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raisedbyfinches

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Everything posted by raisedbyfinches

  1. pressing the button quick enough
  2. if you charge 6p you don't have any invuln at all, the invuln is on the uncharged version and not all the way up until hitting. nowItsAmgeTime asked a hell of a lot of questions. I don't agree that that is her gameplan. Because that's not how I play her. It can be successful and is ok in some matchups but it is not how you necessarily need to play. It's a very Ruu approach so if you do want to play like that then he's your man. I'll answer properly later when I'm home. @windgoddude as soon as her feet hit the floor you start inputting the thing, it's how I 'visually' confirm [you can't actually see her feet touch the floor] when to do it.
  3. Ok, I'm now back in the universe [been working 60 hours a week for going on 2 months]. https://discord.gg/0TarBXRJrjkn08Ln <-- invite is set to never time out Everyone in the EU should also join/be in: https://discordapp.com/invite/0TRfv0uy1A3qUbRe
  4. Ok, I'm now back in the universe [been working 60 hours a week for going on 2 months]. https://discord.gg/0TarBXRJrjkn08Ln <-- invite is set to never time out Everyone in the EU should also join/be in: https://discordapp.com/invite/0TRfv0uy1A3qUbRe
  5. Kazuki's game has gotten a hell of a lot stronger of late. Especially in all the xrder (more xrd than xrd) videos. case in point, making Machaboo look free with Sol http://youtu.be/svwBJn34oxo
  6. we already know the changes though, there's already lots of kazuki, some teruru and Syo (yes!!!) on goldenrody's YouTube channel. May's to watch (and what their player ID may roughly contain): Syo (しょ) Efute (えふて) Teruru (てるる) Kedako (けだこ) Kazuki (かずぃ) Ruu (るう)
  7. He can't zone even remotely well when you have hoops and ball going on, at which point you control pretty much everything you're not trying to chip/zone him, you're trying to shut his game down completely
  8. get as far from him as you can, put stuff on screen, use that to control the space (because he then can't) and prepare for him to rensen to try to get rid of stuff
  9. https://youtu.be/xBYIgXxPVO0?t=27m25s etc. etc. There's 20 hours of archives, and it takes a little while for all of us to warm up.
  10. I've been very busy with work, I'll sort it out tomorrow.
  11. Well you can be the one that makes it practical, because I'm never gonna use that link in anything that matters! Just for the hell of it, here's a fun little combo If you don't mess up the end then after the hs-hd you can do: (run) j.shd ensenga. I probably should've recorded it on Sol when he had more than 25% health so it doesn't scale down to crap. Does a grand amount of damage.
  12. Maybe I just don't understand the definition of 'tech'. To me that's just what happens when you play may. That link can still go to hell though. I've hit it maybe 10% of the times I tried it.
  13. What's the 'new' in this? I can't have been the only one to know that 6k combos into 5s all this time. Did I miss something?
  14. 5k 6k (ball hits) 5d 5k 2d [4]6s, (ball hits) iad.sh, j.shd dj.hd ensenga Pretty universal ball mixup
  15. I find my game has a very different focus in the corner. Suddenly people can't DAA any more for fear of a CH 6p into dead [May's 6p is probably the only normal in the game that clean counterhits every DAA in a string], stun becomes an issue and the tiny pushback on our very safe c5s makes the close game stronger. Not many people realise that ball combos still exist in the corner even if the ball is bouncing away from it but hoop really becomes ridiculous. I'm also not particularly worrying just about knockdowns because I have a whole bunch of tech traps to air throw in the corner too [sweep > hshd wall stick puts them at a good height to run in and air throw a tech for example]. Your OHK game still exists because you can just put them straight back into the corner with a hoop over them or you can be really ridiculous and decide you just want them in the other corner and use OHK to put them over there [when you really feel yourself]. In the corner your punish combo damage without setups is terrifying and the combos with setups {for example - 6k, ]p[, 5s 5h wall stick > whatever} is amazing. Midscreen if you are going against somebody without a reversal you can get a heck of a lot of 'latent carry' by doing 41236k, 6k and watching as their corpse gets pushed along the stage and your instant cancel high/low mixup then puts them in a very hard situation [the same one again and in the corner]. @chase you're ignoring the fact that hoop oki offers you more ways to mix up and at different points in the string and kills backdashes [ball is nowhere near as good as hoop against Potemkin]. Its not quite as black and white as you are making out. tl;dr - Does she like it: yes Why: damage becomes utterly hilarious, tools like 6p become terrifying Stop going for ball and hoop oki in favour of HD: no, a combo off of ball or hoop will stick them there Air throw: practice the shit out of it, it comes with experience in knowing spacing, height, which characters have buttons you ain't gonna get close to, learning the j.6p+h option select can help too.
  16. If you don't like IRC or enjoy desktop and phone native clients then feel free to join the May Discord group I created here: https://discord.gg/0TarBXRJrjnHPAgP Tech talk, videos, etc. It might be a bit more alive than the forum is at the minute.
  17. Doesn't work on Sin. Just as an FYI to people you have your stun setting as level 2 right? That reasonable mashing level.
  18. Why doesn't it work on everyone that's not in [slayer, faust, leo, may, potemkin]? They're the ones who have more than 60 stun defense. Everyone else has the same stun rating as Elphelt or worse. I am actually surprised that Elphelt (in particular) can't tech before the Yamada hits, she definitely does if the 5s hit and the 6p then doesn't CH so be careful. If you want videos made feel free to PM me and I can record whatever you need and edit it into shape.
  19. Timing adjustment is the 'manual' he's talking about. There are plenty more I didn't list but I'm not gonna re-write all the bits off the wiki.
  20. Everybody gets up with different timing. What would be an auto-safe jump on some whiffs completely on others or isn't a safejump. 'Pretty much universally' - have you seen them work on Chipp, Sin and Ky? These are the slowest two and fastest waking up, there's 7-10 frames difference in their wakeups. You will have to manually delay them but the simplest safejumps may has are: Throw, iad, j.2h Ambiguous safejump that can be made to hit either front or back [no crossup assist]. 2d, jump The 'old school'. Whiff a j.p into safe j.button, or empty jump low or late air dash.
  21. Can honestly say I've never used it since 1.10 because of the extended wallstick making life much easier. It says that [from 2min]: HS dolphin next to the wall sets up an RC combo -- preliminary knowledge -- Your trajectory depends on the timing of the roman cancel Backward inertia - aka if May is moving backward in the animation then you go backward when you RC Vertical inertia - aka if May is not moving at all you pop straight up Forward inertia - if the dolphin has not done its squeezy duck thing when it hits yet then you go forward You can get these three different patterns by changing the timing of your roman cancel. That's the entirety of your 'explanation' in the video. Watch it, you can see why she moves in each direction based on what the dolphin is doing. In 1.10 you can get pretty much the same damage without an RC though, something like: 5s 5h [4]6h, iad.kh, 2h [2]8h, (5s*) 2h [2]8h will net you something in the region of 270 on 1.0x damage characters.
  22. Purely because I really cannot be bothered testing it with absolutely everybody in the cast, is May's 6P the only guaranteed DAA beating normal in the game that isn't Eddie? I regularly sniff out DAAs and stick a 6p in there to beat them - much to the chagrin of the people doing the thing.
  23. That ultra rare footage of Syo! <3 Thankfully I know its on GoldenRody's channel - I think the forum updates have broken all your links. At least they don't work for me.
  24. Good luck to everyone going this weekend. Make sure you steal those Kedacombos!!
  25. I've not faced an opponent who plays a character it doesn't work on... Millia is narrower so its even better because its easier to get the whole of your model past her central axis
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