saber Posted December 20, 2014 Posted December 20, 2014 Need the proper tools to do any job efficiently. =P Hopefully you get one for Christmas. I did not want to make excuses but I see what you mean.
raisedbyfinches Posted December 20, 2014 Posted December 20, 2014 I've started mixing up how I use hoops, doing more things like http://youtu.be/OzL6OQluXe0 with a well spaced 5h as oki (video is just proof of concept, and I actually landed that combo in a match yesterday). I've been messing around with it and you can actually get 5s 5h [stuff], 5h 2d [stuff], raw dust and all sorts of other things too, like 5h, 5k 412369h+release yrc j.s, j.p. The variety on strings you actually get from hoops is unreal and not really maximised anywhere. Note: this is mixed in with the 'normal' hoop oki, but 5h release 5h racks up 1/3 of their RISC in 2 buttons that leave you + on block. Maybe I'm too happy playing the older versions and laughing when their guard bar is maxed and I open them up. Anyone else doing anything remotely like this or is it all just overhead or low with dolphin to link after?
Ben Reed Posted December 20, 2014 Posted December 20, 2014 Very brief training mode question (I saw no thread for it on the general GG discussion board): if I program Sol to Volcanic Viper (and/or followup), cut the recording off before he lands, and have the dummy Guard option set on "Everything", he should block any (late) punishes I attempt on the 1st possible frame, correct? Trying to tighten up my DP punishes. It's weird because I punished the hell out of this one player's DPs in tournament (and won the match!) but choked completely trying to punish the same player in casuals later. I figure it's time to tighten the bolts.
Kyle Posted December 21, 2014 Posted December 21, 2014 Everyone fishing for CH w/2HS? CH 2HS, delay 2D (whiffs), S, J.S, J.S, J.HS, J.D, Ensenga?
raisedbyfinches Posted December 21, 2014 Posted December 21, 2014 Everyone fishing for CH w/2HS? CH 2HS, delay 2D (whiffs), S, J.S, J.S, J.HS, J.D, Ensenga? Not without meter I don't. That thing misses you are in serious trouble. Sent from my iPhone using Tapatalk
-Kef- Posted December 22, 2014 Posted December 22, 2014 In terms of Oki and Damage, is it worth it to go for the 5S>2HS>[2]8HS starter after command grab (or otter oki) instead of raw 5S into ensenge ender jump combo? I can see the slight increase in damage, but I find it somewhat inconsistent. Apart from bringing the opponent back to the corner, are there any other benefits from this?
Fergus Posted December 22, 2014 Posted December 22, 2014 Are there any other high level May players that you guys can recommend other than Ruu to look up?
raisedbyfinches Posted December 22, 2014 Posted December 22, 2014 Are there any other high level May players that you guys can recommend other than Ruu to look up? Efute and Kedako. For me they're both better than Ruu. Efute is the man whose game you want. Kedako is the man whose combos you want. Sent from my iPhone using Tapatalk
Kyle Posted December 23, 2014 Posted December 23, 2014 GG XRD May Corner Ensenga?, [P]-Hoop, YRC, OKI: Throw: OHK, Delay ]P[, Dash, S... OHK, Delay ]P[, 6[HS], [P]-Hoop, RC, 66, 6[HS], HS-HD, Delay ]P[, AirDash, J.S, J.HS, Land, 66 J.S, J.S, J.HS, delay J.D, Ensenga?. Overhead: 6K, Delay ]P[, Link 6P, 2HS, HS-HD, Link IAD J.P, J.K, J.P, J.D, Ensenga? Low: 2D, HS-HD, land, IAD + ]P[, J.S, J.HS, land, 66 J.S, J.HS, Delay, J.D, J.D, Ensenga? Midscreen 2D, P-Otter, OKI: Low: Meaty 2K, 2D, S-HD, BeachBall, IAD J.S, J.HS, 66 J.S, J.HS, Delay J.D, Ensenga? Overhead: 2P, 2K, 6K, BeachBall, S, 2D... 6K, 6K, BeachBall, S, 2D... Neutral: 9-Jump, Falling J.S, 2D, BeachBall, 66 S, J.S, J HS, Delay J.D, Ensenga? Midscreen 2D, [P]-Hoop, OKI: K/2K/S, 6K, ]P[, AirDash J.K, J.HS, P, 2D. Neutral/Zoning conversions: From a blocked Far Slash x [P]-Hoop Catch them jumping in do AA W/ HS-HD, Land, ]P[, IAD, J.S, J.HS, Land, 66 J.S, ...
