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RurouniLoneWolf

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Everything posted by RurouniLoneWolf

  1. This combo posted by Skargust earlier should be able to do that by using a dashing j.P. Though, he does mention on the wiki that the RC route is more stable. j. D>j.214S>Dashing j. P>j.S>djc j.S>j.6H>j.214S>j.236H Damage: 166 Requires: 3000 Calories Restrictions: Need to drop the j.6H on females EDIT: Actually found some more while parsing Zidane's overview for combos. (MidScreen) j.D > j.214S > j.P > j.S > djc j.S > j.H > j.236H - Video Example Damage: 116 (Corner) j.D > j.214S > 5H(1) > IAD j.K > j.S > j.K > land 623S > 214S > 236[H] > 214P > j.K > 5H > 6H > 236H > 214H - Video Example Damage: 190
  2. Didn't see this here yet so posting it. I'll split it into links to individual matches and put it in the OP later tonight Kazunoko[inoue] (Sin) Netplay Session
  3. Okusan (Sho) Vs Masao (Marie) FT10 Part 1 Part 2 Y-takkenn vs Pet (Adachi)
  4. Not really much to comment on here. We know there's a standalone release and its pricing but there's no mention one way or another about a patch/upgrade. Not that it matters to me since I have little choice in the matter since I'll be getting the PS4 version. The extend storyline sounds somewhat interesting but details are too vague to be excited about. PS4 version having cross online play is cool. I'm curious to see what other improvements they'd added. Considering it was already implemented in both Persona and Xrd, maybe they'll bring the rematch feature to BB in this update. I think they'll probably also alter the lobbies in some way because of their previous performance issues. My interest in 2.0 in terms of balance is still pretty low though. So it was going to be hard to be enthusiastic about this release no matter what it contained or how it was going to be handled.
  5. That's probably because no local retailer at present is carrying or has any plans to carry the game here in Canada. Your only options are to order online (Amazon or VGP) or get it directly off the PS Store later tonight
  6. To be honest, I only put that combo in the OP/wiki because it was in the basic combo vid from 4Gamer. May players usually don't chain 5K into anything but f.S or 2S because of the ranges its used at. You're usually not going to do a point blank 5K. Also, as someone else said, May players usually do AD j.S > j.H. j.K is usually reserved for when you're jumping back up into the air and the opponent is too high up to hit j.S. Think I said this earlier but I don't see Mays use these 2H [2]8H combo routes in recent videos. It might be because it isn't universal or it might be because the regular air combo route has better corner carry. Either way, I'd focus on the regular route for now unless you need to do a side swap.
  7. Sin overview by @Zidanel33t
  8. Toss me in the Skype Group too when you get a chance. Need to catch up on all the Elphelt discoveries while I wait for next week. Skype = rurounilonewolf
  9. Thanks for the clarifications/corrections, especially the air throw one. I always forget the throw option. Need to put it in big, flashing letters in my notes so I don't forget, lol. Also, we have a matchup forum now so I'll make the matchup threads later tonight.
  10. I see. Well, the problems you were having trying to meet them in the air make sense then. Usually, when you jump up to intercept an opponent already in the air, you want to use your fastest air normals because you are trying to hit them out of whatever they plan to do before they can do it. If you try to use slower normals like j.S and j.H in these situations, your chances of success will be lower than had you used j.P or j.K (j.A in other ASW games like BB and Persona). That said, since the opponent is already using their fastest normal in this case, I don't think this tactic will work. Maybe if you use j.K because of its rising hitbox? You'll have to test in training mode. From the videos I've watched, it seems to be the other way around. Ram players are going to want to jump up and hit you out of whatever you're doing with j.PxN. So the scenario is Ram is already up in the air, mashing j.P. Hmmmmmmmm. The idea Kyle mentioned about jump IBing seems solid. Back dashing to create some space to work with could help. If you're already in the air, a well spaced j.S could probably beat it. Try testing it in training mode. If you're not already in the air, jumping back away from the Ram instead of forward to intercept might be able to create the space you need for j.S to outspace it at certain distances. Can't think of anything else until I have the game next week to test stuff out in training mode. Also, everything I've said so far is based on if she still has her swords equipped instead of set. If she has swords set, you'll have to figure out what are your best options more dynamically based on where the swords are set. Might have to settle for just blocking in some cases You definitely want to branch out in terms of blockstrings. In terms of your options, just ending with 2D isn't terrible. A blockstring that chains into spaced f.S is good because you seem to have a lot of options from it. From what I can tell in match videos, you can do IAD j.S or jump back to return to neutral. You can do the usual [4]6S route. Once you've got your opponent expecting the other options from f.S, you can try every now and then to go for a P or K Applause for the Victim dolphin summon. Mess around with blockstrings in training mode, both with and without beach ball and/or dolphin oki. I'm sure you'll find lots of good ways to vary your pressure. I don't want to say too much because its still Week 1 and both you and your opponent are still trying to figure stuff out and get familiar with things. 2 things did catch my eye though that I feel is worth bringing up. The first thing is your choice of summons in neutral. When you summoned, you usually went for the beach ball. This may not be the right choice in this particular MU. Normally, the beach ball is good because the trajectory it takes serves as a great wall that greatly discourages your opponent from rushing in. It's great against more rushdown oriented characters but against a character like Elphelt who has good ranged options like her grenade and her rifle stance, it isn't as effective. In instances where you choose to summon something, I'd consider leaning more towards an P, S or HS Applause for the Victim dolphin because they'd work better at shutting down her options in neutral, making it easier for you to approach and get things started. The second thing is blockstrings but we already covered that earlier and week 1. Just wanted to emphasize it by bringing it up again.
