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shinquickman

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Everything posted by shinquickman

  1. I don't really like using j.D in dust combos cause you gotta be pretty close.
  2. http://youtube.com/watch?v=X0FXDFbcFgM Japanese doubles. Pot vs. Chipp starts at 03:30. Do's: -Jump! Fly all over the big guy. -Shuriken. It's your safest approach. Don'ts: -lengthy blockstrings. Keep it simple. If you get in on Pot and you don't land a hit, you better get back out. Not worth getting a Pot buster in the face just to raise a little guard bar. -Run in. Too unsafe. You're at a huge risk of getting randomly poked and take sucker damage, getting knocked down, or PB'd. -Get touched!
  3. Heck you can just do a teleport after 2D to throw the opponent off. IMO I doubt people can parry/SB 2D>236S on reaction. If that happens frequently you gotta definitely change up your game.
  4. I dunno about XX/ and AC ,since he got the new shuriken.
  5. Actually, this thread is for all questions about GG that is NOT about gameplay, so bring it all on. Character and EX ending art is unlocked after you beat Arcade mode; one picture for each character and EX character. As for Special illustrations, some are time unlocked, some unlocked through survival, and the others depending on how many arcade ending art you unlocked.
  6. Double-post OMG. Forget about 6P>c.S(JI)[2]>5H>VD FRC combo on lights. (nonCH) 6P>c.S[2] (c.S hits) HVD FRC, AD j.H land 6H>loop. For c.S>HVD, charge 2 before c.S even begins animation. Also you want to press 8H a little after c.S hits so you get time to charge. What's happening is that you JC c.S after c.S is able to chain to another move, and then cancel jump into HVD. Kinda the same idea for the 5D fake into VD.
  7. Actually, you don't see it too often because you can't have burst to do it. I remember in #R< you coulda done it by just holding FDC and pressing D in the middle, but they took that out in XX/.
  8. ^What's the term, technical unblockable?
  9. @qwan: Yeah 6 FRC 6. Really annoying to do.
  10. I was just thinking, is there even such a thing as air grab inv?
  11. Not exactly. JIing cancels your running momentum.
  12. This is a kinda awkward, yet interesting thread. A - shadowman2099 B - Jorge C - Miami, Fl. D - Zilch E - Miami crew F - ... G - I travel every opportunity I get, (though not many have sprung up lately :P)
  13. IK mode, 5H CH, 41236412366H= Comboable IK.
  14. Your lightweight combos need more dolphins :P. Jam/Bridget/Baiken- OHK, (land c.S>5H>SVD)x2, 5P>SVD, land c.S>5H>SVD, land 2P>VD.
  15. The only absolute use I have for Jackhound is after a command grab that you do when you're cornered. Unless you do Jackhound, you can't do a combo afterwards. Other than a random overhead or going for a last-minute kill after a knockdown, no, Jackhound doesn't have a good use.
  16. By JIing SVD, I mean that you press up after the hit, not before. Unintentionally, I usually went for a dust fake, started charging down, and right before or exactly when a dust fake hit, I hit up and S. In this case the dust fake hits, and nothing happens afterwards except maybe a blank jump sometimes. Then I figured out that AFTER the dust fake hit, you press up and S and the SVD comes out. The latter works because what you are actually doing is JCing the dust fake, and then pressing S to finish the SVD command, which in turn, cancels the jump. This is what I mean by JIing the SVD. In other cases such as doing SVD off of 5H or 2D I would take for granted the cancel time for those moves or even finishing the SVD input a bit before the 5H or 2D hits because of input lenience. In the case of dust fake, that input lenience doesn't exist. The actual input is like: 5D[2+D], AFTER HIT 8S. So it really is about the same as special cancelling into SVD, just putting an emphasis on hitting up after the hit, not during or before since the goal is to jump cancel and then cancel the jump cancel.
