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NamelessCounter

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Everything posted by NamelessCounter

  1. That charge is literaly and most probably the hardest fucking may combo with the possible exception of iading after RR frc like a beast ino player. I think its something like 3 frame gap for it to go off correctly. This is with calculating the hit pause and the frames prior to move active frames. Unless you plan on going to ALL ggac tournaments, its not worth the 50+ hours it probably takes to learn it. just ohk 5s5hs28s x(depends on character). Even the super hard impossible dust combo that uses 6hs charge is only a small improvement over much easier dustcombos that have simular results.
  2. Catches are not a problem for either 1) psychics or 2) reaction. So situations like sols corner pressure with gunflame, brandit bringer or revolver. The chings to slayers or jams exe. As long as your reaction to something and not predicting its almost always a good idea. The only other cases i would support is when u know people are going to do wake up move, but this is only for psychics like me. But its nice turning to your opponent and saying "You scrub u think to loudly in your head!" P.S. WTF do i use to open a RAR file, WM and DivX didnt work. -.- i want to watch this team battles.
  3. So if im in the corner and i air grab someone, i can force them to block the cross over axl bomber that they usually wouldnt be used to blocking because of this crossupguard? I see what you mean about being able to do ambiguous cross ups.
  4. So what would these corner cross ups look like? If its air grabbing on wake up, who's wake up are you talking about? Axl's? If so doesnt it take 3 frames to jump in the first place, unless the input is 7FD6hs within a 2 frame span, making the airgrab possible on the 2nd frame of wake up but then again how long does this cross guard take... idk i think im really confused about the whole issue increase to a page lol.
  5. I'd call airthrow the best setup Axl has for Okizeme. Like many other characters, his airthrow has a property which breaks the inherent "crossup guard" system that the game does on wakeup (therefore allowing meaty crossups), and also creates corner crossup opportunities (Which can be very ambiguous). Explain this with 1-2 paragraphs plz. i need more detials on these definitions u use.
  6. Anyways i was wondering if any1 could test this out for me... I've connected 2d and fbhsvd, fb is inputed on the 7th-8th frame of start up as the dolphin animation begings, may will do a short hop off of the dolphn and land in perfect positino for 5s,5hs,svd. What i would like tested is off of 5k, 5s, 2d, fbhsvd, jhs, 6hs, svd, 5s, 85hs, svd, 5s,5hs,hsvd, frc, j66, (maybe another 6hs into lame loop or old bnb combo).
  7. i think u could work on this a lil more teyah :P
  8. Try jk and jhs instead of js, jk or js jhs... this is really character dependent and where the enemy is on the screen, for example using jsjhs is fine on pot but smaller hit box characters will make you whiff your 2d when you land and do 2k, 2d (i have no idea why in some cases at the max range of 2k it will hit but then 2d will whiff its really annoying...) However this isnt a bad set up because in some cases (dependent on character hit boxes) you can do js,jhs,2k,2s,svd(whif) ohk when you land. If you find your enemy consistantly blocks low, then try low air dash js, jhs svd (because of the range it should hit near the top or as coming down rather then as soon as it starts) frc,jhs, land, 6hs,svd ->dolphin loop. ( i have yet to implement this in my combos as not having a working ps2 = only arcade practice :'(!! Also if your enemy is in the corner js,jhs should be fine (SHOULD) but i recommend jk jhs in reference to low air dashing in because jk comes out quicker. However if your air dash isn't low enough you will end up going over there heads if they are crouching. Warning! Abusing low air dashing without proper set up = Eating 6p combos!
  9. Alright im having trouble with the motion for the JI into RR, do i have to go 8s743216961hs? I was told that J motion is the easiest way of doing the RR just off of the ground, is there and easier way then doing that cause its just alot of motion... Does any1 find it easier to just learn the timing for the RR after 8s,... so it would be more like 8s,96121hs, frc etc? BTW i just visited china town fair in nyc and went on a 21 win streak with may, representing for dolphin lovers everywhere.
  10. Thats a good example of how not completing a combo and letting people recover in the air is a good idea to mix into your mix up. Doing the unexpected is an advantageous.
  11. Question... What is the input? i know in GG#R it was 4hs then rolling to 4hs+p/k/s (only 1 of them). Is it the same way of inputting it in GGAC. Do i drum the 6s into the 6hs or do i drum the 6hs into the 6s. is it 1) 6s, drum 6hs or 2) 6hs, drum 6s? BTW if you hold 4Burst on the ground and you are in throwing range you will end up throwing them instead of bursting... Also i dont agree that may has no options after a 5©s, you can galting it into 5(f)s then 2s. It is possible with some practicing that you can input 6s..hs,8(f)s2,2s, VD or HD should be able to be charged during that...
  12. A - Nameless or "..." B - Raphael Rodriguez C - Toronto Ontario but during holiday times/vacation Montgomery MD or Morris county NJ. D - POT, AXL... they are more like mini alts... I'm a dedicated may. E - lol GG community? I guess Xsaphire, K2, pui, Darkdragon, dice, toronto peeps... F - PM me if you are interested in coming to a Toronto tournament, we are having one DEC 15th that includes MVC2 CVS2 3s MBAC AH, http://forums.shoryuken.com/showthread.php?t=142913&page=2 check it out. G - I'll travel to NYC or MD. If anywhere else i would probably need a ride from any tournament goers to get there. Every1 tell K2 he needs to play may more!
  13. Any1 have GGAC videos of May that show pressure options...
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