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Everything posted by Kyle
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Thanks for all your input/help Mike Z. I appreciate it. You make the match sound completely in Pot's favor, and sometimes I feel that way. lol.
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Hello A.B.A. players, I have written a guide to tackling A.B.A and I would appreciate some of your guys input. Did I cover what needs to be said? Does May have any advantages I didn't point out? What is it that A.B.A player hate MOST about May? Guide HERE. http://www.dustloop.com/forums/showthread.php?t=3666 Seth- I have used a quote of yours, is that alright? Thanks Everyone, Kyle
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Baiken Stats 5.0/5.0 even Great Video examples http://www.youtube.com/watch?v=xHy1t7hLYuc http://www.youtube.com/watch?v=vm9Fm_1YnHQ Yes, I am aware that Reetfighter at this point was still learning, but, the Anti-Baiken strat is there. Openers Her initiative- your counter. BAIKEN J.D- Running OHK once she lands. BAIKEN Tatami – 5HS for Counter hit. BAIKEN 5S- nothing beats this, just guard or back dash. BAIKEN 5HS- backdash, 3K Punishes- Generally no tension- OHK General 25%- 66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, SVD, 5S, 5HS, HSVD. Suzuran (63214K)- She is Low and Throw vulnerable, OHK or 2D her. TK youzansen- Guard, CH 5S, 66, Lame loopz SlashBack the third hit of 2HS, as it always gives you CH 2HS. ^_^ Very easy to instant block 3rd hit of Baikens overdrive + anything (ohk) probably. Slashback kabari/tetsuzansen, and you are in her head. This isn’t easy though. 3K works great rtl42 Counters CH J.HS if you KNOW she will IAD Backwards and Tatami, throw your IAD J.HS. This is VERY risky though. CH SVD when she gatlins into 5D, she will gatlin into 5D. Baiken likes to air dash in with J.S/J.P/Tatami, be patient, often you will get CH 6P combo. Round winner = May. Do not 6P or 3K for CH against kabari/tetsuzansen; (chain pull). Anti Airing- PROPER anti-airing- 6P is not a catch all. 6P for Air Dash only Air throw, Jump, IB, land throw. Only Anti-Air J.Tatami is specific scenarios Run underneath her J.HS punish her landing. She shouldn’t be able to SPAM this. “As a general, you can AA the fuck out of baiken, it's just situational, a jumping baiken, is a baiken that is nervous / doesn't know what their doing / trying to lure you into a mistake, so just let them IAD backwards all day and just look out for 1mm tatami...” SH_ “While it's true that there IS a risk to doing it, since a CH air tatami is a big combo for Baiken, the thing is that if you hit Baiken while there's an air tatami out, the tatami will disappear (unlike other characters' projectiles, which will stay out even if they get hit). You CAN (and SHOULD) anti-air Baiken's air tatami if she's (mindlessly) hopping around and throwing out air tatamis. If Baiken does a late air tatami on your wake-up (you should be able to see this), you can punish this too.” rtl42 “May can run up and 3K under IAD back Tatamis if Baiken is too close or doesn't do it at the absolute lowest point possible. This is incredible annoying for the Baiken player.” Hellmonkey "Also, I don't know if you mentioned this, but one thing about May is that since she's so floaty, it makes it incredibly difficult to get a tensionless pickup after her tatami hits (with j.P). On almost all others characters (save BA, MA, JA), it's relatively easy to get j.P after Tatami. In the corner it's still doable, but make sure to tell folks to definitely tech after the ground tatami hit. If they miss 1 frame, a noob Baiken would get free combo continuation where there should have been none." Agile Zoning You can’t zone Baiken. Well… your options are limited, keep reading. Dolphin Hoops are OK, just keep your mix-up to landing low, landing throw or late air dash combo. Use this to bait alpha counters. Their game plan Use infinite Alpha-counters to get out of pressure/lock down/mix-up. IAD tatami, J.hs lockdown, big dmg, always knockdown, midscreen CH 5S/2S, tick throw in corner to get an easy 45% combo, “guard building” pressure, getting a knockdown via j.D combos ~ IAD tatami pressure. If she pressures 6P, you pretty much want to guard high b/c it doesn't gatlin to any lows, all she can do is special cancel and jump cancel. When she has tension she will do 6P, TK youzansen, RC, Tatami… On a side note regarding YZN, if it's done amidst pressure, there's only a few moves it can be done from (JC-able ones): 5P (rare) c.S (most common) 6H (rare) 2D (rare but my favorite, no one else in the game has forced low block to forced high [i think]. 