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Ukujiku

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Everything posted by Ukujiku

  1. 2D > HSHD character specific distance testing: (Conclusion at bottom) Bolded character names means the “furthest” away combo that works Dashing + Closest possible 5K > 5S > 2S > 2D > HSHD Works on: BE/PO 2D whiffs on: CH/EL/FA/KY/MA/MI/RA/SO/SL/VE/ZT Doesn’t work on: Sin (OTG HSHD) HSHD whiffs on: IN Dashing + Closest possible 5K > cS > fS > 2D > HSHD Works on: BE/MA Doesn’t work on (2D whiff): CH/EL/IN/RA/SI/SL/VE/ZT HSHD OTG: PO Dashing + Closest possible 5KS > 2D > HSHD Works on: AX/BE/CH/EL/FA/IN/MA/MI/PO/RA/SI/SO/SL/ZT Doesn’t work on: KY/VE Closest possible 5KS > 2D > HSHD Works on: AX/BE/CH/EL/FA/IN/MA/MI/PO/RA/SI/SO/SL/ZT Doesn’t work on: KY/VE Dashing + Closest possible 2KD > HSHD Works on: KY/VE + Everyone else Doesn’t work on: KY (In the corner) j2H > 2D > HSHD Works on: Everyone but KY/VE Doesn’t work on: KY/VE Closest possible 5K > 2D > HSHD Works on: KY/VE + Everyone else Doesn’t work on: KY (In the corner) Conclusion: Everyone but VE/KY you want to use Whatever into > 2D > HSHD on. On KY/VE you should probably use SHD because the range at which it works means you pretty much can't do anything but a close 2D into HSHD.
  2. I pretty much exclusively use jS as a jumpin option or in combos, but it can be used as an alternative to jH. jH is my goto air to air as it has 2.5 times more active frames with the same startup. jK/jP are good for antiairing and OSing throws imo. jD has a really good hitbox for hitting things above May. I am pretty certain the cS combo does less damage but if it's that much easier for you then go for it. As far as IADing over that isn't always the best idea for positioning because sometimes you could lose the corner which is where May shines. jK > jH will not combo after a certain combo counter/proration (I tested a long time ago, but I've since forgotten) I would suggest changing the AD jKHS to jSHS or even a falling/delayed jHS. Whether or not you do [4]6S or H does actually matter for certain characters. On Venom for example if you do 5K > cS > 2D > HSHD it will OTG him every time as HSHD is slower compared to SHD. This occurs on many characters but I haven't tested/written down all. HSHD also does slightly more damage but if you are unsure of the spacing/character specifics then SHD is the safe option. My BNB that works on everyone (I think) is: Anything into 2D > SHD > RC > falling/late jH > land > 66 > jSH > jSHD > Ensenga (The second hit of ensenga does not always hit up high)
  3. Anyone driving from Florida/Georgia (Maybe Alabama/Tennessee/South Carolina too depending) and willing to carpool? And perhaps room share?
  4. There isn't anything special about doing the 6[P] into horizontal dolphins. It works the same as 6[HS] > Vertical dolphins. Just check a few posts up for my explaination on 6HS.
  5. Was great to stop being a netplay warrior and actually play GG offline. Good games to everyone I played!
  6. Saw this dustloop combo and thought I'd post it here: Link He gets 7 jDs into a burst punish combo.
  7. Thanks for info. 6K is YRCable. Can 6K be YRCed so that you can do a very low ground air normal? Can it be RCed into a combo? Yes. Possible to combo with a hoop dolphin or beach ball? Probably. Is 2HS special cancellable on block? (On hit yes) Can Charged Dolphins be YRCed at all? Yes for lots of forward movement. Are horizontal dolphins still fairly hard to punish on block?Looks like it. Is there any difference in charged dolphins and jumping onto hoop dolphins? (i.e. safer on block, distance traveled, damage done) Can may jump after a super jump? Link Seems to me to be a super jump into a jump. Does j2H > 2P > 2D Not combo anymore at max 2D distance? Link Possible to combo from air throw with RC? Does 5f.S > 3K still combo into knockdown? (Non max distance) Does 63214S have super armor? Seems to have much faster startup now. Does 63214H hit OTG? What does jumping on a beach ball do/accomplish?
  8. You can see her new 2HS at http://www.youtube.com/watch?v=mtcnHPc3u_k&t=4m14s which looks like a very useful normal. She has a new overhead (6K) which is comboable with at least RC. http://www.youtube.com/watch?v=mtcnHPc3u_k&t=4m58s She can combo off her ground throw with RC. jH counterhit no longer launches. May's 6P clashes with Ky's DP. 5H Aerial CH seems to act the same. jH Aerial CH seems to behave similar to +R. CH j2H > 6P Combos. CH Horizontal Dolphin > Wallstick > Combo. c.S > 6H a new gatling?
  9. Hiraoka(Ky) vs Shuumatsu(May) http://www.youtube.com/watch?v=mtcnHPc3u_k&t=4m Shuumatsu(May) vs Hocchan(Ky) www.youtube.com/watch?v=w6nzf5fhEro&t=10m04s Shuumatsu(May) vs Tanabata(Faust) www.youtube.com/watch?v=bltGbksOYeQ&t=15m35s ??(Sol) vs ??(May) http://www.youtube.com/watch?v=HuFWeppx1AE&t=1h36m48s ??(Axl) vs ??(May) http://www.youtube.com/watch?v=G5JWypA_lcI&t=1h59m34s ??(Sol) vs ??(May) http://www.youtube.com/watch?v=HuFWeppx1AE&t=1h37m30s ??(May) vs ??(Potemkin) https://www.youtube.com/watch?v=KiJWrtUn0jw ??(May) vs ??(Ky) https://www.youtube.com/watch?v=KiJWrtUn0jw&t=4m12s ??(Sol) vs ??(May) https://www.youtube.com/watch?v=KiJWrtUn0jw&t=1h5m50s
  10. Add me. I main May and Kliff. Learning Sol/Potemkin/Zappa. Willing to play any skill level. Will stream and/or commentate matches if you want advice or to rewatch footage. PSN: ukujikuDL. Location: Georgia.
  11. Ukujiku

