raisedbyfinches
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Everything posted by raisedbyfinches
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On some you already get more. All of the ones that say 4 are literally double what you wrote (which would have a value of 2).
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This is how many reps you get on who (from Kedako) SO:3 KY:3.5 MA:4 MI:3.5 ZT:3 PO:4 FA:3 CH:3.5 AX:3 VE:3 SL:3.5 IN:3 BE:3.5 RA:3 SI:3.5 EL:3.5 LE:4
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The IAD version is very strong because you can time it to whiff and go low. I think Ice Cube posted a video a while back in one of the threads showing it. Once you have taught your opponent to block you can teach them not to blitz by doing the early and and going low to beat it. May has some very basic but strong ways to make people respect her on their wakeup.
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The 2d [4]6s ender you need to delay the iad on a lot of the cast because of their wakeup speed. Make sure you experiment and include Chipp and elphelt in your testing! Elphelt' super dp is particularly obnoxious because 3f pass whilst the screen is frozen (so if you're hitting the ground then you will end on the ground) and then 1f after. Good luck. If you need any more help just ask!
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I'll try to paraphrase what I remember of Maj's street fighter definition (because the concept is pretty much the same): any jump attack setup design to circumvent all counterattack possibilities. Usually performed after knockdown; where the last airborne frame of a deep jump in attack is designed coincide with the opponent's first vulnerable frame. If their quickest invulnerable attack is slower than landing recovery of the jumping character then that attack can never punish the jump in attempt whilst the attacker is holding a defensive direction. So yes, after a sweep you can learn to time a 9 jump so that you will hit high with a j.s (preferably) if they block and block if they reversal.
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Space it right and it'll even whiff. My point was 'don't expect him to just sit and firm it', i.e. it won't be guaranteed to put him in blockstun. It does the same thing to Tyrant Rave and DI too, but you can punish them as well. The idea itself is a very good option, sorry if I used the wrong words to make it sound like I was dismissing it - I only meant to add extra info for situations to be wary of [i'm tired].
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The simplest way to deal with those is to have some safejump setups at hand. 2D gives you a very reliable safejump! Make them sit down and not do it and then you can mix up with empty safejump low or late air dashes from the same setup. You also get a couple of different safejump setups from 2d [4]6s combos. I think they're detailed [or at least one of them is] on the wiki. Trickier [because they can still get a dp if they do it the right way, but it can whiff if its not vertical and hitting both sides - damn Ky] is to run at them, jump forward over them and backdash so they have to guess which side to input it. This doesn't work always. If the dolphins hits [e.g.] Sol's hitbox whilst he is in the invulnerable part of a HSVV then it bounces off without actually doing anything. Obviously if you put yourself at the right range that if he does VV you will at worst clash with it then its fine, so learn that range for each character you have trouble with. Generally this loses you [strong] pressure though.
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Its a shame you can't map multiple buttons to the same in game action, I'm sure having a spare punch and kick on L1 and L2 would help. Time to invent that weird and wonderful layout that's mostly on the shoulder buttons then [that'd be easier right?]
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I think it's more that ky's falling hitbox has been adjusted. I need that for ky, venom and to a lesser extent Leo. For those that can't get to the images or don't have time the ones related to the changes I listed are below. I was really hoping for j.k hitbox buff in terms of horizontal range but absolutely 0 mention of that T____T 2D 5s pushback slash dolphin travel/pushback
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There's a picture on the second Kedako tweet showing the extra range it has. I'm hoping that the c5s pushback decrease is on hit so that it's way more consistent to at least get a knockdown. Yay for the hitbox being well past the end of her foot
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so its basically: additional gatling 5k 2k pushback decrease on c5s [not sure on hit or block] CH 5h stagger increase [29f -> 39f] 2d range increase 6h attack level 'grew' [so it becomes full charge sooner?] OHK now 623k, whiff duration incresed [42f -> 44f] Ball: 5f activation when may jumps on the ball big fixed [4]6s: travel speed increased reboud distance decreased? [4]6h: attack level change reverted, still level 3 wall stick duration increased [40 -> 42f] ch wall stick duration increased [60f -> 80f] Applause changes not tested, doesn't look to have changed at all referring to the shortened startup we had heard about, the button thing where it releases on second button up is correct. Kisshi was seen doing 5s 6p 41236s rc iad.sh, j.shd dj.hd ensenga and this wouldn't work otherwise. Did I miss anything?
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Should we have a generic 'May business' thread? Sakura Fight Festa is currently happening over this way, catch the stream at http://twitch.tv/nthgenmedia. There is at least one May player there, but its Inti so expect unconventional play!
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Hoop yrc anything Standing high/low 5h
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Needs more oki though
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You'll use ]k[ in combos, ]h[ for pressure and ]s[ to fake out oki in the corner and get ohk (because it won't hit). I think you're probably the only May pad player. Just use whatever makes her usable for you. Sorry they were separate things, 'go to mikado' and 'meet them', I have a day in Osaka so I might have to take to Twitter and provide some convincing!
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Pulled 4th on the weekend. Losing to Sol and Leo. First was my fault, woke up at 1 game and 2 rounds down (we play ft3 rounds here as standard) and so nearly pulled it back but it was too little too late. Leo I just don't understand what we're really meant to do, punishes, gaps, how to get around flash kick etc yet but that'll come. Happy with how I played in general though, getting in those games with the best Bedman in Europe and a lot of other really of really strong players. I can't go to it this weekend but we have sakura fight festa this weekend if people need things to watch. It'll be on twitch/nthgenmedia. Hopefully some of our other May players get there [also has DFC, BB, MB, AH, P4, VF if you're so inclined and not at FR]. I'll take a look at the wiki this week too. Off to Japan at the end of May, hopefully I can get to mikado and meet Kedako and Efute
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It's awfully quiet in here of late. Nobody been to tournaments, need help, figured something out or just want to share? I will use this time to shamelessly promote that there will be (hopefully) 3 May players at a tournament this weekend in the UK. Streamed live through twitch/cable54 - should anyone want to tune in and complain about how bad I will be playing.
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Jump cancel later - I find it easier to get it that way. I only ever get blackbeats doing what's asked though - doesn't look possible to me. Stun on who? Under what conditions? Do you mean that they are just combos that have high stun values?
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I find that if you do things well enough they have to respect you and will be unwilling to press things because they don't know what you're going to do. I don't think 2k will be long enough after a sweet spot 3k. If it is you probably don't get much else afterward. I probably play too riskily, relying on my understanding of my opponent and what their options are (and which option they're going to choose - my current favourite thing is gatling into 6p to beat daa clean). I'll happily swap some health to understand the other player if I should pick wrong and try to channel my inner Efute to pull it back. Moral - you might want to take my advice with a pinch of salt, but the things I've listed are my tools of choice if I ever press our worst button.
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You get a 2k/6k/2p pressure or yrc stuff. Set up tick throws, stagger pressure etc etc.
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You're probably doing the iad too late
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Buttons into knockdown into hoop oki. That's basically all there is to it.
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Never do this. You tried using slash dolphin on her instead?
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These things. I play against Zato and Healthman a good bit so can see some kind of use there. Back in AC you would always see Efute doing f5s whiff 5h. This would work in a similar way.
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...unless he has meter.
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