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Posted

Have another video for you guys to critique if you don't mind. I feel like I am improving a bit, but this Sol was actually pretty decent. Saturday I will have to get in the lab and figure out optimal punishes for this MU.

https://www.youtube.com/watch?v=jvwGYh-TwPI

Looks like you just need to familiarize a little more with her normals and work on your hitconfirms.

 

jP is not a good air to ground poke (even less against sol).

jK is not a good air to ground poke either (unless you IAD jS > jK > ···)

Try to not use jH when you are directly above them, use j2H instead (it even allows silly crossups sometimes).

You are allowing him to jump too much, scare players from jumping-in by using 6P, airgrab, Vertical Dolphins or even 6H sometimes.

 

Work on your hitconfirms, you missed quite a a few. And lastly, always go for knockdown + oki setup.

Posted

Alright, just for fun I tried me some 'basic' kedakombos. 

In particular everything after 2:25 here: http://www.nicovideo.jp/watch/sm23013531

 

Throw rc hoop (before they cross), microdash 2h dolphin I just cannot do.

Even with 63 as the dash input, holding it and trying to late cancel the 2h. Am I missing a trick or is it just stupidly hard?

 

 

I'm actually quite liking this iteration of May, her oki is much stronger now I'm getting used to using it.

 

Some general bits I've noticed:

  • I'm finding my most reliable anti-air is actually j.d for close (where I'd probably try 6p normally)
  • Neutral game against Ky and I-no is very much old school and we can't put anything out at all
  • We don't crank RISC as quick as we used to
  • 2h is almost entirely combo filler, I much preferred the reversal beating ability of the last one
  • I wish we still had j.sk for late air dash chains but the hitstun off j.s seems even better than before

@kokujindayo
You generally obeyed the first rule of fighting Sol - don't do anything stupid.

 

There are a couple of occasions where you landed things and could've capitalised way more than you did:

  • At 35 seconds you land a raw counter 2h. From that you can [almost?] always get 2p 5s into stuff, I can't remember the filler of the combo [how many jumps you get] but its at least one j.sh, j.kd jc.hd ensenga.
  • Almost immediately after you land a counter j.d, you landed and did nothing [he burst and you could've done lots].

Lots of times you whiff a 2p when you're in range for 2k, be brave enough to not use your fastest move 

Nice conversion off the ball when you saw fafnir at 2:20

 

Its something I'm guilty of atm, but hs-hd in block strings is something we'll have to not be doing so much going forward. People will learn to buffer any reversal and confirm dolphin before throwing it out [when we don't have meter anyway].

 

 

Given the game isn't old at all its a good start.

Posted

XXX and raised, thank you for the pointers. I'm starting to get a bit better off of hit confirms but still have a really hard time anti airing. I'm sure the more I play, the better I will get at it though so no reason to stress over it too much but I am still having to think about what button to press and as soon as I have an idea of what to do it's too late.

On another note, earlier today I had the opportunity to play Marlinpie. I'm sure there's not going to be too much to say about these videos since he ran over me (especially with Millia), but any advice I can get will be appreciated. 

https://www.youtube.com/watch?v=pXvdb-_S_Kw (vs his Millia)

 

https://www.youtube.com/watch?v=grUc1jp-KPM (vs his Zato)

 

Thanks again

 

Posted

I'm trying to get in the habit of holding back or down-back after every attack I send out - not yet used to it. Out of curiosity, do y'all start doing this for other characters you play that don't even have charge moves XD?

Posted

What are (in you guys' opinions) some easy strings from which to JI May's 6K? I only managed to do it once by accident. Was mostly trying to do it off strings like cS > JI > 5S > 6K > YRC so I could air dash in super low for pressure/combo.

Posted

@Ben, 5k, ©5s and 5h are my go to JI buttons so 5k ji 5s 6k blah, 5p 5h ji 6k blah, etc. etc. 

I've never had a problem doing it so what are your particular problems with getting the JI to happen? Its probably easier to give you input tips than a list of strings, you're more likely to adapt and just do things on the fly that way. 

Posted

Actually the more I mess with it I'm not sure you CAN JI her 6K. Maybe I just imagined it. I'm just doing cS > JI > 5S > super jump > double jump to make sure I'm JIing properly and I can do that consistently. But when I try the same input/timing with 6K YRC I can't air dash out of the YRC. Either that or I'm actually entering pre-land frames before my air dash can come out. 

I actually don't think this is a gigantic thing I GOT to get down. She already has tons of stupid teabagging options between her Vega jump and doing stuff like double dolphin pressure from oki ([4]6S > 41236]K[ > air dash jS > jH > whatever). I just hoped it would be kind of a no-brainer thing to tack on simply cause her 6K chains from so many things.

Posted

Playing May more as a set play character is a bit hard to get used to. I won't drop her thought because I been loyal for far to long. I will say that the j.k(knees) is soo good.

Anyway Day 1 is hard.

Posted

May is amazingly fun in this game, I might just completely switch to her.

 

I ran into Mahouko online and got destroyed, but spectating his matches was quite helpful, especially with learning May's new oki.

Posted

I assume using HCF Dolphin as an ender post combos is always optimal for oki/mixups?

Posted

Okay after trying for a while I have come to the conclusion that with my stick(injustice only replaces the JLF) It is very hard to move properly.I will also say the charge time for dolphin is always about 2 seconds or else it won't read it and only j.S/HS or 6S/HS will come out not sure if that is normal. So until I get a new stick any advice?

 

I should mention I have the Dual shock  and the Siaxis  for pads and they both do not do the half and quarter circle movements in a way that allows me to to hit combos and are hard to micro dash(which is crucial it seems) with. The pad also refused to read my charges correctly(unless i am doing something wrong.)

Posted

Need the proper tools to do any job efficiently. =P

 

Hopefully you get one for Christmas. 

Posted

Holy crap, after two days of training, I think I'm finally starting to get the hang of the new May. Feels a lot more different than I thought it would from previous iterations. Things feel tighter(specifically for her), and I feel it's much harder to get damage without an RC. Playing her as a setup feels kinda odd, but I think I'm slowly getting the hang of it.

 

I can't help but feel though that nearly every attack I have has lower priority than a great majority of the cast's moves. The only real big exception I've felt is 6P, which is great considering that move always had great priority. It really feels I have to rely on dolphins and CH confirms to get anything going because of it. Nearly every time I throw out a j.HS, 5HS, or j.2HS it gets beat out, forcing me to take a step back and set stuff up instead.

 

I got a good question though; what are a lot of you using for typical oki? A dolphin or beach ball? I find the beach ball has been getting me better results since it controls the air a lot better, but I have found some fun uses for the dolphins if you can fit in a 6K, then combo on from there.

Posted

I find using both to be effective. Change it up and keep them guessing. I'll even go for a meaty 6[H] on wake-up if I don't have time to set up or it seems they're still scrambled from the last heated exchange. She has a lot of tools and they can be used in a lot of different ways. Keep them on their toes.

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