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Posted

6K is throw invulnerable, however 5K is not.

wow that explains a lot

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Posted

gdlk info

 

gdlk info

 

You guys are the best. Thank you so much for the information. Time to hit the lab.

Posted

Do you generally want to do her air gatlings as fast as possible? Assuming the optimal starter and spacing of course.

As an aside, May is super fun in Xrd. I've tried other characters but she is the only one to be able to make spend sometime away from SL for more than a day.

Posted

Hey all, been playing the game for about a week now and have been wondering about May's dolphin loop.  In the Challenge mode that have a combo that is something like OHK->5S->2HS->VertD->5S->2HS->VertD.  It feels pretty similar to the old dophin loop from AC+ but something is different in Xrd. It feels inconsistant as to which direction the opponent goes after being hit with the first dolphin.  Sometimes they go towards me as expected and other times they fly away out of range to follow.

 

I didn't have this problem in AC doing the old loop, so does anyone have any tips for getting better control here?

Posted

The direction they go depends on where they are with respect to the axis of May when you do the VD. Getting it to combo also needs them to be as high as possible when you do the first 5s too. It's a little awkward to see at first but once you get it you'll find you keep getting it no problem.

Watch the demo in the trial, see where Sol is when the dolphin is done. 2h can be cancelled very late to make it easier.

Good luck!

With regards to the comparison with AC it's because there was no side changing involved and Dolphins had no grounded recovery. It might also feel harder because it's new and alien.

Posted

im curious (i dnt play may but...) , i need to know what is your thoughts on the May vs. Leo matchup , is it in her favor ? have a friend who believes May doesnt win this matchup. :/

Is it worth moving this to the May v Leo thread (looking at Kyle)?

I personally don't think that Leo has been out long enough or developed well enough to really fully comment on the matchup at the minute.

If he gets on top of her she can't get him off short of recognising where the holes are in his pressure. If she knocks him down she can safejump/backdash/os yrc against his reversal. The neutral game is probably not in Leo's favour for me yet. Waiting for somebody to prove that wrong.

Posted

I've talked with a few friends and there's obviously I just fundamentally don't understand about the game here because apparently Ultimate Whirlwind Attack is useless and garbage.

 

But... I don't see how.

It's multi hit, you can cancel it at any time without using additional meter (and if that's not enough, you can YRC the Goshogowara for 25% meter if you are playing a really hyper aggressive opponent that can read you like a book), it does a LOT of damage (even when blocked it'll still do some serious chip damage) and even if your opponent Faultless Guards against it and times everything perfectly, they can potentially lose up to 20% meter just guarding from it, and if they try to jump out or they try to throw out a counter attack you can throw out Goshogowara (and, as said before, YRC that).

Even if you completely whiff it like a total wad and end up whirling off in the opposite direction of your opponent, at the very least you have forward momentum so when you cancel it you're not left in range of a quick jab.

And if you get every hit plus Goshogowara, it does a massive amount of damage. And this is even more important later in the game where single-hit overdrives will do miniscule damage thanks to proration.

Her Ultimate Whiner overdrive is a good multi-hit for the same reasons, but it's significantly less safe on block or whiff (not that I'm saying whirlwind is 100% safe on block, just safer) and doesn't even do any chip damage if it IS blocked so it's just a waste of your tension meter and a great way to give your opponent an advantage in a match.

So I reiterate... what is BAD about the Ultimate Spinning Whirlwind and Goshogowara Attack?

Posted

Nothing is bad about it. It used to have super armour and was +19 on block but was way less useful in combos [where it is now very good off 2d in the corner].

Ultimate whiner is your only invulnerable reversal. It absolutely has its uses.

Hitting multiple times doesn't make it good or bad. Combos aren't usually long enough to make it bad at the end of a combo.

Posted

Ultimate whiner is good as a combo ender b/c it hits soo many times. minimum dmg is a big deal in gear. this super hits 30 some times, XD

 

I saw an On-line JP may do a neat-o followup to our corner super discussion.

 

2D, 63214S, (2 hits) ~P, HS-HD, IAD Link J.P, J.K, J.HS, Land, J.K, J.D, J.HS, J.D, Endenga?

 

Takes the "6K combo route" and applies it to the 63214S setup

  • 2 weeks later...
Posted

Hey all,

What are some good drills to work on air throws? I suck at air throws right now but am trying to incorporate OS jP/air throw into my game. I have a particularly hard time vs Chipp teleports; my when-in-doubt tactic vs Chipp is to do a bunch of empty double jumps and wait for a teleport to either air throw or anti-air, but I get air thrown by Chipp 100% of the time trying to air throw him, even fresh off my own YRC. I can't really think of any good realistic drills to program the dummy to do except like 5P > cS > JC > immediate jP to make sure I'm jumping up ASAP. 

