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Everything posted by pulsr
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depends on what move you are doing it off of, but typically they should be barely off the ground when you land the initial s,hs dolphin
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May can do the standard okizeme crap after the slash dolphins which happens to be -after a knock down with close slash dolphin- jump and hit high, empty jump hit low, empty jump throw, jump and iad (btw the j.s -> j.k link works wonders for this. May is given enough time to do whatever she wants and this means meaty jump-ins to avoid those pesky wakeup shoryukens and stuff.
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Something random from pulsr ;0 I find doing k,s,s iad fdc hs with the slash back into hardslash seems to give a lot of people problems. because when they try to jump up may is out of range for an air throw and she stops just in the right spot not to be hit by an anti air. Try it out. btw my most infamous tick throw setup is after a knock down setup a hoop release the dolphin (delayed) dash forward and ohk if you time it right the dolphin will whiff and you will ohk ;0 it
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I imagine that match being really bad because may can't really stop aba from activating. There is also the huge problem with priority. Aba will stuff may cleanly all over the place, and since may does not have enough pressure to keep aba blocking aba will just zerg May and yeah... expect to lose. the match is hard but not impossible though expect to be using a lot of hoops =/
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her strongest anti air is her height. if they jump or anything just run straight forward. It took for me forever to get use to this, but this puts her in a situation that is more then neutral because if they already DJed they will be back turned and you can poke with out worrying with out to much coming out. the P hoop is still incredibly good for an anti air however getting a a HC out in a tight situation is mentally hard. I have yet to see the hoop get stuffed though.
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barely, walk inside that range and laugh at the CH
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running dolphins work the same way as well. charge for a few seconds tap 66, neutral and whatever dolphin ending you want. when you do this you carry your momentum. may hasnt changed very much in AC. she just hits a lot harder and her combos work on everyone with the new FB.
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On baiken off OHK s,hs, vert s dolphin, p, vert s dolphin, s, hs dolphin, p, s,hs, vert s dolphin, p, dolphin, 2p, dolphin 200~
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you just do s hs, charge during the HS animation and press up s dolphin ;0 its really easy. you should input it like this though s~hs(hs animation hasnt come out) hold down (hs animation is kinda done) 9s. its very easy in AC
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Lets get it going boysssss the easy ones something something 2d, dolphin frc dash forward s, hs, vert s dolphin, s, hs, vert s dolphin. Ohk - s, hs, vert s dolphin, s, hs, vert s dolphin. iirc those are the ones that work on everyone. Lets get some creative 300 dmg combos please
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air dash 2hs~+s
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may can stop her dash completely if you use slash back as an fdc, kinda nifty ;0 you float really slow though.. however you can make your dash really short or really long depending on how you feel. also itll turn you around... cross up time ;0
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The Good, the Bad, and Ugly as Hell Baiken Matchups
pulsr replied to THE SERAPHIC 1's topic in Baiken
slayers 2hs isnt advantage on hit -
The Good, the Bad, and Ugly as Hell Baiken Matchups
pulsr replied to THE SERAPHIC 1's topic in Baiken
run far away and do lots of hooks -
try to press 3 or 4 later down the string. If you press it right away you cut your momentum short and that means if they FD you will be further away, but then again that can work for you as well.
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mike and i were playing with that to test if the invunerability thing was true. It isn't chipp got raped like 4 frames in on his backdash by pots 6hs. Im guessing its some invunerability on lows maybe?
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because they look awesome. i dont think you can follow up the feint UNLESS you are in the corner and_or do it really close. Pretty sure you can just do j hs dust combo though
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is it more is it actually harder to do his 2d 236s combos? in the end i ended up just doing 2d 236s 236k HS FB. the fb wins on clash. Oh yeah, i sware in slash you couldnt shoryuken pots heavenly, but now you can ;0
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yeah instead of pressing HS you just out damage the hell out of him in AC. sure the spit causes a slip but so what does that mean? may just has to move like a little hair closer so that he is eating a HS
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i am dead serious just do it a lot. the only thing you have to worry about is him charging in and summoning. Trade blows and zone him and will have one hell of a time. Millia isn't very bad just stay on the ground and try to clip her in the air with dolphins. You have the advantage ground vs ground
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press HS a lot.
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run around till you have 50% tension use k,s,2s for pokeage NEVER go for a repoke after this just float a round once you have the tension use 3k to your advantage because now you have a move that he cant deal with and you can RC it to make it safe. just make sure to use 3k at his poke range 2s or his far slash after you knock him down bait like a mad man chances are after a 3k you aren't in a situation where you can use a meaty jump in which is very important when you fight sol. If sol begins to use his hard slash just run around and kinda bait it once it whiffs you should be able to hit him hard. may vs sol is a lot of running away, but its not like you so faust getting hyper aggressive either.
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i saw jackhound hit after robo ky over heated that's hot
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baikens.
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the fb hori dolphins do not launch on grounded opponents if that is what you were asking. when it catches someone in the air its like getting hit by a hori dolphin in the air.