  17. ??? Well, actually you can go into her VD loop from it. You have to do a Jump-installed SVD, and from there it's cake (delayed dust isn't special cancellable, but it's JCable, so you can do special moves via JI a la Slayer). The real problem is getting at a close distance with the delayed dust since most chars get too pushed back. As for air combo followups, eh maybe: 5D[D] JC, j.H>j.D dJC, dj.H>dj.D. Problem is that if they're too far, the first j.D will miss, so you have to be as close to your opponent as you would for the VD loop. For burst bait I guess. Every of her ground attacks leads to sweep, so just about everything leads to VD loop as long as you're close enough. Well, it's not that she doesn't have too many options to land a combo (she's not one of the top, if not THE top char in abare tier for no reason!), it's really that she has a pretty bad time approaching. You can do both actually. Sweep has a really big cancellable time, so hit confirm w/ sweep isn't so tough. Plus, just doing a FB dolphin as if doing a combo isn't bad either since you keep a cute rushdown going.
  18. Welcome to GG, and to the brave and few May players! Anyway, if you're having trouble with some of the notations we use here, go to: http://www.dustloop.com/forums/showthread.php?t=372 Also for any questions regarding May (how-to, gameplay, etc) go here: http://www.dustloop.com/forums/showthread.php?t=1697 And don't worry, there isn't too much Japanese to be aware of, maybe a term here or there but for game knowledge, it's not necessary. Probably looking for some match videos requires that. Now to answer questions. You mean the 6H into vertical dolphin combo after OHK, right? The 6H to vertical dolphin chain is a little weird, in that you have to do the cancel a little late. I think I answered that question in more detail ar the May help thread above. FB means 'Force Break', something like EX moves in 3S. In most cases people refer to the Horizontal dolphin FB, which is May's main combo starter. In this case and most other cases, it refers to the S version of the vertical dolphin, 'RR' is an abbreviation for 'Restive Rolling', which is 623S/H, both on the ground and in the air. For back/forward charges, it's not too hard. Just hold back or down/back as you're doing your combo. For example, to do 5S>2D>horizontal dolphin, you just hold back during 5S and down-back during sweep. For down/up charges, you have to charge in between hits. In the case of 5S>5H>S dolphin, first you do the 5S, and cancel into 5H. Then, while still in the 5S hitstop you begin charging down BEFORE 5H even comes out. Now AFTER 5H hits, you press up and S or H, whichever dolphin you're going for. So in overview, Press S, then press H, before H comes out hold down, H hits and then press up and S or H.
  19. Just a simple May tier explanation: Pros: +++Great abare; requires little to no tension for damage, and no specific setups for such combos either. +Not entirely tension reliant, plus gains tension quick +Addition of FB dolphins gives May a more safe approach and enhances her rushdown capabilities. It can also be used as a zoning tool. +Has one of the better command grabs in the game. +Very quick and high jumps +Somewhat decent air zoning with vertical dolphins and j.H. +Pretty fast. Cons: -Lacks mixup; only decent mixups involve low-throws and crossover j.2H, with a mediocre high-low game -Generally slow and low-reach normal attacks -Without tension, has a rough time approaching most opponents (zoners specifically) -Also has bad zoning capabilities without tension. Dolphin hoops are too slow to be usable without using an FRC, and using vertical dolphins to control air are risky. -Rush-down also limited without tension. -Has a hard time escaping rushdowns and okizeme, partly due to the loss of invincibility on 3K startup. So in theory May is terribly flawed, but her abare is just too ridiculous to be a bad char. Edit: Added a note on escaping rushdowns.
  20. ^Just you. Works fine for me.
  21. -I dunno what else to say, but practice more? Sorry:sweatdrop: -Well, not entirely. As we all know, where the opponent lands depends how close or far they're thrown to the opposite corner. So depending on that you're gonna have to change the timing on your 6H. Personally, 6H after OHK is too unreliable because the timing changes a lot depending on distance.
  22. Press 6H, imediately charge 3, then press 8S/H. The buffer time to cancel into a special move is later than it appears. Not because it takes that long to charge the up dolphin (it actually doesn't take that long) just that the buffer time is kinda weird. The way I do it is that I look at the hitspark. When the spark almost disappears, I motion to 8S/H.
  23. Ok, Niku-Q(TE) and Niku-kyuu(CH) are 2 different players. For a second there, I thought he done and gone tier-whoring like Sususmu. (Note: Not that there's anything wrong w/ tier-whoring, just woulda been ridiculous)
  24. I saw Shouji as Testament in the vid. That's not really Niku-kyu, is it? Two good Chipp players converting?
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