  11. Information Have a question regarding May in Xrd? Feel free to ask in this thread for an answer! This first post will be updated with a FAQ section once more info is available to help prevent redundant questions. Before asking a question, please see if you can find the answer in the below FAQ or on the Dustloop Xrd May Wiki. Frequently Asked Questions [collapse] [/collapse]
  12. Information Have a question regarding Sin in Xrd? Feel free to ask in this thread for an answer! This first post will be updated with a FAQ section once more info is available to help prevent redundant questions. Before asking a question, please see if you can find the answer in the below FAQ or on the Dustloop Xrd Sin Kiske Wiki. Frequently Asked Questions [collapse] Question: What are some good ways to quickly get WS to unlock Sin Beating Story Mode gives you 100k WS. Doing the tutorials will net you another 20k WS. Doing the easier missions in mission mode can also be a good way to net a lot of WS. If you still need WS after all that, you can always grind Arcade Mode. Clearing Arcade with 2 rounds on Normal mode should net you around 7k WS per run through. Question: How do you do the 623S critical hit? What are the benefits? You need to hit the opponent with the center of the hitbox. If you get it right, you'll get a red hit instead of the usual blue. The critical hit gives more hitstun than the normal hit and can open up new combo routes. [/collapse]
  13. I'll make matchup threads when we get a matchup subforum but to cover some stuff brought up so far. Sounds like your pressure is too loose or you're being too aggressive/predictable with your pressure. The former will get fixed over time since it's still week 1. In the case of the latter, Varying your pressure in ways that will discourage Ram players from trying to mash out with target combos can help. Sometimes though, it's best to back off and let things reset back to neutral than to risk getting opened up by trying to keep your pressure going by trying to get back in. It depends on your current situation and options. The only solid thing I can recommend for this is to grab some replays of your matches and take note of where you got mashed out by Ram's target combo. Think about why it happened and what you could have done differently to avoid this or possibly even punish it. This is kind of confusing for me. If you are trying to meet them in the air, shouldn't the Ramlethal player be already in the air and not jumping after you've jumped? I need more info to help with this one. Maybe we should start by clarifying what the root of the problem is. What is the Ramlethal player doing that you're having trouble with? On another topic lightly touched on, Sword Equipped f.S and j.S definitely seem like good normals from what I've watched but their range is only to be feared in terms of horizontal reach. f.S can be jumped over and j.S is mostly a threat when you're at the same height in the air. It's got more recovery on it than f.S so it's more dangerous for Ram players to whiff, especially if they get the spacing wrong. I don't remember many Rams using j.S much, if at all, in the matches I've watched so there's definitely flaws that can be exploited.
  14. I wouldn't worry too much if you can't get that particular combo. The CMV it comes from was Week 2 arcade release stuff. Some stuff may no longer be practical/optimal. I can't remember seeing Kedako or other Mays going for this combo in recent videos, even in situations where the side swap would be useful. So long as you can do the usual air combo route, I think you should be fine. EDIT: Also, dumping another random combo I saw in a video Corner 2D > [4]6HS > ]P[ > j.S > j.H > land > j.K > j.D > djc j.D > j.41236HS - Video Example Damage: ? Requires: 41236P oki
  15. As ChexGuy said, usually the P/S version. Sometimes, people do K because they like the wall it creates in some instances. It's hard to say for sure since I lack personal experience but I think the YRC summon after Ensenga is mostly to allow May time to get better positioning for mixups and to do stuff like this