6P (Often) Also, some of her tech throw traps: (note that all of these tech traps are very easy to option select FD or grab) * ground tatami hits MA (non-CH): dash forward, SJ air throw (if back/neutral tech). This one happens pretty fast so you should tech + dash back pretty quickly to avoid this one. * j.K + jump inside combo: so either at the end of a dust (or other combo) if BA still has a jump, she can just do j.K > jump > air throw (if back/neutral tech) * YZN: if YZN hits lowest point and MA spams forward tech, BA can jump straight up air throw * Dustloop false KD for airthrow reset (only when MA in corner): normally when BA goes for KD she'll do something like her BnB and end it with air dashing S>D. There's a relatively safe reset tech trap here for an opponent trying to tech here. If the BA players lets the Slash hit and omits the Dust KD, on back/neutral tech, jump straight up air throw, or for forward tech SJ backwards air throw. I'm not sure what to do here, and this one is very rare, but I've seen some JPs do this in videos. May's Strategy -You have no offense at Far-ranged ground-to-ground. Nothing gonna hit fool. -She beats you mid-range ground-to- ground. Her 5FS and 2S will lead into Tatami for GREAT damage and CH you out of everything. If you do land a 5K or 5FS your damage potential is significantly out done by Baiken 5Fs Tatami FRC... death. -She beats you ground-to-air. Her 6P is one of the best in the game; it will beat May’s J.HS at many distances. If your going to come in from the air J.S is best, because you can jump cancel it. -She beats you air-to-air. Not all the time though, as your J.HS can beat out most of her jumping moves leading to CH, in this match is the WIN. Her J.S and J.D have great hitboxes and are very annoying. -You beat her ground-to-air, unless she used Tatami. I can not stress how important anti-air is when fighting Baiken. She can not alpha counter in the air, this is your chance to mix-up air throws, tech traps/grounded hits and zoning tactics. 5HS trade is pretty good too. Beating Baiken is all about understanding close ranged ground-to-ground options. Because she can alpha-counter infinitely, there is a good sized don’t list you must follow. DON’T DO THIS SHIT AGAINST BAIKEN -Pressure strings/ Build guard bar -Pressure/Poke w/ a charged dolphin when you can’t FRC to guard -Let her guard 5HS -Let her guard 2HS -Let her guard J.2HS from high, this only works when it hits her LATE. -Eat her 5D’s they HURT, she will use 5D I promise -IAD at her, she is too short -Knock her down; always do the biggest most bad-ass damaging combo you can muster -Eat her corner throw, it HURTS, she will try for corner throw I promise -Throw Baiken 6K, its throw invulnerable -Back Dash her 6HS -Air recover, then descend with a J.HS, you will find a Tatami surprise to CH the shit outta you. -Air recover, then descend with a J.2HS, you will find a Tatami surprise to CH the shit outta you. At this point you’re saying, WTF M8, without that what CAN I do. I know, it’s fucked up isn’t it? There are 4 effective ways to fighting Baiken - Getting that 1 CH from zoning, then blow HUGE tension for HUGE damage - Baiting her alpha counters - OHK mind games - Breaking her guard with a successful mix-up option. Very Very dangerous. To successfully bait her counters you need to only poke her with jump cancel-able moves and normals with great recovery, like 5P, 2P and 2K. A well timed meaty while landing J.S or J.2HS is good too. You will recover once you land. Sounds lame I know. Because fighting Baiken IS LAME. Lolz Let’s address Baiken's counters and the proper ways to react and punish them. Baiken Alpha- Counters Mawarikomi (K counter): Dashes behind opponent - The basic follow up to this counter is a throw. You dash behind them during their string and throw them. If you're in the corner, this is the easiest way to deal tensionless damage where youshijin isn't applicable or is too risky, as Ouren will whiff into a corner and is extremely easy to punish and Sakura requires 25% to continue the combo. -Once she runs behind you, its 2D combo time baby. Hopefully you’ve had the frames to FBSHD after the 2D, if not just Jackhound…sigh. Youshijin (P counter): Ground chain counter - This counter comes out very quickly, and can be used to punish almost any high air move or slow ground move next to you. -This particular alpha-counter isn’t safe on guards as a 5S, 2HS… will make her wish she didn’t so it. This is the counter she will use when guarding a high J.2HS from May. Bait this with a J.2HS Done low enough, it is impossible to punish with youshijin and will give May a free combo. Ouren (HS counter): Crossup overhead jumping bellyflop - Besides the changes to j.D, this is by far the best thing she got in AC. A crossup overhead