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shinquickman

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Everything posted by shinquickman

  1. A little late, but... http://www.strokethebigtree.com/rtl_s_movies/kami.zip Most of these combos look pretty realistic IMO.
  2. ^You can do that, but some chars fall too soon to get that combo down. You're right, though, it is stronger.
  3. ^The FB combo is a necessity. You MUST learn it if you ever plan to be a serious May player. Vertical dolphin combos off sweep are distant-dependent and don't work on every characters. FB Horizontal Dolphin combo, works on everyone, can be done at all ranges, easier to pull off, leads to knockdown, more damaging; yeah, this is the combo you should be doing. After a sweep>FB Horizontal Dolphin, you can go into the lame loop: c.S>5H>S Vertical dolphin, land c.S>5H>S Vertical dolphin, land 2P>H Vertical dolphin Plus, combos aside, FB dolphins are pretty good in blockstrings. You could even throw out a random poke and throw out an FB dolphin to start rushdown. Plus they eat projectiles and cover a good amount of range. I just can't stress how good FB dolphin is. As for Jackhound uses, after knocking down from the lame loop, you could throw a Jackhound to hit em OTG, and then continue a combo. Only useful if it's gonna finish an enemy off 'cause it's pretty sucky damage.
  4. Well my main concern is whether the double jump impossible jump combo is more or less convenient than the FDC impossible dust combo, 'cause I always did the FDC ID combos. From what little dust combo practice I got, FDC ID combo into the lame loop seems fairly hard to get right, and never landed it on light chars. Oh and 6H loops are fun to do and watch and will never be useless for that! Well, by May standards they're fun.
  5. I'm not sure, but is '159' supposed to be a double-jump? So something like this: 5D, [8]j.H>j.H [/8] 9, j.H, land etc? -I find it easier to do 5D, j.8H>j.8H 89, j.H, land etc. IIRC ye olde FDC dust combos don't work too well now that j.H has more pushback 5D[8], j.H>j.H[/8], j.3H+S(FDC, well SBC but w/e), j.H, land 6H[2]>Up dolphin FRC, AD j.H, land 6H[2]>Up dolphin though maybe there's a way to incorperate it? As of lately, I've been able to land it on heavy chars, but I'm open to variations. Eh, well there's never been charge partitioning in XX. That example [2]>[/2]5P>up dolphin is just input lenience.
  6. It's Mecha May and she's mine! Yarg! Actually keep Mecha May. I'll stick w/ Holy Orders May, or Kuro May when I play a Kuro Ky. ---Anyway the ideal combo off 6P is pretty much the same in AC as in XX/ on girl chars (and Sol 'cause he's apparently a girl to ARCSYS when some May combos are concerned) 6P>c.S(JI)>5H>h dolphin FRC, ad j.H land 6H>h dolphin. On other standard weights it's possible to do*: 6P>c.S(JI)>5H>h dolphin FRC ad j.H land 6H>S dolphin, land 5P>h dolphin. *Only tested on Testament so far. Never really got too much alone time w/ AC as of now; most exposures were w/ a group. But yeah, there are hundreds of variations to May's combos and not many look impractical either (just the same...)
  7. Supposedly May's worst matchup in AC is ABA (the worst matchup in the game). Agree?
  8. FB H. Dolphin to OHK is one of May's more useful tick grabs. Then again, FB H. Dolphin in AC is one of her more useful everything.
  9. Be considerate: there are many Dustloopers whose native language is not English. Cut them some slack.
  10. Narrow chance that I'm going.
  11. shinquickman | sqm | Miami, FL| Delay 4
  12. Emo colors. Typical of you.
  13. Please explain. I have the same thing and I could never connect to the server.
  14. Eh, I distinctly remember the latest #R match-up list (like 1½ years old) having 11-9 Eddie>Anji, which is pretty even.
  15. Heh, I missed the JH OTG property. Thanks for pointing that out POS. I just always refer to this effect as "lifting", like "lifts downed opponents", or "able to lift" or something like that. In the case of Jackhound I would say "causes bounce and lifts downed opponents". I think more people should have a say on this, so we're all at the same level.