  16. [info="Information"] If you'd like to contribute, please feel free to do so! Just link the video along with the time that Sin appears in the video, and I'll update this post with that video. If a suitable title for the video is available, please list with it. Match video listings go from newest to oldest, based on when they were recorded (or failing that, when they were uploaded). Please refrain from going off topic in this thread. This thread is for posting of videos only. Discussion of videos should take place in the (Xrd) Sin Kiske Gameplay Discussion thread. [/info] [info="Notable Players"] Gaku JT Umecha Zadi Chonari [/info] [info="Misc Videos"] [collapse=" Guides, Tutorials and Demonstrations "] A3Religion's Growing Boy Sin Tutorial <v1.0> Sin overview by @Zidanel33t Okizeme j.D YRC setups [/collapse] [collapse="Combo Movies "] Sin Kiske Basic Combos Sin Kiske Basic Combos 5H Loops Sin Kiske Combos Part 1 Sin Kiske Combos Part 2 Sin Kiske CMV - Big Blast Sonic [/collapse] [/info] [info="Matches"] [collapse="vs Axl Low "] [2015/06/02] Team Sin vs. Team Axl <v1.1> [2015/04/09] JT (Sin) vs. Yosuke (Axl) <v1.1> [2015/04/09] Umecha (Sin) vs. Yosuke (Axl) <v1.1> [/collapse] [collapse="vs Bedman "] [2015/08/16] Kabegiwa no DC(Sin) vs Kisshi(Bedman)(1)(2) <v1.1> [2015/04/11] Zadi (Sin) vs. AbeG (Bedman) <v1.1> [2015/03/21] Katsuyama (Sin) vs. Bedman 2 <v1.1> [/collapse] [collapse="vs Chipp Zanuff "] [2015/08/16]Kabegiwa no DC(Sin) vs Endou(Chipp) (2) (3) (4) <v1.1> [2015/08/16]Kabegiwa no DC(Sin) vs Chappu(Chipp) (2) <v1.1> [2015/07/04] Zadi(Sin) vs Chappu(Chipp) <v1.1> [2015/03/21] Endou (Chipp) vs. Gaku (Sin) <v1.1> [2015/02/14] Gaku (Sin) vs. Endou (Chipp) [/collapse] [collapse="vs Elphelt"] [2015/07/04] Zadi(Sin) vs Isa(Elphelt) <v1.1> [2015/06/25] min(Sin) vs Sharon(Elphelt) <v1.1> [2015/06/13]Isa(Elphelt) vs Zadi(Sin)<v1.1> [2015/06/04] Sin vs Iwao(Elphelt)<v1.1> [2015/04/09] Zadi (Sin) vs. Koichi (Elphelt) <v1.1> [2015/03/21] Katsuyama (Sin) vs. Elphelt 2 <v1.1> [2015/03/19] Sharon (Elphel) vs Trust (Sin) <v1.1> [2015/01/02] JT vs Koichi (Elphelt) [2014/12/08] Kazunoko[Inoue] vs Elphelt [2014/12/08] Kazunoko[Inoue] vs Elphelt [/collapse] [collapse="vs Faust"] [2015/10/18] Dogura(Sin) vs Elvenshadow(Faust)(CEOtaku Top 8)<v1.1> [2015/10/18] faultydefense(Sin) vs ElvenShadow(Faust)(CEOtaku Top 8)<v1.1> [2015/07/10] Godsgarden H.H(Sin) vs Gazou(Faust) [2015/07/04] Zadi(Sin) vs Gazou(Faust) <v1.1> [2015/07/04] Zadi(Sin) vs Nage(Faust) <v1.1> [2015/06/13] Kiisha(Faust) vs Zadi(Sin)<v1.1> [2015/04/18] Zadi (Sin) vs. Tomo (Faust) <v1.1> [2015/03/28] Nage (Faust) vs. JT (Sin) 2 <v1.1> [2014/12/8] Kazunoko[Inoue] vs Faust [Netplay Casuals] [2014/12/8] Kazunoko[Inoue] vs Faust [Netplay Casuals] [2014/12/8] Kazunoko[Inoue] vs Faust [Netplay Casuals] [/collapse] [collapse="vs I-No "] [2015/08/16] Kabegiwa no DC(Sin) vs 2rio(I-no) <v1.1> [Netplay matches] J.T(Sin) vs Koichi(I-no)<v1.1> [Netplay matches]J.T(Sin) vs Koichi(I-no)<v1.1> [Netplay matches]J.T(Sin) vs Koichi(I-no)<v1.1> [Netplay matches]J.T(Sin) vs Koichi(I-no)<v1.1> [2015/04/18] Zadi (Sin) vs. 2rio (I-no) <v1.1> [2015/03/28] 2rio (I-no) vs. JT (Sin) 2 <v1.1> [/collapse] [collapse="vs Ky Kiske"] [2015/06/25] min(Sin) vs Rion(Ky) <v1.1> [2015/07/04] Zadi(Sin) vs Rion(Ky) <v1.1> [2015/07/04] Zadi(Sin) vs Ain(Ky) <v1.1> [2015/06/04] Gaku (Sin) vs. Hiraoka (Ky) <v1.1> [2015/04/18] Zadi (Sin) vs. Ain (Ky) <v1.1> [2015/03/22] JT (Sin) vs. Kuma (Ky) <v1.1> [2015/03/22] JT (Sin) vs. Rion (Ky) 2 <v1.1> [/collapse] (insert gorilla) [collapse="vs Leo"] [2015/06/04]Sin vs Muumen(Leo)<v1.1> [2015/06/04]Sin vs Muumen(Leo)<v1.1> [2015/06/04]Sin vs Muumen(Leo)<v1.1> [2015/06/06] Umecha (Sin) vs. T5M7 (Leo) <v1.1> [2015/04/09] Min (Sin) vs. Jonio (Leo) <v1.1> [2015/04/09] Hiroki (Sin) vs. Jonio (Leo) <v1.1> [2015/04/09] Hiroki (Sin) vs. Manyou (Leo) <v1.1> [/collapse] [collapse="vs May"] [2015/03/22] JT (Sin) vs. MK (May) 2 3 <v1.1> [/collapse] [collapse="vs