that is almost completely safe on block which will knock down on hit or launch for a combo on counter-hit. -Because this move is a cross-up overhead and virtually safe on block, May’s best option is to hit Baiken as she crosses over May. How? SVD sucks in for great damage. That was a free launch mmmmmmmmmmmmmmmmm. Sakura (S counter): Stabbing invincible thrust of greatness - Sakura is her counter of choice it will punish moves with long recovery that don’t put people in counter-hit state, for example Slayers 2D/6HS and Jams 6HS/puffball. -This is the beast you should be using J.2HS against, but even than it can be FRC’d to be completely safe. It’s good.When you jump cancel to be “SAFE” your best option is usually a J.2HS, but don’t dedicate yourself to just jumping then inputting J.2HS. If you’ve done this and Baiken didn’t Alpha-counter previously, you bet your ass she is going to take the free CH alpha-counter against your J.2HS that you just gave her. So, jump cancel your 5S, than watch, is she did Sakura than J.2HS the shit out of her, if she didn’t just jump away. May’s Advantage in this fight is her OHK mind games. Because of Baikens innate ability to guard, many many more opportunities for OHK arise. I am serious , May needs to empty jump OHK all-day-long. Get in Baikens head. Remember all of those OHK set ups from the beginners guide, USE MOST OF THEM OFTEN. 2K, OHK 2P, OHK 5P,OHK Empty Jump, OHK Wiff a normal on their wake-up, OHK J.P, Land, OHK SHD, Wiff, OHK SVD, Wiff OHK 2D/2HS, Hoops set Cancels! Hoop Set S Wiffs on their wake up, OHK "May can 3K tons of Baiken's stuff, and it should be used because it gets May in for free when it connects, so as long as the fear of it is there for Baiken May's OHK game gets even better." Hellmonkey Finally, the risky but rewarding method- Breaking her guard with mix-up Did you notice I didn’t tell you not to let her guard 5D? Well, 5D is 1 hit, overhead and leads to great damage. Same as 5D, [D] (low). These option include. - 5D, Pro Dust 3. - 5D, [D] (low), SVD... - 6HS, [HS] (overhead), FBSHD... - 2D, FBSHD... - TK, J.RR FRC, 5S, 2HS, FBSHD... All five of these options are acceptable to do on Baikens wake-up, when you have the tension. If they they break her guard, you just did massive damage, if they didn’t RC, or prepare to get a Sakura. This makes the match go by much faster; I would recommend this if - They have shitty Defense - They have EXCEPTIONAL zoning skills that will kill you General comments- If she pressures the chain pull, just 1F jump out. She is very pressure oriented with little mix up, so guard low, and watch for 5D, predict TK Youzenson and react to throw attempts. Bait her super on wake-up. Sometimes she uses it...it actually hurts. Punish this with 3K. Pulsr This match is 5/5 because both combatants do crazy damages and have the ability to KD. May eats the zoning, Baiken eats the OHK and alpha counter punishes. = I would like to give a special thanks to K2, SH_, Hellmonkey, rtl42, Pulsr and ReetFighter/Agile/N8, as their contributions are scattered all over this match-up. Thanks, _____________________________________________________________________ Combo Specific Details. Don’t knock her down; always go for the biggest damage you can get. It’s perfectly fine if you blow 75~100 tension in 1 combo against Baiken. I am listing combo’s that HURT and don’t KD. OHK combo 5S, 5HS, Delay, SVD, 5S, SVD, 5S, 5HS, HSVD 5S, 5HS, Delay, SVD, 5S, SVD, 5S, 5HS, HSVD, FRC, Air dash, J.HS, Land, J.HS, J.D, J.HS, J.D, J.RR 5D combo Pro dust 3, Impossible Dust with a Just frame J.HS, her Slash Back Impossible Dust combo works best. Application - 5D, [9], J.H, J.HS[/9], J.1HS+S, Delay, J.HS, Land, SVD, 5S, SVD, 5S, 5HS, HSVD 6P combo w/o a CH the 5HS wiffs. =( IAD combo Never IAD at Baiken, she is too short. Jackhound reliability Lightweights are hard to KD, Jackhound will usually wiff unless it’s incorporated EARLY into a combo, but than you give up huge damage by forcing proration. Double Dolphin Upper 2D, RR, FRC, SVD, 5P, 5S, SVD, 5P, 5S, 5HS, HSVD 2D/2HS, FBHSHD, J.HS, Land, HSVD, 5S, SVD, 5S, 5HS, HSVD 2HS, 2D 2D OTG’s . 2D, FBSHD, 6P... in corner Application - J.2HS, Land, 2D, FBSHD, 66, 6P, 5S,JI, 5HS, Delay, HSVD, FRC, Jump, J.HS, Land, 6HS
