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Posted

You don't really have a neutral game to speak of in that match. All his buttons are still better than all yours [if you played older versions you will be used to this]. You have to play patiently and both just outside his button ranges and aiming to get close [within 5p or 2p] and get that knockdown. Your mobility and not pressing buttons where his are better are key.

Other than that it's the same you have against other characters with reversals and how you go about getting around them.

You need anything more specific?

hmm thanks man i guess ill just have to play more and figure out ways to get in and just learn the matchup by getting beaten a lot lol

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Posted

hmm thanks man i guess ill just have to play more and figure out ways to get in and just learn the matchup by getting beaten a lot lol

I think it's a little bit better than it was in +r though at least

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Posted

Got my copy on Monday, stuck on challenge 29. The IAD j.P link after the HS-HD is killing me.

Did you get this? Something that might help is knowing that 6H is fully charged long before the auto-release. If they are sliding down the wall before the dolphin hits that makes it harder to get the iad properly.

Finding that right amount of charge time [which is pretty pivotal in the final challenge actually] might help.

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Posted

WHAT!!!! woah. I get it w/ 6[HS] fully charged. Just have to learn the IAD timing w/ the J.P link.

 

Practice it on the D[6] combo b/c the link is easier. It's hardest off the 6K, ]P[ ~combo. which is your ideal training routine.

 

IAD Link J.P Combos

 

Corner dust combo:

D[6], 6[HS], HS-HD, HS-HD, IAD Link J.P, J,K, J,P*, J.D, Ensenga?

*This part slightly varies dependent on opponents weight class

 

Corner Ensenga?, P-Hoop, YRC, OKI:

6K, Delay ]P[, Link 6P, 2HS, HS-HD, IAD Link J.P, J,K, J,P*, J.D, Ensenga?

*This part slightly varies dependent on opponents weight class

Posted

WHAT!!!! woah.

The shock because 6[H] is charged way before autorelease?

Try it on OHK - you get the ground bounce hella early. Set them to crouching all block and release after a tiny bit and they still have to stand block. I can't get OHK, 6[h] auto release to connect on Venom or Leo so just do it earlier knowing I'll still get what I need.

If that's not why you're shocked then why is it?

I agree with everything there though.

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Posted

I had the impression you were not AutoReleasing the 6[HS] for the corner combos in effort to aid the IAD link. =P

Uploading a weird mid-screen sol specific OHK combo. Not really match practical

Posted

I had the impression you were not AutoReleasing the 6[HS] for the corner combos in effort to aid the IAD link. =P

Uploading a weird mid-screen sol specific OHK combo. Not really match practical

I find it easier to not autorelease it, guarantees they stick higher. Especially on 1p side I'm currently terrible at iad [must be because I'm getting old, never had this problem before] and it means I can 6h a little bit later. I can do it with full charge too and still hit the combo but personally I find it harder to time the iad.
Posted

I am having trouble converting OHK dashing S into j.S. I know it should be easy but I can't get the timing it seems. Other than that when I do get it I drop the j.HS right after wards. Any advice?

Posted

The dash S needs to be done pretty quickly while they're still relatively high in the air - you want to kind of hit them on the top of the anchor, so to speak.

As for the j.HS - the way I do it is kinda weird to write down, but I hit the buttons before I hear the hit sound of the previous button...like I press j.HS slightly before the j.S is supposed to hit.

Posted

I am having trouble converting OHK dashing S into j.S. I know it should be easy but I can't get the timing it seems. Other than that when I do get it I drop the j.HS right after wards. Any advice?

Make sure you run deep under them so that you get c.S for certain (anchor hits up high). The jump cancel into j.S shouldn't be too hard after it, there's plenty of time and then hit H when it connects. Keep at it!

Posted

Do the S, J.S route for midscreen meterless OHK's.