    [+R] May Combos

    I watched this video and saw that Kedako does a more damaging combo than the one listed in your table. http://www.youtube.com/watch?v=iay3dwLJWl4&t=2m17s 271 damage on full life Anji. I decided to mess around with some other characters to see if I could do more damage and improved on a couple. Against Ky/AN: 5S > 6P > 5S > 6P > HS-HD > Dash 5S > 6P > HS-HD > Dash 5SH > HS-VD (273 damage/276 AN) Against JO: 5S > 6P > 5S > 6P > HS-HD > Dash 5SH > HS-HD > Dash 5SH > HS-VD (266 damage) Against Chipp: 5S > 6P > 5H (No delay) > HS-HD > Dash > 5SH > HS-HD > Dash 5SH > HS-VD (333 damage)
  12. Well the only stuff that works on everyone are unoptimal combos, and her corner combos, generally, depend on weight class. Here are simple/unoptimal combos that will work on everyone: OHK > 5SH > S-VD OHK > 6[HS] > S-VD 6[[HS]] > OHK > 5SH > S-VD 6[[HS]] > HS-VD FRC > jH > land > jH > j623S (Everyone but RO/KY/JO. Hard on ZA/KL) 6[[HS]] > HS-VD FRC > jH > 6HS > HS-VD (Everyone but JO. Hard on ZA/KL) j2H > 2P > 2D > HS-HD FB > 6[P] > HS-HD 5KS > 2D > HS-HD FB > 6[P] > HS-HD 5H CH > Dash 5H > 2D > HS-HD FB > 6[P] > HS-HD (will only work on opponent that doesn't shake well and depends on range) Corner throw > 63214HS > HS-HD 236236S > Dash 5SH > S-VD
  13. Both 6[HS] and 6[P] can be feinted with any special moves. In order to special cancel feint into commands on the same charged button you have to negative edge the input.
  14. From combo thread: You use the 6HS hitstop in order to achieve this. Press 6HS and very quickly down charge. The cancel into vertical dolphin is very late after 6HS hits. If done correctly you don't need to charge at all, but to practice you can do fully charged 6[[HS]] and then move onto a semi charged 6[HS]. Eventually you'll be able to do a no charge 6HS into vertical dolphin. Like 95% of my playing has been in training mode so most of this is theorycrafting on my part. All of this is relative to AC matchups. Improved Matchups: Eddie/Pot/Venom?/Slayer/TE? Worse Matchups: Ky/Zappa/Faust/ABA/Chipp/Dizzy
  15. Which characters and all of them? The 60 stun one is gonna dizzy TE/BR way before the combo ends. Against May: CH 6P, S, S-VD, FRC, Land, 6[P], FB-HS-HD, 6[P] = 169 damage Dropped the last hit Against TE 233 damage: CH J.hs, 6hs, S-VD, FRC, Land, 6[P], FB-HS-HD, 6[P], HS-HD Against TE 197 damage: CH 5hs, 66, 5K, 2D, FB-HS-HD, 6[P], FB-HS-HD, 6[P], HS-HD 6[hs], S-VD, FRC, J.hs, Micro, 6hs, S-VD, FRC, Land, 6[P], HS-HD: Seems impossible on most of the mediums/lightweights and incredibly tight timing/impossible for heavies. Mediums/lights tech before (and too high) I can get a no charge 6[P] off and heavies tech too soon to get the quickest 6[P] > HS-HD off. Also assume you meant HS-VD for first one. Anti-Air Corner only: HS-VD, LINK FB-HS-HD, 6[P], FB-HS-HD, 6[P], HS-HD, Far.Slash vs potemkin 153 TE has really strict timing so I gave up Anti-Air Corner only longer version: HS-VD, LINK FB-HS-HD, 6[P], FB-HS-HD, 6[P], FB-HS-HD 6[P] > HS-HD, Far.Slash Vs Potemkin: 170 damage