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> ___________________________________________________ Combo specific Details I am only listing combos that KNOCKDOWN because it is important in this fight. Overall A.B.A. is so different it’s intimidating, but there IS good news. You CAN do ~200 damage to her and STILL get the Knockdown. When doing LAME LOOPS you want to NEVER JI and NEVER DELAY as they only make her tech or make dolphins hit funny. Also this bitch is equipped with an innate DELAYED wake-up, so hold your hoop set for a few extra frames when doing the normal set-ups! Comboing her is done in 2 ways, either a FBHSVD or lame loops, both require strict timing and lots of practice, LEARN these combo’s soldiers. VERY IMPORTANT When doing a regular landing combo on A.B.A. the 2P, 2D will not beat for some dumbass reason, you have to do 5P, 2D. This bitch innately wake's up LATE. 5D Combo- Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her Jump Cancel Impossible Dust combo. Works Great on POT. OHK Combo- 66, 5S, 5HS, SVD, 5P, SVD, 5P, 5S, SVD (123dmg) 66, 5S, 5HS, SVD, 5S, 5HS, SVD, 5P, HSVD (133dmg) Remember on lame loops NO DELAY or JI! 6P Combo- Corner- 6P, 5S, JI, HS, HSVD, FRC, Delay, Air Dash, J.S, J.HS, Land, HSVD, HSVD. Mid-screen- 6P , 5S, JI, HS, HSVD, FRC, Delay, Air Dash, J.S, J.HS, Land, J.K, J.D, J.HS, J.D. Don’t do this it doesn’t KD. The only time you should be doing this is when you try for a CH 6P and a regular hit connects instead. Overall 6P’s hit A.B.A. really high, just like KY is general, that’s why conventional BNB's don’t work here. IAD Combo- IAD will hit her, if you nail a GREAT IAD with NO TENSION be sure to use 5S, 2HS, 41236HS for the knockdown. Generally don’t take big damage off of IAD’s as the added push back makes combo'ing virtually impossible, ESPECIALLY in corner. For some reason IAD J.S, J.HS, land, 2P, 2D doesn't always hit. =( Jackhound reliability Don’t do it in this fight as it has an unusually high tech for A.B.A. on hit and misses most OTG’s. =( Double Dolphin Upper- 25%- 66, 5S, 5FS, 2HS, 2D, FBHSVD*, J.HS, Land, HSVD**, 5S, SVD, 5P, 5S, SVD 5S, JI, 2HS, HSVD, FRC, Delay, Air Dash, J.S, J.HS, SVD, 5P, SVD, 5P, 5S, SVD *= Delay the FB input **=Double Dolphin Upper/Cross under 50% OHK, 66(Under), 2P, 5P, 63214S~P 2HS, 2D, HSVD/FBHSVD- The dolphin will always hit if you don’t delay cancel the 2D. So a no tension gatlin of 5S, 5FS, 2HS, 2D, HSVD, Is good. 25%- 66, 5S, 5FS, 2HS, 2D, FBHSVD*, J.HS, Land, HSVD**, 5S, SVD, 5P, 5S, SVD *= Delay the FB input **=Double Dolphin Upper/Cross under Corner- 5S, 2HS, 2D, FBHSVD*, Air Dash, J.S/J.K, J.HS, Land, HSVD, HSVD *= Delay the FB input JI, FBHSVD, Air Dash, J.K, J.HS... No Corner. Application- J.2HS, 2D, FBHSVD, Air Dash, J.K, J.HS, SVD, 5S, SVD, 5P 5S, SVD. This starts with J.2HS as it auto Jump Installs the combo but it Can be done with a Normal than a JI, 2D/2HS... EXAMPLE- 5S, JI, 2HS, FBHSVD, Air-Dash, J.K, J.HS... FBHSVD, J.HS... No Corner No JI. Application- 2HS/2D, FBHSVD, J.HS, Land, SVD, 5S, HS, SVD, 5S, HS, SVD, 5P, HSVD. This is good when you accidentally do FBHSVD instead of FBHSHD and you didn't JI and still want damage. AKA, Maybe one time. lol 2D, FBSHD, 6P... Corner only Application - J.2HS, Land, 2D, FBSHD, 66, 6P, S, HS, Delay, SVD, 5P, HSVD, HS hoop set, FRC,
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Hello Potty players, I have written a guide to tackling POT and I would appreciate some of your guys input. Did I cover what needs to be said? Does May have any advantages I didn't point out? What is it that POT player hate MOST about May? Guide HERE. http://www.dustloop.com/forums/showthread.php?t=3666 Post Replies HERE. http://www.dustloop.com/forums/showthread.php?t=3120 Thanks Everyone, Kyle
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I know it works on Pot, without dashing. I haven't tried on the whole roster, but I will as I keep the Match-Up guide growing. Thanks for the idea. POT-2HS, 2D- This beats anywhere on screen making interesting possibilities. This combos off 5FS if you run in... interesting. always cancel to a Dolphin for the knockdown as the 2D is tech-able. No tension- 2HS, 2D, VD of your choice. 25% Tension- 5FS, 2HS, 2D, FBHSHD, IAD, J.S, J.HS, Land, SVD, S, HS, SVD, S, HS, SVD, 5P, HSVD. (This feels like a #R combo, lol).
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Dammmmmmmnnnnnnn .
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When I watch videos and see May vs Faust I notice one particular thing. Which I try to create often when playing Zinac. (Thanks for the compliments Chase) Faust has a REALLY hard time Anti-Air-ing J.HS at max range, and J.2HS from the back. Chase's input is right. Don't mess with May's air normals, just jump, instant block and get out with another jump or air dash FB or whatever. Whatever you do DON'T give her a counter hit. She feeds on those. If you are REALLY worried about eating certain May mix-ups, just one frame jump and FD. You can't suffer from OHK, or air combos. All May gets here is an Air Throw. If your trying to beat peter... hmmm. His Guilty Gear skills are exceptional, his Jam is elite, but his May is beatable. Keep at it, Faust can prevail.
