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Everything posted by Frank The Tank
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[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
I'm assuming you meant 41236H there, right? Yeah, that setup is hella ambiguous. -
[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
Good info, but for the record, if you aren't directly next to them when you activate, they can mash out. Furthermore, if you did any hits AFTER the dizzy occurred and the opponent is paying attention and began to mash immediately, then they can mash out. AFAIK the only guaranteed IK is off of a loop in which you dizzy them with a SVD, and no hits afterwards. To be safe, you should FRC your SVD if you think that it will cause the stun. I IK'd Miu this way, and while people can say what they want about his play, the dude knows how to mash some buttons. -
[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
I don't know if it's going to work out or not, but I'm going to try to make it to both SE-R and SB3. -
[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
On that day, yeah, he was. That's all I'm willing to give him. I honestly think it's stll too close to call between Efute, Moriyama(still my fav), and Kedako. Just remember, Efute got bailed out by Dogura twice during SBO. -
POST EVO BRAINDUMP ACTION TIMEEEE!!!!! GOGOGOGOGOGOGOGOGO!!!!!1111234 vs. Zappa (learned vs. Hellsap) -This fight is kinda like Potemkin in that half of the shit that you usually do, you can't do against Zappa. The good thing is that the same applies to him, so as long as you know this, you'll have a much easier time. What this means is that the standard "bouncy CH fishing" antics are a no-no, as Zappa has a DP in every single mode he's in. When he has no summon, space effectively with f.S, while watching out for his f.S which hits low when it hits the ground. Make him work for the opportunity to summon, and try to be in a position to punish him when he does, preferably with a OHK to avoid Dog stupidity. The Dog is no huge problem, just spam 2P when it does something and it'll die. Once again, watch out for the f.S here, as it's way worse to get hit by this when there's a Dog out there. The Ghosts are as bad as you make them...if you get tagged by one, then it's gonna be a pain in the ass until the haunt goes away. If he throws one without a FRC, then he's in CH state for a long time, especially in the air, so kill him. Don't jump at him, once again, as he can throw a H ghost to pick you off. Sword is probably the most limiting of the summons to you, but it's still not that bad once you know what you can't do. First, you can't really jump at him due to the DP, but it's not a horrible idea to try to jump in and FD it to make him burn the meter on a FRC. This is the best time to try and get a hoop up, as he's gonna have to bust through the dolphins in order to do anything with the sword.you can poke with f.S here too, as his air to ground jumpins are kinda shitty, so even if he jumps it you don't have much to worry about. Raoh is...pretty disgusting, but we already know that. If he gets it out and you aren't already dead, then block low and look for the 5D, which is the only thing you should block high. If he does Darkness Anthem predictably, you can get a CH whale. Other than that, just block, FDing the Anthems and trying not to die until he goes away. 3K isn't a horrible idea here...at least, it's better than most anything else you can do that involves not holding back.
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[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
Hay guys. I'm back from Vegas, and I learned a lot of shit, but none of you guys get it till I wake up. -
[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
Well, 2P is faster if you're in range. Also, 2D by itself is the same speed as 2K, and it doesn't prorate the way that 2K does, so it's overall a better option provided you're able to hitconfirm it to a FB dolphin. Other good options include 6H>(H)SVD or Airthrow (if they like to jump after you whiff), FBing the Dolphin late (if they like to DP the approach, this will normally CH them, and then they die), or simply jumping after you land and reacting to their response (with j.H if they whiff something, or j.RR FRC shenanigans). Once people get used to the whiff dolphin>OHK, it gets a lot harder, but in the long run, a lot more dangerous for the opponent, as the options you get off of their responses potentially do a lot more damage than the OHK stuff. -
Another vs. Baiken trick, similar to the part in strat #1 involving the low set, f.S roll stuff. Instead of simply rolling from the f.S, FDC the roll and watch for the Ouren. if she does it, call the yoyo back if it's positioned correctly and get a CH. Then land, and enjoy one of your rare opportunities to actually damage this whore. I honestly believe this is Buri's worst match in this game.