  16. Damage of hit(Total damage up to that point) Combo: 5HS > 2D > HS-HD FB > 6[P] > HS-HD FB > 6[P] > HS-HD Against TE: 50(50) > 27(77) > 18(95) > 33(128) > 15(143) > 26(169) > 27(196) Against BR: 53(53) > 29(82) > 19(101) > 35(136) > 16(152) > 28(180) > 29(209) Combo: j2H > 5P > 2D > HS-HD FB > 6[P] > HS-HD FB > 6[P] > HS-HD Against TE/FA: 41(41) > 9(50) > 24(74) > 16(90) > 28(118) > 12(130) > 22(152) > 22(174) Against BR: 44(44) > 9(53) > 25(78) > 17(95) > 30(125) > 12(137) > 23(160) > 23(183) Note: The recording I did on bridget didn't work on any other characters TE j2H combo recording works on FA(174)/PO(149)/KY(175)/ED(181)/JO(174)/SL(165)/AX(181)/ZA(174)/RO(151)/JU(175) so if you want testing done of those characters it'll be easier for me to record those if you respond quickly enough. Edit: formatted them better
  17. I'll try to record some 6[P] combos with my 30 fps camera and count the frames. That'll give an answer +-2 frames. Fixed my math and I think it makes sense now but not entirely sure. Vs Potemkin: Starting frame > First frame with hit sparks = Frames in 30 fps camera x 2 to adjust for 60 fps = answer±error 46 > 56 = 10 x 2 = 20±2 136 > 147 = 11 x 2 = 22±2 223 > 234 = 11 x 2 = 22±2 >> Continued Combo: 255 > 267 = 12 x 2 = 24±2 (which was too early to continue 6P loops as the HS-HD FB would go under him) Vs Justice: 565 > 576 = 11 x 2 = 22±2 639 > 652 = 13 x 2 = 26±2 713 > 726 = 13 x 2 = 26±2 789 > 800 = 11 x 2 = 22±2 851 > 863 = 12 x 2 = 24±2 923 > 933 = 10 x 2 = 20±2 >> Continued Combo: 962 > 974 = 12 x 2 = 24±2 (FB might have missed but not sure) Additional Notes: Full charged on my camera takes 46±2 frames No charge on my camera takes 14±2 frames
  18. I think the amount of 6[P] charge depends entirely on how high up they are mid combo. When doing 6[P] corner loops on potemkin, for example, you can do an increasingly longer charged 6[P] if your timing is right as potemkin floats higher. If you want the average of the first 6[P] that depends on the weight class. Against girls you can get a more charged 6[P]. If I had to guess I would say 33-35 frames on heavier characters and a few more frames for lighter characters, but I don't have any solid data backing this up other than the fact that may charges are 30 frames and it's a fairly tight link. Edit: I guess that doesn't take into account the hitstop though.
  19. Kyle if you want help testing that stuff lemme know.
  20. Ukujiku

    [+R] May Combos

  21. PSN: UkujikuDL Area: Georgia Main: Johnny/May and to a lesser extent Jam. Got it last night but wasn't able to find any good connections.
  22. Surprised this didn't make the highlight video of loketest 2. Not an A.B.A. player so I don't know if this is a new combo or not. http://www.youtube.com/watch?v=BtQX0eBufYw
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