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Found something interesting about KY's sprite, I shall test on others like Zappa and Johnny later. Launch- S, HS, DELAY, SVD, S, HS, DELAY, SVD, 5P, HSVD, FRC, Air Dash, J.S, J.HS, Land, HSVD, HSVD. (182?) Launch- S, HS, DELAY, SVD, S, HS, DELAY, SVD, 5P, HSVD, FRC, Air Dash, J.S, J.HS, Land, HSVD, 5S, HSVD. (185) Double dolphin upper, knocks down. Because of the character placement you need to run in and hit KY HIGH to get this to work off of OHK, but with the same 2 reps and same placement you can get 3 lame loops no tension, + if you wanted to spend tension you will net (199) 3 loops into air dash J.HS, 6HS, HSVD. Another 6P corner combo! o.0 6P, S, HS, Delay, HSVD, FRC, J.RR (HS version), 5S, HSVD. EDIT- Another ID combo but I'm not going to include in guide as it is a waste of tension. Light weights, in corner,- 5D, ^, J.HS, J.HS, J.RR, FRC, AD, J.HS, Land... EDIT AGAIN- Ryan-Bill (WUT) gave me the answer I <3 him soo much. OHK, FBHSHD, Run underneath, 5S... YATAAA!
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Potemkin Stats 5.0/5.0 Dead Equal. Great Video Examples http://www.youtube.com/watch?v=GynWPj1HJRY http://www.youtube.com/watch?v=EgFA3Y2G94o Openers Do NOT dolphin for the first move as he has multiple ways to beat it out, and should be expecting it. POT backdash – IAD back and give yourself space. POT Megafist – CH. J.S, remember to follow up with the Delay Air dash combo. (loses to heat extend) POT Hammerfall ---- Guard, watch for Hammerfall feint PB. POT 6P -3K on reaction. POT Slidehead- 5K, 2D if in range, if not use 5K, 5FS. Openers against Pot are HORRIBLE. He has an answer to every one of your offensive openers. Even if you try to be defensive via Backdash (slidehead, hammerfall), IAD back (Head extend), block ( hammerfall feint mind game) he destroy you. Be very understanding of the risk associated with your fist move. Be sure to build a mind game off of that as your next first move will give you the needed advantage. Punishes Hammerfall - run in for a 5S. 2HS. FBSHD… if your in range and have tension, if not nab the OHK. Judge Gauntlet - Flash guard this. OHK, or jump cancel and do J.2HS. The super cancel isn’t worth it. Slide Head – 5K this on REACTION . j.D-- jump into it and flash guard then falling j.K, J.D, J.HS, J.D. 6P is Dangerous as he can move in the air. NEVER Slash-Back in this fight. Counters Hammerfall - Pot is in a CH state during its duration so if u happen to hit him twice before he hits you, the 2nd hit is a CH. 2S, HSVD if you want. j.HS- 6HS rocks this, do not Air throw, you will get CH. I lost to Marn’s Pot because of this. Slide Head – 5K combo, Do not dolphin as it will PUNISH you with his upper body Invinc…l Anti-airing Pot in the air is not exactly a go-to strat for most pot players that i've watched...but...when they do...know that just about every move beats out every option May has....by beat out, I mean you'll either trade hits (normally not in your favor...but sometimes your forced to settle with this option) or he wins. Pot's j.D is hard to 6P as he moves on top of you. Pot’s J.HS and J.S can beat out dolphin. A 5HS trade is ok against Pot’s J.HS. For everything else I would recommend jumping, then flash guarding the air normal, than jump again away from pot as you want to avoid is PB mix-ups. Basically if he is in the air, he'll throw out normals (J.S, J.HS, J.D) and win. Unless you know for 100% you can nail a high 6HS, just straight up don't fuck with. him in the air DON"T ANTI-AIR HIM. Think of it as free time to run away. or IAD back j.HS. nothing you have beats his j.D efficiently period. Zoning Keep away can be your best friend if u actually do it right. Mindless Hoop sets will have you eating Slidehead every time. A MID-SCREEN PB~FRC~f.S~2S~HK is 50ish%. It hurts. SERIOUSLY. You need to get a hoop set out, preferably P, but don’t eat a slide head, as it punishes Hoops set when pressured and gatlin'd into. While buffering Hoop set 5K on reaction to slide head. Poking with a max range j.HS is a GREAT idea. Do watch out for heavenly PB (Potemkin Buster). Their game plan Jump and throw out a random amazing