raisedbyfinches
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Everything posted by raisedbyfinches
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It's a 'kedakombo' - as in 'combos made up on the fly by kedako'. This means it's probably (1) pretty hard and (2) pretty good. I find it's not particularly hard do do this one [the full screen corner to corner variant is a bit more awkward] but I've played May for a couple of years now so I'm used to the kind of things involved. I would say that it's much easier if you take advantage of 6[h] being fully charged (and giving you the ground bounce) long before the auto-release. This makes the bit after the dash j.h a bit easier. Once you get it once it will get easier and easier to get it again and again. If you don't want to get it then you can always just do something easier instead and forsake the strength of the carry and damage. Sent from my iPhone using Tapatalk
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They're almost entirely situational. In front its either 6p or 6h [very occasionally 3k works better], above you 2h works, and can lead to a beefy combo, but not as well as j.d or air throw do. In some situations you're entirely better off actually avoiding the jump in using your mobility options. In what way are you failing and when? Some characters buttons are almost entirely win buttons [Chumkin j.s is basically just hitbox].
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Yes, I use j.p or j.k very infrequently on them. Find I don't really land close enough to get anything really meaty though.
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Oh Millia, why are you so floaty? ^_^ http://youtu.be/MHhhLEuWpFM
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With meter I'd say always do the 6[h] route for ohk There's a full screen variant.
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I find it easier to not autorelease it, guarantees they stick higher. Especially on 1p side I'm currently terrible at iad [must be because I'm getting old, never had this problem before] and it means I can 6h a little bit later. I can do it with full charge too and still hit the combo but personally I find it harder to time the iad.
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The shock because 6[H] is charged way before autorelease? Try it on OHK - you get the ground bounce hella early. Set them to crouching all block and release after a tiny bit and they still have to stand block. I can't get OHK, 6[h] auto release to connect on Venom or Leo so just do it earlier knowing I'll still get what I need. If that's not why you're shocked then why is it? I agree with everything there though. Sent from my iPhone using Tapatalk
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Did you get this? Something that might help is knowing that 6H is fully charged long before the auto-release. If they are sliding down the wall before the dolphin hits that makes it harder to get the iad properly. Finding that right amount of charge time [which is pretty pivotal in the final challenge actually] might help. Sent from my iPhone using Tapatalk
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I think it's a little bit better than it was in +r though at least Sent from my iPhone using Tapatalk
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You don't really have a neutral game to speak of in that match. All his buttons are still better than all yours [if you played older versions you will be used to this]. You have to play patiently and both just outside his button ranges and aiming to get close [within 5p or 2p] and get that knockdown. Your mobility and not pressing buttons where his are better are key. Other than that it's the same you have against other characters with reversals and how you go about getting around them. You need anything more specific?
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S/H horizontal dolphins are -4/5 respectively. The opponent will have to have a move which hits on the 4th frame and covers that amount of distance. I'm not sure anybody does. However, if they could yrc during your recovery then that doubles - 1 the number of frames they can punish. In which case I'm certain that at least venom, millia and ky probably can. Sent from my iPhone using Tapatalk
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So your opponent techs out then? Does it black beat in training mode? How does your version differ from the sample? Perhaps you're doing the first input (the up-forward) too late to begin with. Sent from my iPhone using Tapatalk
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In what way? Black beat? Air dash too high? Sent from my iPhone using Tapatalk
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That's pretty much one of the challenges Sent from my iPhone using Tapatalk
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Efute and Kedako. For me they're both better than Ruu. Efute is the man whose game you want. Kedako is the man whose combos you want. Sent from my iPhone using Tapatalk
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j.2h (whiff), 6h hoop. Because it's slightly better oki. I generally don't bother though. Sent from my iPhone using Tapatalk
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Not without meter I don't. That thing misses you are in serious trouble. Sent from my iPhone using Tapatalk
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I've started mixing up how I use hoops, doing more things like http://youtu.be/OzL6OQluXe0 with a well spaced 5h as oki (video is just proof of concept, and I actually landed that combo in a match yesterday). I've been messing around with it and you can actually get 5s 5h [stuff], 5h 2d [stuff], raw dust and all sorts of other things too, like 5h, 5k 412369h+release yrc j.s, j.p. The variety on strings you actually get from hoops is unreal and not really maximised anywhere. Note: this is mixed in with the 'normal' hoop oki, but 5h release 5h racks up 1/3 of their RISC in 2 buttons that leave you + on block. Maybe I'm too happy playing the older versions and laughing when their guard bar is maxed and I open them up. Anyone else doing anything remotely like this or is it all just overhead or low with dolphin to link after?
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The last question is basically a no. You can use it to set up a hoop or get closer (jump cancel). To set up hoops you basically need to either put them in blockstun/knocked down or use a yrc. Outside that its really not particularly safe. Without seeing how you're getting the combo wrong off OHK I don't think I can help too much - you might be doing the 5s too early and the hitbox of j.S not reaching, you could be over-running it or just plain pressing j.s way too late. You can 'babify' it by swapping out j.s for j.k and trying that. Hoops and balls aren't really like missiles, if you get hit at all whilst they're active they all disappear. The purpose of the ball is to let you close ground on your opponent when far or for extending pressure on their wakeup when they're knocked down. Hoops are far more versatile. They extend pressure and give you extra mobility options as well as allowing you to cover (a lot less) distance.
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So how are people varying their combos against Elphelt? I find more often than not she pops up out of the top of the air stuff into ensenga. I didn't check the tension gain Kyle - but I assume that it'd be about the same in both. If anything more moves would probably give them more (naively). I'm actually kinda liking May in this game. At least until the Leo horde come along. He can full on just parry the crap out of literally everything we have that isn't OHK. Guess I will take this up in the gameplay thread...
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Both do exactly 221 on Ky. It varies from the Sol version I did in that you still get 9 hits but it's 4 gap 5 rather than the other way around. My version has fewer places to burst but that means it has less to burst bait with 2h. Sent from my iPhone using Tapatalk
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Yeah http://youtu.be/DFXtTuMydFU You can get 9 on Sol before bomber. It does 220 total (ok so you have to microdash).
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You can usually get more than 6, depends on the character and distance. I think on Sol I've gotten 8 before now.