  16. May notes:toot: --- Standing 5P: 80% proration 5K: 4-17F Lower Body Invincible. 4-14F Grab invincible 5H: 13-16F Lower body invincible. Causes staggar on a standing opponent on CH (max. 47 frames) 6P: 1-18F Above the knees invincible . Launches standing opponents. has 3X stun modifier. 6P (charged): 1-11 Above the knees invincibility. On ground hit, blowback and downs. On air hit, blowback. Prorates 90%. Attack startup of 9F after releasing the button. Charging changes the startup, blockstun, and dizzy multiplier. (See table below). 6H: Causes stagger on a standing opponent on CH (max. 47 frames). On air opponents upon CH untechable for 80 frames 6H: (charged): Causes stagger on a standing opponent on CH (max. 47 frames). On air opponents upon CH untechable for 80 frames. Attack startup of 9F after releasing button. 6H: (max. charged): Causes stagger on a standing opponent on CH (max. 47 frames). On air opponents upon CH untechable for 80 frames. Hitstun is 29 frames on crouching opponents (tested on Sol) 5D: Holding down D button past frame 15 activates 'Na~nte ne'. Dead Angle: 1-21F Invincible 22-37F grab invincible. Causes wallbounce on hit (28 f. untechable) 50% proration. Crouching 2P: 80% proration 2K 7-10F low stance. 80% proration. 2H: Causes sweep on standing opponents. CH launches and vaccuums opponent (52 F untechable) 3K: 5-7F and 29-40F low stance. 8-28F invincible except low. Sweeps opponents. FRC point on 29-30F. Jumping j.H: Launches air opponents (untechable 28 frames). CH on standing opponents causes launch. j.D: Launches opponents (21 frames untechable). 1.75X stun. 29F after initiating move able to normal cancel. j.2H: On guard, level 4 attack. Grab: Downs opponent. 50% proration. Air Grab: Downs opponent. 50% proration. Special Na~nte ne: Launches opponent (untechable 30 f.) Mr. Dolphin-horizontal(S): 3-6F, 9-16F Lower body inv. 7-8, 17-19 foot inv. Airborne 1f~. Counter hit state from airborne state to landing. 4-14f able to cancel to 'Onward, Mr. Dolphin-horizontal'. *1 Mr. Dolphin-horizontal(H): 4-7F, 10-27F Lower body inv. 8-9, 28-30f foot inv. Airborne 1~f. Counter hit state from airborne state to landing. 5-25f able to cancel to 'Onward, Mr. Dolphin-horizontal'. *1 Mr. Dolphin-Vertical(S): 1-3F throw inv. 4~F airborne. Causes vacuum on hit (35F untechable) 18F~ must be blocked high/air. On a crouching opponent takes 21F to hit (tested on Sol.) 7~f able to cancel to 'Onward, Mr. Dolphin-Vertical'.*1 Mr. Dolphin-vertical(H): 1-3F throw inv. 4~f airborne. Causes knockdown on hit (40F untechable). On a crouching opponent takes 29F to hit (tested on Sol). 7~F able to cancel to 'Onward, Mr. Dolphin-vertical'.*1 Restive Rolling: Airborne 13~F. Launches on hit (35F untechable). 26-52F able to cancel to 'Directional Change'. FRC on 13-14F. Aerial Restive Rolling(S): Launches on hit (30F untechable). 23-49F able to cancel to 'Directional Change'. Aerial Restive Rolling(H): 29-55F able to cancel to 'Directional Change'. 35F untechable. FRC time on 16-18F. Directional Change: Launches on hit (25F untechable). 26-34F able to cancel into itself. May be performed up to 3 times after 'Restive Rolling'. Applause for the Victim: 1-10F upper body inv. 11-25F low stance. Launces on hit (16F untechable). 55F total. FRC on 20-21F. Projectile active 17F after release (49F active time).*2 Overhead Kiss: 1-5F throw inv. Causes wallbounce (80F untechable). May's total air time is 42F. 60% proration. Force Break Jackhound: 16-33F Lower body inv. and airborne. 