normal to make you land next to him and guess a mix-up. Poke with 5HS. Oki - Pots game consists j.D/j.S (you block) 50/50 mix-up. Megafist (again you block) 50/50 mix-up. FRC PB. Hammerfall (cancel) into PB. Meaty 6HS ~ Slide Head (unless you IB the 6HS than Back Dash, slide head is guaranteed) FRC PB is dirty here too. Meaty 5k to stuff Back dashes and is a great tick throw, good for Hammerfall feints too. Slide head immediately (backdash/jump/or 5K to avoid it.) Super (Aegis Reflector) than Slide head for Unblock on Wake-up. Flash guard than Backdash, or Dead angle to avoid it...sometimes. Only effective if set up after a Heat Knuckle. Throw Pot-buster while guarding every while landing pressure. Because of this the J.RR works well in this fight, as it delays your landing when he is expecting to PB. May should be BACK DASHING to avoid MOST of Pot's mix-ups. This loses to hammerfall, which he HAS to spend tension to combo off of. "Pot vs. May, Pot side: Judge Gauntlet vs. j.2h is guaranteed, and will turn around if crossed up. Any CH Judge Gauntlet (3k!) can be followed up with 5k 2s Heat or 5k 2s 2h HPB. Slidehead and 6p own dolphins (all kinds) and lead to her dying. Randomly using 6p->Giganter beats a lot of her stuff, is safe on block and combos in the air or on the ground. The Giganter loop is super easy on May if you're feeling cheap. If she OHKs and you PB, you both whiff and you can usually PB again before she recovers (!). If she does a dolphin as part of pressure and there was any gap, you can Hammer Fall to absorb it for a free CH after she bounces off you. You can reflect the FB dolphins on reaction to the FB flash (hard but not really that hard). If you IB a dolphin, you can far S (to either 2s->Heat if air or 2d if ground) for free. j.S can beat her j.H if timed properly. Use any blocked or missed 3k as a free CH 2h -> GGPO. Her 5k on your wakeup loses to Slidehead (yeah!), anything else except 2p 2p 2p (woo, 10 dmg) or 3k (risky) loses to backdash PB. May side, as speculatively experienced by a Pot player: You can react to a Hammerfall with 3k. You will hit, Pot will completely whiff meaning he has to FRC, and if he doesn't FRC you recover quickly enough to hit him and combo. Dumb. Random cross-up dolphin dolphin (dolphin dolphin dolphin) 2d is very hard for him to deal with. Both D and [D] get backdash PB'd, CH combo'd, or Judge Gauntlet'd easily. If he bursts you and you tech, for god's sake don't double jump or Air dash, you will die." Mike Z May's Strategy This fight need to be in three stages to win. Stage 1- Getting a P hoop buffered over your head. As this will destroy his super armor and his offense. Stage 2- Letting POT get into close range, this requires a lot of 5K’s and patience. Stage 3- Once pot is IN and having to guard because of your P hoop you must make him choose an Anti Air. This is pot’s biggest flaw. He has to DEDICATE himself to his anti airs. So you are going to use air tactics to stall and alter your air direction while choosing to come down on either side with a J.2HS. Preferably the backside of him. Remember to FDC J.2HS and Slash Back cancel air dashes to alter your trajectory. RR FRC is tricky some times here too. J.D also works for WTF where is she going mind games. If he guards, do it again. This Makes the game in your favor as you are making decision and forcing him to react/guess to you. Sometimes, he WILL get the proper anti air and your back at Stage 1, but oh well, that’s Guilty Gear. Poking with a max range j.HS is a GREAT idea. "FBHD is overall very effective. FBHD owns 6H>Slidehead block string, slidehead in general, PB, 6P, early JG(May recovers early and owns Pot before the attack comes out). Most lead to a CH dolphin to a 2D, and then a FB dolphin combo w/ enough tension. FBHD loses to 5P, 5K, Aegis Reflector, Hammerfall, flick w/ the last three being pretty risky." ShinQuickman 5K on reaction to a Slidehead. Slide head has upper body invul. frames in its animation so spamming dolphins could have you eating a. OTG combo. Or kill you with a mega fist and you look NOOB. Tick throws aren't effective for this fight unless you got pot in some really heavy pressure simply b/c if