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[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
So boredom + a conversation I had with Kyle at FR led me to come up with this hawt new trick. -This has happened to all serious May players at some point. You've gotten a knockdown, you've FRC'd a hoop over someone's head, and you run in and do the D feint-SVD to seriously hurt them. However, instead of the SVD coming out, you just jump into the air, and your opponent techs to safety. You just lost 25% tension, a great damage opportunity, and the momentum became neutral again. On top of that, now your opponent doesn't fear the D feint nearly as much, as it did 5% as opposed to the 45% it was supposed to, so they'll get hit by the regular D way less often. Shitty. It's around a 3-4 frame window that you have to cancel -D-(or more technically, the pre-jump frames from jump cancelling the -D-) into SVD, so you're prolly gonna mess it up at some point. So instead of doing -D-, charge 2, 8S, do this: -D-, charge 2, 9S-H-D. That way, if you mess up the cancel, you'll simply jump towards them and start an aircombo (j.H-D, dj.H-D). It makes the worst case scenario for the move completely different, as you'll always get some sort of meaningful damage when -D- hits. -
So massive lolz here: vs. HOS, if he likes to pressure L2/3 BRP, learn to SB the first hit. If you do this, you get CH 6P (Which beats the 2nd hit, on L2 or L3) into loop for the dizzy. Yeah, it's kinda risky, especially vs. the L3 BRP. If you get it, though, you prolly just won anyways, as HOS will get trampled by lolis and squashed by a chef. Regarding the Anji guide, yeah, you can throw him after the Fujin K follow, but it's easier to just 5K>2D>FBHSHD him imo. I mean, you know he wants to throw you...may as well loop him. Badass guide overall, though.
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[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
I disagree. I used to think this, but there are a number of reasons that you should put some time into learning the 6H-SVD stuff. First, obviously, it does more damage. Not too much more, but at high levels every little bit helps. The more important reason is that it's much harder to burst out of when done at the right height. I've gotten stuns and IKs against people that burst the SVD off of the 6H, only to fly too high up and reset themselves for full damage and full stun. It's isn't even that hard once you get the timing down. -
[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
Not the whole time. There's like 10 or so frames between the inv. and the actual hit where anything you do will nail him, so anything active for a while can just be whored out against him (2D). As Kyle said, this match is cake. Delicious, easy cake. -
A couple of things about the Pot fight; -You should be fuzzying the fuck out of him on his wakeup. It's backdash proof, as if he does, you can just jump again and j.H whatever he tries to do. -He has zero answer to your pokes at max range. 5S is good, but this is the match where 5H truly shines (he can't jump it either lol); learn to confirm them into rekkas on hit. If he gets desperate and does Judge Gaunt, just cancel whatever you're doing into a Danzai of some sort on reaction to the FB flash. -If you're already in Moroha mode, and he slideheads, just IAD j.H him in the face. This is the ONLY time you should ever be IADing at him btw, under any circumstances. When moving forward in the air, your j.H loses to a lot more 6Ps than you're probably used to, and eating anything into a heat knuckle in Moroha is a great way to lose a round. -I really think that the only reason that ABAs lose this fight so often is impatience. Honestly, I think it's even, if not slightly in her favor, provided that transformed ABA maintains her spacing well. If you're not in buster range, and are constantly looking for and reacting to Slidehead, I fail to see why you should ever get hit. Don't run in too far, and don't try to mix him up outside of oki fuzzy guard stuff. Just poke until he goes crazy/dies. Basically, pretend you're Bridget, except instead of a yoyo, you have a giant bloody key.
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It depends on a ton of variables. Where are they in relation to each other? Who threw out their move first? What direction are the characters moving in? No one move, barring H EXE(lolz), will win in every possible situation, making any attempt to rank "priority" fairly useless. I'll try anyways, though. 1. H EXE 2. everything else.