OmegaDivider Posted December 23, 2014 Posted December 23, 2014 Added May's pictures (to the wiki) , so if you all hate it you know who to yell at. Couldn't get one for the Ball Jump though :x
saber Posted December 24, 2014 Posted December 24, 2014 Added May's pictures (to the wiki) , so if you all hate it you know who to yell at. Couldn't get one for the Ball Jump though :x I love you!
ChexGuy Posted December 24, 2014 Posted December 24, 2014 Got my copy on Monday, stuck on challenge 29. The IAD j.P link after the HS-HD is killing me.
raisedbyfinches Posted December 24, 2014 Posted December 24, 2014 Got my copy on Monday, stuck on challenge 29. The IAD after the HS-HD is killing me. In what way? Black beat? Air dash too high? Sent from my iPhone using Tapatalk
ChexGuy Posted December 24, 2014 Posted December 24, 2014 I'm actually not entirely sure. I think I'm either dashing or hitting the j.P too late.
raisedbyfinches Posted December 24, 2014 Posted December 24, 2014 I'm actually not entirely sure. I think I'm either dashing or hitting the j.P too late. So your opponent techs out then? Does it black beat in training mode? How does your version differ from the sample? Perhaps you're doing the first input (the up-forward) too late to begin with. Sent from my iPhone using Tapatalk
OmegaDivider Posted December 24, 2014 Posted December 24, 2014 Oh yes, I've been meaning to ask this. Me and a friend were playing, he was Slayer, I was May. Essentially, I asked him why he was Jumping in so much, he just keeps getting AA'd, his reason "Dolphins" So we pondered, is there anyone who can punish [4]6X on block? Pretty new to GG so I honestly don't know if there is someone who can punish them and actually get something meaningful from it.
raisedbyfinches Posted December 24, 2014 Posted December 24, 2014 snip S/H horizontal dolphins are -4/5 respectively. The opponent will have to have a move which hits on the 4th frame and covers that amount of distance. I'm not sure anybody does. However, if they could yrc during your recovery then that doubles - 1 the number of frames they can punish. In which case I'm certain that at least venom, millia and ky probably can. Sent from my iPhone using Tapatalk
OmegaDivider Posted December 24, 2014 Posted December 24, 2014 I see, thanks! I'll be sure to take note of that, and inform him
OmegaDivider Posted December 25, 2014 Posted December 25, 2014 Sorry for the double post but... Was messing around with Leo to see what he can counter of ours. Only thing of note (that I found) his counter WILL reflect the ball, it will bounce back and become a threat to May for the rest of its bounces Applause Dolphins just flop off his parry, they are not sent back Great Yamada is not sent back, Leo just takes no damage
saber Posted December 25, 2014 Posted December 25, 2014 Ruu has the frame data kedako made for all of the characters. It is in Japanese so I thought everyone would like a link the the Gtranslated version: Here (this is for may) you can find the untranslated version of others here
Vashimus Posted December 25, 2014 Posted December 25, 2014 I'm actually not entirely sure. I think I'm either dashing or hitting the j.P too late. Word, IAD corner combos are still a major pain for me. Not sure when I'm free to move again after I land from the dolphin. EDIT: Woop, never mind. Trying to combo after 6H > HS-HD from an RC'd HS-HD in the corner won't work since they're too high on the second wall stick.
fishfash92 Posted December 26, 2014 Posted December 26, 2014 hey guys how do you play the ky matchup, i cant seem to get out my beach ball or dolphins in neutral due to his firballs and his normals out space me and he can anti air me easily any help is appreciated
raisedbyfinches Posted December 26, 2014 Posted December 26, 2014 hey guys how do you play the ky matchup, i cant seem to get out my beach ball or dolphins in neutral due to his firballs and his normals out space me and he can anti air me easily any help is appreciated 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?
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