he sees it coming, thats a PB. Obviously, don't jump in too much, as it will get figured out. ZONING > ______________________________________________________________________ Combo Specific Details. With so many Potty only combo’s available I only recommend you do what feels comfortable inputting. To be honest the only combo I felt reliable enough to do against Isaac is Launch.. S, HS, SVD, S, HS, SVD, 5P, HSVD, FRC, Air Dash, J.S, J.HS, SVD, 5P, HSVD. 5D Combo- Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her Jump Cancel Impossible Dust combo. Works Great on POT. 6P combo- easy on this BIG sprite. IAD combo- sure do J.S, J.HS and be sure to mix – up the RR sometimes. Jackhound reliability- Always hits. Double Dolphin Upper- OHK, J.S, J.HS, land, DELAY, SVD, S, JI, HS, Delay, SVD, S, JI, HS, Delay, SVD, 2P, HSVD. Double Dolphin Upper With Tension- 2HS/2D, FBHSVD, J.HS, SVD, 5S, HS, SVD, 5S, HS, SVD, 5P, HSVD. *At CLOSEST range the J.HS forces POT the other way. *At MAX Range it will not make him flip over your Y axis. *Every other range than MAX this works. 2HS, 2D- This beats anywhere on screen making interesting possibilities. no tension- 2HS, 2D always cancel to a Dolphin for the knockdown as the 2D is tech-able. This combos off 5FS if you run in... interesting. 25% Tension- 5S, 2HS, 2D, RR, FRC, Air-throw. (Don't ever do that) 5S, 2HS, 2D, FBHSHD, IAD, J.S, J.HS, SVD, S, HS, SVD, 5P, HSVD. (This feels like a #R combo, lol) 2D, FBSHD, 6P... Potty in corner. Application - J.2HS, Land, 2D, FBSHD, 66, 6P, S,JI, HS, Delay, SVD, 5P, HSVD. OHK, 66, 6P... Potty only. Application- OHK, 66, 6P, 5S, JI, HS, Delay, SVD, 5S, JI, HS, Delay, SVD, 2P, HSVD. JI, FBHSVD, AirDash, J.K, J.HS... Potty only No Corner. Application- J.2HS, 2D, FBHSVD, Air Dash, J.K, J.HS, SVD, 5S, HS, SVD, 5P, HSVD. This starts with J.2HS as it auto Jump Installs the combo but it Can be done with a Normal than a JI, 2D/2HS... EXAMPLE- 5S, JI, 2HS, FBHSVD, Air-Dash, J.K, J.HS... FBHSVD, J.HS... Potty only No Corner No JI. Application- 2HS/2D, FBHSVD, J.HS, Land, SVD, 5S, HS, SVD, 5S, HS, SVD, 5P, HSVD. (Double Dolphin Upper) This is good when you accidentally do FBHSVD instead of FBHSHD and you didn't JI and still want damage. AKA, Maybe one time. lol JI, FBHSVD, Air Dash, J.S, J.HS Potty only Finish in Corner. Application- J.2HS, 2D, FBHSVD, Air Dash, J.S, J.HS, # 1-SVD, 5S, HS, SVD, 5P, HSVD 2-HSVD, HSVD 3-6HS, SVD, 5S, HS, SVD, 5P, HSVD. 4-25% Tension- 6HS, HSVD, FBHSHD, 5S, HS, SVD, 5P, HSVD. This starts with J.2HS as it auto Jump Installs the combo but it Can be done with a Normal than a JI, 2D/2HS... EXAMPLE- 5S, JI, 2HS OR 2D, FBHSVD, Air-Dash, J.S, J.HS # OHK, 6HS, Whale... Application- OHK, 6HS, 236236S, HSVD, Jackhound, 2D, HSVD. Application- OHK, 6HS, 236236S, 236236S, 2D, HSVD. Builds stun LOL. HSVD, FRC, air-dash, J.S, J.HS, Land... Potty only Depending on the starter, multiple enders are possible. Application- OHK, J.S, J.HS, Land, Delay, SVD, S, JI, HS, Delay, SVD, S, JI, HS, Delay SVD, 2P, HSVD, FRC, Air-dash, J.S, J.HS, Land, J.K, JD, J.HS, JD, RR. This particular example only #4 ender is possible, but an earlier HSVD, FRC will make enders 1-4 possible for other combo's. 1- SVD, 5P, S, HS, HSVD. 2- 6HS, SVD 3- J.HS, J.D, J.HS, J.D 4- J.K, J.D, J.HS, J.D
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Axel- his chain whiffs if you just run at him lol if you do 6p on his wake up and he does bomber GG, Pulsr
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Thanks Peter. 9th.... Marn, Nate is a much cooler guy than that. I can Vouch for his character. I assure you he didn't get paid off to "lose" some videos.
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Are the full results up somewhere guys?
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That HOS was Delicious.
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Big Changes in the May forum guys, I've renamed, moved, compiled, stickied, un-stickied and deleted. My intentions are to keep her organized and cleaner. How does everyone feel about these changes? Welcome F.T.B. I am glad this forum rocks enough to help you out. A pat on the back to all the May soldiers here.