Millia Rage"] [2015/08/16]Kabegiwa no DC(Sin) vs Karinchu(Millia) (2) (3)(4) <v1.1> [2015/08/16]Kabegiwa no DC(Sin) vs Nakamura(Millia) <v1.1> [2015/07/03] Kabegiwa no DC(Sin) vs Nakamura(Millia) <v1.1> [2015/06/13] JUN(Millia) vs Zadi(Sin)<v1.1> [2015/06/13] Karinchu(Milia) vs Zadi(Sin)<v1.1> [2015/06/06] 0 (Sin) vs. Satou (Millia) <v1.1> [2015/06/06] Hato (Sin) vs. Satou (Millia) <v1.1> [2015/03/28] Karinchu (Millia) vs. JT (Sin) 2 3 4 <v1.1> [2015/3/21] Kastuyama (Sin) vs. Ringo (Millia) <v1.1> [2015/1/12]BLEED vs Woshige (Millia) x2 [BLEED Stream Archive] [2015/1/12]BLEED vs Woshige (Millia) x2 [BLEED Stream Archive] [2015/1/12]BLEED vs Woshige (Millia) x2 [BLEED Stream Archive] [2015/1/12]BLEED vs Woshige (Millia) x3 [BLEED Stream Archive] [2015/1/12]BLEED vs Woshige (Millia) x3 [BLEED Stream Archive] [2014/12/27]JT vs Woshige (Millia)[Netplay Casuals Set] [2014/12/12]Brandino vs HallowHaven (Millia) [Netplay Casuals] [2014/12/8] Kazunoko[Inoue] vs Millia [Netplay Casuals] [2014/12/8] Kazunoko[Inoue] vs Millia [Netplay Casuals] [2014/12/8] Kazunoko[Inoue] vs Millia x2 [Netplay Casuals] [2014/12/8] Kazunoko[Inoue] vs Millia [Netplay Casuals] [2014/12/8] Kazunoko[Inoue] vs Millia [Netplay Casuals] [2014/12/8] Kazunoko[Inoue] vs Millia [Netplay Casuals] [/collapse] [collapse="vs Potemkin"] [2015/10/18] CEOtaku Top 8 faultydefense(Sin) vs dot_Nova(Potemkin) <v1.1> [2015/07/04] Zadi(Sin) vs FAB(Potemkin) <v1.1> [2015/05/03] FAB (Potemkin) vs. Chonari (Sin) <v1.1> [2015/03/21] FAB (Potemkin) vs. Zadi (Sin) <v1.1> [2015/02/14] FAB (Potemkin) vs. Gaku (Sin)<v1.1> [2014/12/27] Spooky vs AzureDream (Potemkin)[TSB Christmas Miracle] [/collapse] [collapse="vs Ramlethal Valentine "] [2015/08/16]Kabegiwa no DC(Sin) vs Takehara(Ramlethal) (2) <v1.1> [2015/08/16] Kabegiwa no DC(Sin) vs Hohiko(Ramlethal) (2) (3) <v1.1> [2015/05/03] Hohiko (Ramlethal) vs. Chonari (Sin) 2 <v1.1> [2014/12/27]A3Religion vs TSB Omnisscythe (Ramlethal)[TSB Christmas Miracle] [2014/12/8] Kazunoko[Inoue] vs Ramlethal [Netplay Casuals] [/collapse] [collapse="vs Sin Kiske"] [2015/07/01] Godsgarden Saitou(Sin) vs H.H(Sin) <v1.1> [2014/12/8] Kazunoko[Inoue] vs Sin [Netplay Casuals] [2014/12/8] Kazunoko[Inoue] vs Sin [Netplay Casuals] [/collapse] [collapse="vs Slayer"] [2015/08/16]Kabegiwa no DC(Sin) vs Hase(Slayer) (2)(3) (4) (5) (6) <v1.1> [2015/08/16]Kabegiwa no DC(Sin) vs Taka(Slayer) <v1.1> [2015/07/04] Zadi(Sin) vs Tanabata(Slayer) <v1.1> [2015/07/01] Godsgarden GAKU(Sin) vs Taka(Slayer) [2015/06/06] 0 (Sin) vs. Hase (Slayer) <v1.1> [2015/06/04] Gaku (Sin) vs. En (Slayer) <v1.1> [2015/04/18] Zadi (Sin) vs. Hase (Slayer) <v1.1> [2015/04/04] Umecha (Sin) vs. Nage (Slayer) 2 <v1.1> [2015/03/22] Hase (Slayer) vs. Umecha (Sin) <v1.1> [2015/03/21] Zadi (Sin) vs. Hase (Slayer) <v1.1> [2015/03/21] Zadi (Sin) vs. En (Slayer) <v1.1> [2015/03/21] Zadi (Sin) vs. Taka (Slayer) <v1.1> [2015/03/21] Zadi (Sin) vs. Nage (Slayer) <v1.1> [2015/02/14] Gaku (Sin) vs. Hase (Slayer) [2014/12/27] Spooky vs AzureDream (Slayer)[TSB Christmas Miracle] [2014/12/08] Kazunoko[Inoue] vs Slayer [Netplay Casuals] [/collapse] [collapse="vs Sol Badguy"] [2015/10/18] CEOtaku GF Dogura(Sin) vs Kazunoko(Sol) <v1.1> [2015/10/18] CEOtaku LF faultydefense(Sin) vs Kazunoko(Sol) <v1.1> [2015/10/18] CEOtaku WF Dogura(Sin) vs Kazunoko(Sol) <v1.1> [2015/10/18] CEOtaku Top 8 Kazunoko(Sol) vs faultydefense(Sin) <v1.1> [2015/08/16]Kabegiwa no DC(Sin) vs NOB(Sol) (2) <v1.1> [2015/08/16]Kabegiwa no DC(Sin) vs K(Sol) <v1.1> [2015/07/03] NOB(Sol) vs Kabegiwa no DC(Sin) <v1.1> [2015/07/01] Godsgarden J.T(Sin) vs Roi(Sol) <v1.1> [2015/07/04] Zadi(Sin) vs Shaka(Sol) <v1.1> [2015/07/04] Zadi(Sin) vs NOB(Sol) <v1.1> [2015/06/06] Hato (Sin) vs. K (Sol) <v1.1> [2015/06/04] Gaku (Sin) vs. Mugen (Sol) <v1.1> [2015/06/02] Team Sin vs. Team Sol <v1.1> [2015/05/03] Mugen (Sol) vs. Chonari (Sin) 2 3 <v1.1> [2015/04/18] Zadi (Sin) vs. Karinchu (Sol) <v1.1> [2015/04/18] Zadi (Sin) vs. Shaka (Sol) <v1.1> [2015/03/28] Roi (Sol) vs. JT (Sin) 2 <v1.1> [2015/03/28] Maruhan (Sol) vs. JT (Sin) 2 3 4 5 6 7 8 <v1.1> [2015/03/22] JT (Sin) vs. Mugen (Sol) 2 <v1.1> [2015/03/21] Mugen (Sol) vs. Zadi (Sin) <v1.1> [2015/03/21] Roi (Sol) vs. Zadi (Sin) <v1.1> [2014/12/08] Kazunoko[Inoue] vs Sol [Netplay Casuals] [2014/12/08] Kazunoko[Inoue] vs Sol [Netplay Casuals] [/collapse] [collapse="vs Venom "] [2015/07/04] Zadi(Sin) vs Fino(Venom) <v1.1> [2015/03/21] Katsuyama (Sin) vs. AO1 (Venom) <v1.1> [2015/02/14] Gaku vs Fino (Venom) [FT3 Set] [2014/12/12] Brandino vs Blacksnake (Venom) [Netplay Casuals] [2014/12/12] Brandino vs Blacksnake (Venom) [Netplay Casuals] [2014/12/12] Brandino vs Blacksnake (Venom) [Netplay Casuals] [2014/12/12] Brandino vs Blacksnake (Venom) [Netplay Casuals] [2014/12/12] Brandino vs Blacksnake (Venom) [Netplay Casuals] [/collapse] [collapse="vs Zato-1 "] [2015/07/01] Godsgarden Tsu(Zato) vs H.H(Sin) <v1.1> [2015/07/01] Godsgarden Tsu(Zato) vs H.H(Sin) <v1.1> [2015/06/25] min(Sin) vs Fazias(Zato) <v1.1> [2014/12/13] JT vs Ogawa (Zato) Set [Eita Stream] [/collapse] [/info]
  17. Late to the party but alternatively, you can go for Air Throw > OMC > 5C > 22B combo route to get better oki.
  18. You guys looked like you badly needed a combo thread so I made one for you. Go nuts. I'll update the opening post as tech is discovered If I have time after I'm done sorting stuff out for NEC tonight, I'll also make a video thread if one isn't already made yet.
  19. Information If you'd like to contribute, please feel free to do so! When posting combos, please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Sin. Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only. Only practical combos will be listed in this thread. Collapsed: General Notations: [table] > Progress from the previous move to the following move , Link the previous move into the following move. >> or -> Cancel the previous special into a follow-up special. |> After Landing j Jump hj High Jump ad or AD Air Dash iad or IAD Instant Air Dash jc Jump Cancel hjc High Jump Cancel ji or (JI) Jump Install CH Counter Hit MC Mortal Counter RC or (RC) (Red) Roman Cancel YRC or (YRC) Yellow Roman Cancel PRC or (PRC) Purple Roman Cancel [] Hold Input (X) X is Optional (N) Attack must deal N amount of hits [???] xN Repeat ??? N amount of times [X] or [Y] [/table] Challenge Mode Combos Collapsed: Challenges: Midscreen Collapsed: Mid Starters: 5/2K>5S>2S>236K>236H(1)>236K>236H Damage: 168 Requires: 7000 Calories 2S or 2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H Damage: 245 Requires: 6000 Calories, Standing Confirm Notes: For Punishing AA 5P/6P > c.S > j.S >j.p>j. S> dj.S > dj.6H >j.236H - Video Example Damage: 140 for 6P starter Requires: 3000 calories AA 5P/6P>5S>5HS(1)>6HS>j.S>dj.S>j.6HS>j.214S>j.236H Damage: 148(5P)/189(6P) Requires: 3000 Calories CH AA 6P > 214S > 214P > j.S > j.6H > j.P > 5P > 5H(1) > 6H > 623S > 214S > 236[H] (Crit) > 214K - Video Example Damage: 222 Air to air j.P > j.P > j.S > dj.S > dj.6H > j.214S > j.236H Damage: 138 Requires: 3000 Calories 236H > RC > dash 6H > 623S > 214S > 236[H] (Crit) > 214K > j.6H > 5H(1) > 6H > 236H > 214H - Video Example Damage: 197 Requires: 50 Meter Collapsed: Low Starters: 2K>2H(3)>5H(1) >6H>j.S>j.6H>j.214S>j.236H Damage: 165 Requires: 3000 Calories 2K>2H(1)>5H(1)>6H>623S(crit)>214S>214K[6]>late j.6H>5S>5H(1)>236H Damage: 187 Requires: 6000 Calories Restrictions: Only works on a deep hit/with dash momentum 2K>2H(2)>5H(1)>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H Damage: 199 Requires: 8000 Calories Restrictions: Does not work on Slayer, I-No or Axl (236K whiffs) Notes: Corner Carry route 2K>5K>3K>6H>623S(crit)>214S>236[H]>214K>j.K 5H(1)>6H>236H>214H/214K Damage: 183 Requires: 6000 Calories Restrictions: Does not work on May/Faust 2K>2HS(3)>5H>6H> jc jS>j6H>j236236P> delayed AD>land>214S>236[H]>214K[6]>j.K>5H>6H>236H Damage:194 Requires: 3000 calories, 50 meter Notes: j6HS >j236236P doesn't work against some characters, high jump jS resolves the issue in most cases and still lets you get the combo in exchange for a