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[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
In happier news, I finally conquered my HOS demon over the weekend, with a little help from 5H. Well...a lot of help from 5H. -
That HOS was titanium beast. That's his color, and those are his dropped combos. I also know because he bitched to me about dropping said combos and getting hit by random blockstring BBUs for a good 20 minutes immediately after the match.
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[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
ECC had Nate (5th place May from Pittsburgh, plays TJ, total beast) Frank the Tank (May scrub, t-13th, went out of his way to not beat SH in teams lol) Much was learned though. I'll elaborate later. -
Yeah, but I don't think it's that simple, as you don't want to give him enough space to let him charge to l3. If he does that, he becomes Slayer with a run, and you die when he touches you. That's the hardest part of the match imo; not being too close, but not moving too far away either. And yeah, STICK TO THE PLAN lol. No matter how little life Potemkin has left, and how much you just want him to die so you can go on to rape that I-no that's waiting for you in the next round, don't go running at him . Just...don't.
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Space yourself correctly, and 5H will beat HOS j.H for a CH, then you run up and loop him to death. The problem is, smart HOS players won't really be jumping at that distance. Unless you are cornered (which, for the love of jeebus, you shouldn't ever be in this fight if you plan on winning), simply backdashing when you see him jump will accomplish all of your spacing goals quite nicely. At that distance, whatever he does, you should have an answer for, or will at least be safe.
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Yeah, this fight sucks for you. The only times I've ever lost to an I-no is when she can get the momentum immediately and keep it. Without tension, May ain't so hot when it comes to getting out of pressure, so try to corner her as soon as possible. This whole fight for you is trying to get past anchor range, as you don't really have much in the way of tensionless AAs...May's j.2H > You.
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[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
> Consistency mostly...getting AA timing for 6P down, and making sure I know exactly which loop I need to use on every character (yes Novix, Johhny is a bitch to combo sometimes). >Getting out of good pressure can be really tough, especially against people who know the matchup. Doing damage can be just as tough when you don't get CHs every 5 seconds...she becomes way harder as opponents know more about her. >I FUCKING LOVE CH 6P. Cuz I win. OHK mindgames are also amazingly fun for me, and tech trapping with 6H. -
[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
The short version is that it prorates heavily, making the damage you get after it not worth the initial meter you spent on it, as that's one less FB dolphin I can throw out for no reason. This could just be us May players being spoiled by the WTFDAMAGE that we usually get, but unless it'll kill or I somehow land an OHK while cornered, I never, ever do it. and btw, any finish is an awesome finish. -
[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
Welcome to GG...every character is completely capable of wrecking you. Low tier or not, Johnny does beast damage if he gets the chance, and has very good pokes and AAs to keep you out with. It's in May's favor, but not by much if imo. As far as wakeup throw goes, just about all of May's oki is throw safe anyways (j.2H, 5K, dolphin shit, etc.). Bait one wakeup throw attempt, and you'll do enough damage to make them think twice about trying it again. -
[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
Cuz Ky's hitbox is stupid cuz he's an asshole and will drink tea and laugh at you while you go flying across the screen, letting him out of your pressure. Edit: To clarify, most of the time HSVD will whiff after 2D vs Ky. It sucks. On top of that, because of the nature of the fight (it's really hard to get in on the bastard), making him block the dolphin gives you an opportunity to jump in on him and mix up, which doesn't happen often. -
[AC] May Tactical Discussion/Questions/Help
Frank The Tank replied to RisingStars's topic in Archive
I've found doing a hoop FRC for oki to be really effective in dealing with most wakeup options...it makes you have to guess less when they backdash, since the dolphin covers you, and usually it'll eat a hit of whatever wakeup move they like to spam, giving you more time to FD brake. If they backdash, just keep on running and do one of the options Kyle listed above.