Posted

Hello, new May player. I have a couple of questions.

 

I'm trying to figure out how people are holding down a button for "applause for the victim" and summoning beach ball at the same time? I can do it about 40% of the time by TKing the beach ball motion, but the rest of the time i end up doing a faultless defense. 

 

 

Also I've been trying to utilize the 5CS 2HS  (2)8 HS combos. I wondering why most of the time after the (2)8 HS hits they get knocked to far away to follow up with 5CS?

Posted

Hello, new May player. I have a couple of questions.

 

I'm trying to figure out how people are holding down a button for "applause for the victim" and summoning beach ball at the same time? I can do it about 40% of the time by TKing the beach ball motion, but the rest of the time i end up doing a faultless defense. 

 

 

Also I've been trying to utilize the 5CS 2HS  (2)4 HS combos. I wondering why most of the time after the (2)4 HS hits they get knocked to far away to follow up with 5CS?

You can summon a beach ball with either 214P or 214K (different trajectories; K is more horizontally biased than P), so you should have at least one of those buttons free to summon a P or K hoop dolphin with. You can also use RC on the startup of an Applause dolphin to lengthen the time before the auto-release, allowing you enough time to hit the button 1 more time before you go back to holding the button (before the RC freeze ends, around a half-second window). Pretty sure this only works with an Applause summon that's just starting, though, not with hoops you've already set.

If they're flying away from your cS > 2H > 2[8]H combos, it's probably because you're doing the 2[8]H a bit too early. Experiment with special-cancelling the 2H as late as possible, as well as chaining cS > 2H as slowly as possible. If you slow yourself down a little, you will both push the opponent higher in the air and will cause May's vertical dolphin to go slightly under the opponent and hit with the "wrong" side of the attack. This will apply the pushback from the move the "wrong" way and pull the opponent TOWARDS May, allowing you to do cS/2H/whatever into an extended combo.

Posted

What Kyle said. You will have 100% success if you let the stick go back to neutral before pressing your button.

@ben reed, I find j.6kh is always a much better os throw because of the more upward hitbox. If you can't get someone else to infinitely play in training mode with the aim of improving your air grabs then recording is the best way. I never checked - is there a way to have the dummy play back a random recording slot? A few variations of the string you say where chipp reads that and counters or evades too and having that random would get you pretty hot

Posted

@CurrentLemon

For me it goes like this.

Worst:

Ramlethal - you can't move, you lose air to air, air to ground and ground to ground

Ky - same reasons that it was always hard. Everything he has and does is just better than yours.

I really quite enjoy fighting everyone other than those two but even those two matches are definitely winnable.

Mirror matches can rot in hell though.

Posted

What button does May use to OS ground throw?

What does she use to OS air throw?

 

A few posts earlier say air P so I'll try that. But what about on the ground?

Posted

What button does May use to OS ground throw?

What does she use to OS air throw?

A few posts earlier say air P so I'll try that. But what about on the ground?

I use 5s

Posted

I wouldn't say that you can charger "faster" per se, but make sure you're utilizing directions with normals that don't have special moves associated with them thus allowing you to start your charge earlier. 2K should be inputted as 1K if you're going to use a horizontal dolphin later in the combo. (i.e. 2k > 2D > 6S/H Dolphin becomes 1K > 1D > 6S/H Dolphin) Her specials and normals have been created with that in mind. The same goes for chargeable moves like 6P/H. As soon as you start charging, you can start holding back/down and the move will still come out when you release the button. Think ahead on what your plan is and change your normals accordingly. It becomes normal for you as you play so don't worry.

Posted

There is no 'charging faster'. You still need to have 30f to do things.

The easiest way to increase successful charging is to use hit stop and hit stun to then start the charge. For example, if you do 5s 5h you can dial the 5h in before the 5s has finished doing its thing and this allows you to be in charge position before the 5h comes out.

That and having a plan of what you intend to do at the moment you're pressing the buttons a la the post above this and you'll soon be dashing dolphins in everyone's face.

Posted

Hi all, dedicated May player here, though I want to get good with Sin also (later).  I've only owned Isuka back in the day and I played mostly May then too (I've played GGX prior which made me buy isuka), though I never bothered to learn combos and the such, and was mostly a button masher.  I mean back then they didn't have a challenge mode, or at least I never went to it not knowing it was a good way to learn simple combos.