lil bit of damage Crouch/CH 3K>6H>623S(crit)>214S]>214K[6]>Late j6H>5S>5H(1)>6H>236 H Damage: 214 Requires: 4000 Calories Restrictions: Doesnt work on Faust and May(6H whiff) Collapsed: Overhead Starters: 214S>RC>Dash>2H(2)>5H(1)>6H>623S(crit)>214S>214K[6]>Late j.6H>5S>5H(1)>6H>236H Damage: 228 Requires: 4000 Calories, 50 meter 5D>8/9>j.6H>j.6H>j.S>j.P>j.S>dj.S>j.6H>j.214S>j.236H Damage:139 Requires: 3000 Calories j.D>j.214S>RC>Dashing 214S>236[H]>214K>j.K>Dashing 5H(1)>6H>236H Damage: 178 Requires: 5000 Calories, 50 Meter j. D>j.214S>Dashing j. P>j.S>djc j.S>j.6H>j.214S>j.236H Damage: 166 Requires: 3000 Calories Restrictions: Need to drop the j.6H on females j.D > j.214S > j.P > j.S > djc j.S > j.H > j.236H - Video Example Damage: 116 falling jD > land > 2K > 2S > 236K > 236H Collapsed: Throw Starters: Throw>dashing 214S>214P[6]>Late j.6H>623S(crit)>214S>236[H] Damage: 148 Requires: 6000 Calories Airthrow>RC>Delayed AD>623S(crit)>214S>214P[4]>5S>5H(1)>236H Damage: 172 Requires: 4000 Calories, 50 Meter Airthrow>RC>Delayed AD>623S(crit)>214S>236[H]>214K>j.K>5H(1)>6H>236H Damage: 200 Requires: 6000 Calories, 50 Meter Note: Corner Carry route Air throw>(small delay)RC> air dash>2H(2)>5H(1)>6H>j.S>j.P>j.S>djc j.S>j.6H>j.214S>j.236H Damage: 180 Requires: 50 Meter, 3000 Calories Collapsed: Instant Kill Combos: Near Corner Collapsed: Mid Starters: 2S or 2H(2) > 5H(1)>6H>623S(crit)>214S>236[H] >214K>j.K>5H(1)>(6H>236H) Damage: 259 Requires: 6000 Calories, Standing Confirm Notes: For Punishing f.S/2S>236H[1]>RC>Dashing 6H>623S(crit)>214S>236[H]>214K>j.K>5H>(6H>236H) Damage: 212 Requires: 50 Meter, 7000 Calories Notes: For Punishing Collapsed: Low Starters: Collapsed: Overhead Starters: Collapsed: Throw Starters: Collapsed: Instant Kill Combos: Corner Starters Collapsed: Mid Starters: Collapsed: Low Starters: 3K>6H>236K>623S(crit)>236[H]>214S>214K>j.K>5H(1)>6H>236H Damage: 218 Requires: 8000 Calories Restrictions: Does not work on Slayer, Axl or I-No Collapsed: Overhead Starters: CH/Air Hit 214S>236[H]>214K>j. K>5S>5H>623S 5D>6>5H(1)>6H>214S>236K>623S(crit)>214S>214P[4]>late j.6H>5S>5H(1)>6H>236H Damage: 173 Requires: 5000 Calories j.D > j.214S > 5H(1) > IAD j.K > j.S > j.K > 623S > 214S > 236[H] (Crit) > 214P > j.K > 5H(1) > 6H > 236H > 214H - Video Example Damage: 190 Collapsed: Throw Starters: Throw>RC>Dashing 214S>214P[4]>late j.6H>623S(crit)>214S>236[H]>214K>j.K>5H(1)>6H>236H 165 dmg 7k calories Damage: 165 Requires: 7000 Calories, 50 Meter Collapsed: Instant Kill Combos:
  20. I'll fill the OP up with combos as they come. For now to get you guys started, here's... [collapse="Wiki Stuff"] Midscreen 2P > 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS End the combo in 41236X for Oki End the combo in [4]6HS for more damage and corner carry OHK (632146HS) > dash 5S > jc j.S > j.HS > j.D > djc j.HS > j.D > j.41236HS (Damage: 151) (With 41236S oki) 6K > (Release S and 41236S hits) > 5P > 2K > 2D (Damage: 67) 2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS (Damage: 186) 5K > 2D > [4]6S > RC > AD j.K > j.HS > land > dash j.K > j.HS > j.D > djc > j.HS > j.D > j.41236HS (Damage: 176) Corner c.S > 6HS > [4]6HS > IAD j.P > j.K > j.HS > 6HS (Damage: 170) 5D > 6 > 6[HS] (Max Charge) > [2]8HS > IAD j.P > j.K > j.HS > 6HS > 63214S~P (Damage: 186) OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.41236HS OHK combo that puts the opponent back in the corner [/collapse] And here's 2 combos I randomly have noted down. I also have 2 6K corner combos but I don't have a video link to go with them and they seem incomplete so I won't post them. (Corner to Corner) OHK > 6[HS] > 41236[P] > RC > dash 6[HS] > [4]6S > (Hop on the 41236P Dolphin during the bounce back from Horizontal Dolphin) > AD j.S > j.HS > land j.S > djc j.S > j.HS > j.D > j.41236HS Costs 50 meter (Mid Screen) j.S > 2D > [4]6HS > RC > AD j.HS > land > j.S > j.HS > j.D > dj.HS > j.D > j.41236HS Well, good luck JP players. EDIT: Adding an air to air j.S combo Air to Air j.S > j.HS > land j.S > djc j.S > j.HS > j.D > j.41236HS