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I am sorry guys, but the AC May Advanced Guide will be shortly postponed as I need this time to crunch through school work and Practice up for SER. Please Understand, Kyle-
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Yep Yep you buffer the dash out of the frc. This was STAPLE for GG Slash May combo. =P 6, 6+FRC,
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I-no- Never jackhound, it will always miss. Just like Testament. Kyle Her 6P beats out your J.2HS When she rushed just do 5P, 5S, JI, 5HS, HSVD, FRC, Ad, J.HS, Land, J.HS, J.D, J.HS. J.D When she strokes just do 2P, 2D, FBHSHD, than you relightweight combo of choice Her stun is SOOO little that regular BnB without CH's will dizzy her, I seriously got 3 dizzies in 3 straight rounds... It's sad face for I-no guys. I-no = Her mix-up can be CH out of. May get's a CH’s against her dashing overhead, her stroke the tree and her 5D. As soon as she in and goes for a mix-up YOU should get the combo. I-no has the shortest stun gauge in Gear so if you have a combo that builds stun I suggest you do it on I-no. All of her mix-up she is vulnerable. When guarding I-no guard standing A LOT as she gets significantly less damage breaking your guard low from the 2K, & she has WAY more overheads than low attacks. You can run underneath Horizontal Chemical Love
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Well Guys, I figured I would give everyone an Update about my plans and expectations for the forum in the next few weeks. I am currently very involved in getting an Art exhibit submission, and finishing/matting/Framing 4 Art pieces. So, I am Taking a small Combo- Break. I will catch back up and probably do a Combo Video in a month. SER is in two weeks and I am planning lots Around that. So the week Prier to SER I will complete and Post up the AC May Advanced Guide. (15th - 18th). After SER I will Dive into Character Match-ups, Everyone except Testy, I- no and Sol will be Represented at SER. I plan on learning A LOT , The Regional Testies are under VERY UNFORTUNATE Circumstances & can not attend, Kugler Plays I-no some so maybe... and sol, hell, we have already discussed Sol anyways. =P. I plan on doing very in-depth Analysis so I will Copy the Layout Jais Made for Bridget Match-up FAQ and start a new thread. (Located Here - http://www.dustloop.com/forums/showthread.php?t=3266 ) I feel His Layout should be the PAR of Match-Up Faq's and ours shouldn't disappoint anyone. =)That way we can use the old match-up thread for discussion. A little over a week - AC May Advanced Guide. 2 - 3 weeks - Ac May Match-ups, Analyzed. 1 - 2 Months - Combo Video. with the sweet shit PhaethonH and I discussed. About that, by the way, I might just include ALL suggestion and make a MAY Combo Video, Edited/played by myself, but be able to include input/reference from all of the May players and Represent Dustloop May Forums. How does everyone feel about that? Does anyone else want to help?
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-EDIT- Post deleted. Questionably disrespectful. Kyle-
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Why do you like may? -I was attracted to her Difficult Input and charge moves in Reload. What is your favorite thing about her? -The very few people who actually played her. Most abusable attack? -OHK. lol what is the most cute sprite in the game? CUTE!?!?!?.... hmmmm. When she air throws and says "Bye-Bye". It's not the so much the sprite as it is the voice acting but cute is subjective. About 6HS, SVD Cancel- PhaethonH describes a very technical breakdown of it here. Check it out. http://www.dustloop.com/forums/showthread.php?t=1697&page=17
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Animal abuser!?!? Black Kitty looks healthy. It even has a yellow scarf... Pink Pirate hat... Maybe the scars are a pun of Killer Whale. :blue:
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May Combo's my guilty pleasure. PhaethonH- The combo you liked with HSVD's, I realized I can buffer a P hoop the ENTIRE length of the combo, and get some extra HSVD's at the end. it's lolz. I will do it when I get my equip. =) I have a couple new things to note. MOST IMPORTANTLY my friend told me that Jump Installs actually create MORE push-back. So if you are doing a long ass crazy combo, DON'T jump install unless necessary., you will only make it harder on yourself. THIS COMBOS on lightweights...tested on Baiken. 2D, FBSHD, 6HS(Fully Charged) 2HS, FBSHD, 6HS(Fully Charged) In corner you get 2D, FBSHD, 6HS(Fully Charged), SVD, 5P, 5S, JI, 5HS, HSVD, ... or 2D, FBSHD, 6HS(Fully Charged), HSVD, 63214D, ... Because May's new ability to do Damage without tension, I have a SWEET set-up I'm working out but I'm not finished yet. My current problem is not being able to combo opponent from the other side of an OHK consistently. - SHD, Wiffs but recover too slow. - run under 2P, 5S, JI, 5HS, SVD. Does not combo. - run under 2P, 5S, JI, 5HS, HSVD Does not knockdown. - run under 2HS, _VD. Use the weird hit-box. Dolphin goes the wrong way. - 63214D, use the weird hit-box, but can't combo anything else besides another 63214D. lol - 66, FD break, 5S, JI, 5HS, Delay, SVD. Actually works on lights only...but is HARD. -EDIT- OH SNAP, I need HSVD cross-under, and it's so EASY on pot.
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Zappa- honestly ghost and sword eat a LOT of 3k, and always 2s dog at a FAR rang. Remeber he has a shoryu, rauh has an even better shoryu, a FAST dust and great low damage Learn to fight against Rauh and it won't be soo bad. IN general i found it hard to nail a lot of counter hits, try to punish with OHK at all cost. Kyle is like SF3 agasi chun li, block low for life XDD, if he make the srk and you guard of it you have a free combo *__*, it dont have a lot of mix ups in overheards..... if you guard down you only have to wait his D, or j. hs ora grab Nhur wow i actually have a ZAPPA contribution wtf! May has this weird throw property on her AIR throw that makes the enemy wake-up BACKWARDS, so usually a properly timed H-dolphin after an air throw will cross-up. get this, A perfectly timed horizontal dolphin will always cross up zappa after a regular throw. The timing is rough, i highly recommend initially wiffing a short horizontal dolphin, than step back for a sound water bleeping sound for a "STEP") than throw the horizontal and it WILL cross up. the damage potential is pretty good also, Throw, wiff s-dolphin, step back, h-dolphin (crosses), frc, j.k(backwards), 2P, 2D, FB SHD, LAME LOOPS! Kyle caution with his D on your wake up (you cant grab him) Nhur