 

Either way, I'm making a serious attempt this time around, although as far as challenge mode combos go, I can do about half of them, not counting the regular commands portion.  Her aerial combo into ensenga? comes easy to me at this point and I don't have trouble pulling of skills when I want to.  My latest feat is being able to consistently pull off a 5P>2D>SHD>RC>AD>j.HS>j.S>j.HS>j.D>Ensenga? combo when I have 50% meter although, I'm learning that's no where near good enough.  I'm trying to play smart, but when the rubber hits the road I'm not button mashing per say, but I'm trying to hit people with very specific things and basically I'm finding it very had to convert any little poke I hit my opponent with into anything I can use.

 

Okay some questions.  First, how should I act in the neutral game?  In neutral game, or being on equal footing with my opponent (please correct any misuse of fighting game terms), I basically just try to get any type of knock down.  However I do find this pretty hard.  I feel like if I'm at a distance and hit with a 5K or a long range S, I literally can't do anything to get a knockdown.  Even if I HSHD, they will just guard it.  I know Ky is a terrible matchup and I can see why, closing in to do anything worth while is next to impossible, and that's the bad ones.  I think the best thing I pull off in neutral is punishing a bad aerial with a combo leading into ensenga?, but halfway decent players will literally never put them selves into a position where I can do that.

 

Second, what are some options when I get the knockdown?  There is a post earlier that mentions using the applause move.  Do I need meter for that to work?  I was almost afraid to yrc applause when I was playing because I feel like it would just be a waste with my inexperiance of what to do next.  At the moment I basically just rush people and alternate 5D and 2D, but unless I have 50% meter it's pretty pointless for me to even land a 2D.  If the player is decent and does reversals consistantly, the I am quite literally at a loss.  More than likely they are a player who can beat me 9.9 out of 10 times.  Ditto with people who use throws on wakeup.  If I can't at least press some advantage when they are knocked down, I just can't get any type of damage off and ultimately won't win against those players outside of dump luck with meter combos/supers.

 

Third, how the heck am I supposed to use OHK?  I've spent blood and tears learning those combos for hours in challenge mode, and I can finally do them without much trouble, but getting an OHK in a match is next to impossible for me.  I know the theory, do an empty hop, fake them out with a whiff, conditioning, ect.  Please just tell me there is more to it than that.  I don't know how to get close to people, and I'm guessing this is where my play falls apart because May does her best damage up close.  Honestly, I think this may be a general mechanics question, because I feel like I'm seriously missing something when it comes to grabs.  On one hand I can't grab to save my life, even a regular grab, in a real match.  I've stopped trying altogether.  But on the other hand I'll have my attacks interrupted by good players if I'm even remotely close to them with a grab.

 

I guess lastly, do we have any good guard pressue?  Maybe I'm just not good defensively but when I'm guarding I feel like I'm a misread mixup away from losing a big chunk of health to a 8-14 hit combo.  I think it's just the character, but off the top of my head Ramlethal, Venom, Ky, Sol, Leo, I-no, and Millia all just seem to pound away at me, and seem to have no problem with me guarding their attacks while they look for a chance to get a hit and combo off.  Ky might be the only one who doesnt belong on that list but it feels like even if he's done with his pressure, I can't really do anything.  I'm still in a corner and one wrong move and I'm in a combo.  If they guard the one 2D/5D I can throw out, they've basically brought it back into neutral. 

 

Just a note, I do watch vids with good May players.  That's how I learned the RC combo from earlier.  Aside from the crazy applause setups I see sometimes, I can DO what they do. I guess I can't properly analyze what I'm seeing because imitating them just puts me into a worse position than I already am.  I guess it's just wishful thinking, but I hope answers to these questions my click something in my head and I can get over this wall I keep bashing my head into.

 

So sorry for the long post, I truly didn't mean for it to be this long ... I guess I had a lot held in.

 

TL;DR

 

How should I act in neutral?  ATM I just throw out anything that'll let me get close enough to score a knockdown. Even then I have trouble vs decent players.

 

What are some options once I get the knockdown. Do I need a yrc applause to do anything.  Even then how to you really pressure someone?

 

How do I land OHK.  Outside of meter and a punish, this seems to be the only way get any type of real damage off.

 

Do we have good guard pressure?  At them moment I usually just throw out a P>S>5D or 2D and either dust combo or hit them with HSHD/applause.  I guess this question is the same as question 2, but seriously.  I've heard that May is really good in the corner (aren't all characters?), but I'm just not able to push any type of advantage.

Posted

Hey, how are we dolphin yrc'ing and keeping the dolphin in place, someone told me it's like the round trip glitch with Vergil.

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