  21. [info="Information"] If you'd like to contribute, please feel free to do so! When posting combos, please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for May. Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only. Only practical combos will be listed in this thread. [collapse="General Notations"] [table] [tr] [td]>[/td] [td]Progress from the previous move to the following move[/td] [/tr] [tr] [td],[/td] [td]Link the previous move into the following move. [/td][/tr] [tr] [td]>> or ->[/td] [td]Cancel the previous special into a follow-up special.[/td] [/tr] [tr] [td]|>[/td] [td] After Landing[/td] [/tr] [tr] [td]j[/td] [td]Jump[/td] [/tr] [tr] [td]hj[/td] [td]High Jump[/td] [/tr] [tr] [td]ad or AD[/td] [td]Air Dash[/td] [/tr] [tr] [td]iad or IAD[/td] [td]Instant Air Dash[/td] [/tr] [tr] [td]jc[/td] [td]Jump Cancel[/td] [/tr] [tr] [td]hjc[/td] [td]High Jump Cancel[/td] [/tr] [tr] [td]ji or (JI)[/td] [td]Jump Install[/td] [/tr] [tr] [td]CH[/td] [td]Counter Hit[/td] [/tr] [tr] [td]MC[/td] [td]Mortal Counter[/td] [/tr] [tr] [td]RC or (RC)[/td] [td] (Red) Roman Cancel[/td] [/tr] [tr] [td]YRC or (YRC)[/td] [td]Yellow Roman Cancel[/td] [/tr] [tr] [td]PRC or (PRC)[/td] [td]Purple Roman Cancel[/td] [/tr] [tr] [td][][/td] [td] Hold Input[/td] [/tr] [tr] [td](X)[/td] [td]X is Optional [/td] [/tr] [tr] [td](N)[/td] [td]Attack must deal N amount of hits[/td] [/tr] [tr] [td][???] xN[/td] [td]Repeat ??? N amount of times [/td] [/tr] [tr] [td][X] or [Y][/td] [td] [/td] [/tr] [/table] [/collapse] [/info] [info="Challenge Mode Combos"] [collapse="Challenges"] [/collapse] [/info] [info="Midscreen"] [collapse="Mid Starters"] 2P > 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS - Video Example Damage: 39 for 41236K Oki Notes: End the combo in 41236X for Oki End the combo in [4]6HS for more damage and corner carry 5K > 2D > [4]6S > RC > AD j.K > j.HS > land > dash j.K > j.HS > j.D > djc > j.HS > j.D > j.41236HS - Video Example Damage: 176 Requires: 50 meter 2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS - Video Example Damage: 186 Requires: 50 Meter 2S > [4]6S > RC > AD j.S > j.H > land > j.S > j.H > land > j.K > j.D > djc j.D > j.41236H - Video Example Damage: ? Requires: 50 Meter Notes: Burst Punish CH 214P > IAD j.S > j.H > land > j.S > j.H > land j.K > j.D > djc j.D > j.41236H - Video Example Damage: ? [/collapse] [collapse="Low Starters"] 2D > [4]6S > RC > Air dash Late j.HS > Land j.S > j.H > j.D > j.41236H Damage: 132 RequiresL 50 meter Notes: Ky and Venom specific route, RC into Air Dash sequence is burst safe [/collapse] [collapse="Overhead Starters"] 6K > ]S[ > 5P > 2K > 2D - Video Example Damage: 67 Requires: 41236S oki 6[H] (Max Charge) > [4]6S > RC > 5D > 8 > j.D> j.D > j.S > j.H > j.D > djc j.S > j.H > j.D > j.41236H - Video Example Damage: ? Requires: 50 Meter [/collapse] [collapse="Throw Starters"] OHK (632146H) > dash c.S > jc j.S > j.H > j.D > djc j.H > j.D > j.41236H -Video Example Damage: 151 Note: Easy, Universal OHK > c.S > 2HS > [2]8H |> c.S > 2HS > [2]8H Damage: 154 Notes: Side swaps OHK > c.S > 2H > [2]8H |> 2H > [2]8H |> c.S > [2]8H Damage: 170 Notes: Damage route. Double side swaps Throw > RC > 41236[K] > 6[HS] > [4]6S > (Hop on K Dolphin) > AD late falling j.H > land 6HS > 41236P oki - Video Example Damage: ? Requires: 50 Meter Throw > RC > 41236[K] > dash 2H > [2]8H > dash c.S > 2H > [2]8H > (Hop on K Dolphin) > AD late falling j.H > land 6H > 41236P oki - Video Example Damage: ? Requires: 50 Meter Notes: Side Swap route Throw > RC > 41236[P], dash c.S > 2H > [2]8H > ]P[ > j.H > land 6H > 41236P oki - Video Example Damage: ? Requires: 50 meter Air Throw > RC > falling j.H > land j.S > j.H > j.D > djc j.H > j.D > j41236H - Video Example Damage: Requires: 50 Meter [/collapse] [collapse="Instant Kill Combos"] [/collapse] [/info] [info="Near Corner"] [collapse="Mid Starters"] 2P > 2K > 2D > (Beach Ball hits) > dash c.S > 2HS > [2]8HS > c.S > jc j.D > djc j.S > j.H > j.41236H - Video Example Damage: ? Requires: 214P oki Note: Ensenga? at the