Do the S, 2HS, HS-VD route or corner meterless OHK's 

Posted

Has anybody been bothering with following up Ride on Dolphin with just air normals? (without air dashing first) i noticed that if you get the timing right you can maintain your momentum and get a really solid mixup, but it doesnt like to work unless it's done just on time, so i dont know if it's worth it.

Posted

lol @ corner only Whale, YRC, 6K shenanigans. can do YRC, 2D as well. gimmicks. 

Posted

Do people really hate May for some reason?

I usually play SL but for the past 3 days I've been using May and multiple people have quit mid match.

Posted

Do people really hate May for some reason?

I usually play SL but for the past 3 days I've been using May and multiple people have quit mid match.

 

 

Odd, I played numerous ranked and player matches with May, I never got any RQers....

 

 

 

 

 

yet....

Posted

Don't have first hand experience since I can't really play until my Persona PS4 stick arrives later this month. But from what I understand from hearing other people talk and what I've seen on streams so far, netplay Mays can be pretty obnoxious when playing this character. Wouldn't be surprised if newer and/or players not that good at the game are opting to not want to deal with it right now. 

Posted

I mean it's really just them flying around with their dolphins and high jump arc and beachballs. Didn't think it would make people RQ though

Posted

Do people really hate May for some reason?

I usually play SL but for the past 3 days I've been using May and multiple people have quit mid match.

Beginners secret top tier.

 

Most newcomers can't handle and won't be able to handle May's dolphins and normals until they reach certain level of play.

I know because back in the day i used to beat everyone just by spamming VD, HD, 6h & 3k, and i used to think i was hot shit for doing so... until i fought a couple of actual good players and had to learn how to play properly

.

Posted

I am a netplay May that does full charge 6H into HS-HD in the corner over and over again. It gets people that mash tech at the wrong time or people that don't tech at all.

 

....I'm a terrible person who is terrible at this game.

Posted

I am a netplay May that does full charge 6H into HS-HD in the corner over and over again. It gets people that mash tech at the wrong time or people that don't tech at all.

....I'm a terrible person who is terrible at this game.

Naa. Use it until it doesn't work anymore haha.
Posted

I am a netplay May that does full charge 6H into HS-HD in the corner over and over again. It gets people that mash tech at the wrong time or people that don't tech at all.

 

....I'm a terrible person who is terrible at this game.

 

And then you get the dizzy and activate IK. Fun games.

 

You weren't that bad when we fought. May mirrors are just silly.

Posted

I would like to discuss a few topics of interest from my training mode today.

 

- You cannot FD cancel an air dash anymore. This is a SYSTEM change which hurts Chipp's FDC Oki & some of May's Neutral shenanigans. She used to Air dash, Stop her momentum early w/ a FaultlessDefenseCancel of J.HS. (J.2HS Kara FaultlessDefense). No more. stop it. don't do it... NO

 

- We now have a sweet ass Option Select Over Head Kiss. OS OHK. The idea is that you cannot RC the first few frames of a successful OHK. So, use those same frames to YRC the OHK on whiff. When you make the read of OHK just always execute OHK then a quick YRC. 63214K~YRC.

A successful OHK is still a successful OHK w/ no extra cost

An unsuccessful OHK will not lose advantage as you learn to react to the opponents movement during the slow down. Did they Jump? did They Backdash? etc.

 

- The MK Combo route I linked yesterday is awesome. by doing this as your 6K follow-up a few unique situations occur

6K, ]P[, HS-HD, LINK IAD J.P, J.K, J.HS*, Land, 6HS, 41236P

*At this point you can rejump into an extended air combo for more damage, but good OKI now cost meter

 

1. Because the IAD link is sooner in the sequence, it does not get impacted by hitstun decay. The LINK is much easier.

2. Because you landed a HS-HD early, the damage is comparable.

3. You now have a new combo ender which is frame advantageous. 6HS hits the opponent so high in the air that that added time they have to fall for the knockdown leaves us ample opportunity for OKI & a dolphin-Hoop.

4. Because we have strong OKI w/ a [P] dolphin buffered = more meterless damage.

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