anything). FB input (56D) is never too soon (don't wait at all). 6+H+D if you don't want to think about which button when (spazzy input ftw).
Lynxfort Posted November 22, 2013 Posted November 22, 2013 So now after months of releasing of the game...What is your impression about new May ?? and what is her worst match ups ??
Ukujiku Posted December 17, 2013 Posted December 17, 2013 From combo thread: How can i cancel 6H to V-dolphin ?? You use the 6HS hitstop in order to achieve this. Press 6HS and very quickly down charge. The cancel into vertical dolphin is very late after 6HS hits. If done correctly you don't need to charge at all, but to practice you can do fully charged 6[[HS]] and then move onto a semi charged 6[HS]. Eventually you'll be able to do a no charge 6HS into vertical dolphin. So now after months of releasing of the game...What is your impression about new May ?? and what is her worst match ups ?? Like 95% of my playing has been in training mode so most of this is theorycrafting on my part. All of this is relative to AC matchups. Improved Matchups: Eddie/Pot/Venom?/Slayer/TE? Worse Matchups: Ky/Zappa/Faust/ABA/Chipp/Dizzy
Rele Posted January 12, 2014 Posted January 12, 2014 bunch of concise notes Wow, only just now realized you posted this, haha. Thanks a lot, will try this out next time I get the chance.
Lynxfort Posted January 26, 2014 Posted January 26, 2014 is 6H (before active frames) only cancelled by specials??..i mean can i use it like feint ??
Ukujiku Posted January 27, 2014 Posted January 27, 2014 (edited) is 6H (before active frames) only cancelled by specials??..i mean can i use it like feint ?? Both 6[HS] and 6[P] can be feinted with any special moves. In order to special cancel feint into commands on the same charged button you have to negative edge the input. Edited January 30, 2014 by Ukujiku
Were-Wulf Posted February 5, 2014 Posted February 5, 2014 If I want to learn may are there any universal combos I could learn first? I searched a little in the combo thread and almost all her stuff is character specific.
Ukujiku Posted February 5, 2014 Posted February 5, 2014 If I want to learn may are there any universal combos I could learn first? I searched a little in the combo thread and almost all her stuff is character specific. Well the only stuff that works on everyone are unoptimal combos, and her corner combos, generally, depend on weight class. Here are simple/unoptimal combos that will work on everyone: OHK > 5SH > S-VD OHK > 6[HS] > S-VD 6[[HS]] > OHK > 5SH > S-VD 6[[HS]] > HS-VD FRC > jH > land > jH > j623S (Everyone but RO/KY/JO. Hard on ZA/KL) 6[[HS]] > HS-VD FRC > jH > 6HS > HS-VD (Everyone but JO. Hard on ZA/KL) j2H > 2P > 2D > HS-HD FB > 6[P] > HS-HD 5KS > 2D > HS-HD FB > 6[P] > HS-HD 5H CH > Dash 5H > 2D > HS-HD FB > 6[P] > HS-HD (will only work on opponent that doesn't shake well and depends on range) Corner throw > 63214HS > HS-HD 236236S > Dash 5SH > S-VD
Volacide Posted March 20, 2014 Posted March 20, 2014 Hey guys, I posted this in the general FAQ thread in the main forum because I figured more people would see it, but no answer so far. May player here. Just have a quick question about her 6P cancel. I'm having a lot of trouble in combos trying to cancel from only 6P after a FB HS-HD which is important in her bnb against lightweights. I've never had an issue with cancelling from 5S > 6P or 5SH because both those cancels give adequate time to charge. Am I missing something with the 6P cancel? Any insight or help is appreciated.
Ukujiku Posted March 21, 2014 Posted March 21, 2014 There isn't anything special about doing the 6[P] into horizontal dolphins. It works the same as 6[HS] > Vertical dolphins. Just check a few posts up for my explaination on 6HS.
Lynxfort Posted April 7, 2014 Posted April 7, 2014 I want to know why they don't use 214D so much in combos.. and what is the other uses of this move ..
ehrik Posted June 11, 2014 Posted June 11, 2014 https://www.youtube.com/watch?v=SjJzfo_tAWA is this old tech? edit: oop pretty old tech love how momentum canceling is a thing in most asw games, its pretty cool
Justice7541 Posted June 13, 2014 Posted June 13, 2014 I once saw Kedako do a corner combo that was like four 6Ps for 25 meter, anyone know how that was done? So far I can only do the scrub version with two.
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