end does not give knockdown and OTGs [/collapse] [collapse="Low Starters"] [/collapse] [collapse="Overhead Starters"] [/collapse] [collapse="Throw Starters"] [/collapse] [collapse="Instant Kill Combos"] [/collapse] [/info] [info="Corner Starters"] [collapse="Mid Starters"] c.S > 5HS > [4]6HS > IAD j.P > j.K > j.HS > 6HS - Video Example Damage: 170 CH [4]6HS > dash 6[HS] > 236236S > dash c.S > 2HS > [2]8HS - Video Example Damage: ? Requires: 50 Meter Notes: Can work near corner as well CH AA [2]8HS > c.S > 2HS > 2[8]HS > [4]6S > RC > land > IAD j.S > j.H > land 6H > 41236P oki - Video Example Damage: ? Requires: 50 Meter [/collapse] [collapse="Low Starters"] 2D > [4]6HS > ]P[ > j.S > j.H > land > j.K > j.D > djc j.D > j.41236HS - Video Example Damage: ? Requires: 41236P oki 2D > [4]6HS > IAD j.[K] > j.H > j.41236H(1) > airdash j.H > land j.K > j.D > djc j.D > j.41236H - Video Example Damage: 211 on Ky Requires: 41236K oki Contributed by: MasamuneXGP [/collapse] [collapse="Overhead Starters"] 6K > ]P[ > 5P > 2HS > [4]6HS > IAD j.P > j.K > j.D > j.41236H - Video Example Damage: ? Requires: 41236P oki 6K > ]P[ > [4]6H |> LINK IAD J.P > J.K > J.HS > land 6H > 41236P oki - Video Example Damage: ? Requires: 41236P oki 6K [4] > ]P[ > 5H > [4]6H > RC > 41236[K] > 6[H] > 214P > ]K[ > (Ball hits) > 6[H][2] > [2]8H - Video Example Damage: 221 Requires: 41236[P] oki, 50 meter Notes: Requires fast fall landing timing from [4]6H RC Contributed by: VRyu Sensei 6K > ]P[ > 5HS > [4]6HS > RC > 41236[K] > [4]6S > ]K[ > air dash j.S > j.HS > 2HS > [2]8HS > 2HS > [2]8HS > oki Damage: 190 REquires: 41236[P] oki, 50 meter Notes: Non fast fall landing timing variant Contributed by: VRyu Sensei 5D > 6 > 6[HS] (Max Charge) > [2]8HS > IAD j.P > j.K > j.HS > 6HS > 63214S~P - Video Example Damage: 186 Requires: 50 meter for super ender 5D > 6 > 6[HS] > [4]6HS > IAD j.K > j.HS > land 2HS > [2]8HS > c.S > jc j.D > djc j.S > j.H > j.D > j.41236H - Video Example Damage: 193 Notes: Gains 40 meter Contributed by: raisedbyfinches j.S > 2D > [4]6H > RC > AD j.H > land > j.S > j.H > j.D > djc j.D > j.41236H - Video Example Damage: ? Requires: 50 Meter Restrictions: Ky Specific route [/collapse] [collapse="Throw Starters"] Throw > RC > 41236[K] > 6[HS] > 66 5S > 2HS > [2]8HS > 66 > ]K[ > 5S > 2HS > [2]8HS > 2HS > [2]8HS > oki Damage: 220 Requires: 50 meter Contributed by: VRyu Sensei OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.41236HS - Video Example Damage: ? Notes: OHK combo that puts the opponent back in the corner OHK > 6[H] > 41236 > RC > IAD j.H > land 6[H] > [4]6H > ]S[ > j.H > land 6H > 41236P oki - Video Example Damage: ? Requires: 50 meter Notes: Goes from one corner to the other corner [/collapse] [collapse="Instant Kill Combos"] [/collapse] [/info]
  22. It's hard for me to say since so I'm so new to May that I've just been focusing on learning May in general. But from what I've noted so far, CHing mostly comes into play for making j.S, j.H and j.2H air hits easier to combo into her better air combo routes. It also feels like CH 6H is very painful but I haven't noted down enough instances of this to be sure. Based on my observations, conditioning people to get hit by a throw or OHK really comes down to that Xrd May has so many options in pressure between Applause for the Dolphin oki, Beach ball oki and regular blockstrings that it's easy to forget she even has it if you're doing a good job of varying your pressure. Well, those are my thoughts anyway. I'll get a better understanding once I get to play the game myself and hear more from people who got the JP release. Also, going to make a combo thread for you JP guys to start posting stuff. Just need to find a template to steal borrow from another forum.
  23. Nice. Looks like we have another good candidate to slip into the game in the inevitable Xrd 2.0. Time will tell.
  24. My apologies. I actually meant to say it's a nice alternative to doing a j.C safe jump but forgot the j.C in my hurry.
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