34-39, 48-51F low stance. 40-47F inv. except feet. 52-64F foot inv. Causes bounce on hit (60F. untechable). CH state from start to end. 80% proration. Onward, Mr. Dolphin-horizontal (S): 30F untechable time. Onward, Mr. Dolphin-horizontal (H): 30F untechable time. Onward, Mr. Dolphin-vertical: 30F untechable time. Overdrive Ultimate Whiner: 1-10F inv. 11-13F grab inv. 1st hit on air opponents causes knockdown. 3rd-8th hit on air opponent 20F untechable time. 9th hit causes knockdown (20F untechable). 2nd-8th hits have 0 hitstop. Great Yamada Attack: 5-22F strike inv. Wallbounces on hit (80F untechable). Super Screaming Spinning Whirlwind: 1F nomi inv? From start to finish grab inv. Floats on airborne opponents. 7f hitstop each hit. Cancellable to 'Deluxe Tile Bomber' after super freeze. Deluxe Tile Bomber: Causes knockback on hit (60F untechable) May and the Jolly Crew: IK mode activation 70F. 1-18F inv. *1 FRC timing is 10-12F after hit or block. 30F minimum charge time. *2 The number of dolphins released depends on the amount of time charged. 1 dolphin: 1-121F/ 2 dolphins: 122-271F/ 3 dolphins: 272-631F/ 6 dolphins: 632-1113F. On 1114F 3 dolphins are auto-released. Link to 6P frame chart thanks to PhaethonH http://www.dustloop.com/forums/showpost.php?p=125058&postcount=10 --- I think I missed like 1 thing on 63214H about the 2nd hit activating on the 1st hit or something, but otherwise complete. Just FYI, I refer to 'low profile' (when a char is really low to the ground, like Ky's slide) as 'low stance'. I also put 'Irukasan, Ganbatte' as 'Onward, Mr. Dolphin' because 'Mr. Dolphin, do your best' is too nerdy.
  17. It's lost somewhere in the AC Sol thread, but, go to training mode in any XX ver. and test who you can OTG w/ BB . Those are the chars the loop should work on. Anyone else who asks "On who can you do the BB loop?" should
  18. I say as an unofficial rule, no one should make request post in this thread, like "can someone translate so and so", or "do this guy please". They really aren't helping.
  19. On most chars in XX/ you could end a BnB combo w/ a c.S to a vertical dolphin, and on bigger chars you can do c.S>5H to vertical dolphin:eng101:
  20. I always see it translated as "Hachisubako". What's going on?
  21. Yeah, but you can't SB on wake-up, meaning the Bite trap still= death.
  22. ??? Char Length Inv Sol 16 8 Ky 16 9 May 13 9 Millia 11 7 Eddie 16 7 Pot 21 20 Chipp 21 9 Faust 13 7 Baiken 16 9 Anji 13 7 Johnny 11 7 Axl 16 8 Jam 16 9 Venom 13 7 Testa 16 9 Dizzy 16 9 Slayer 28 19 I-No 16 11 Zappa 11 10 Bridget 15 8 Robo-Ky 14 10 Order-Sol 16 8 ABA 17 8 ABA(Mo) 16 8 ABA(Super) 20 8
  23. May note? Standing 5P: 80% proration 5K: 4-17F Lower Body Invincible. 4-14F Grab invincible 5H: 13-16F Lower body invincible. Causes staggar on a standing opponent on CH (max. 47 frames) 6P: 1-18F Above the knees invincible . Launches standing opponents. Deals 3 stun damage. 6H: Causes stagger on a standing opponent on CH (max. 47 frames). On air opponents upon CH untechable for 80 frames 6H: (charged): Causes stagger on a standing opponent on CH (max. 47 frames). On air opponents upon CH untechable for 80 frames. (There are some notes I can't understand because the page is distorted. Sorry) 6H: (max. charged): Causes stagger on a standing opponent on CH (max. 47 frames). On air opponents upon CH untechable for 80 frames. Hitstun is 29 frames on crouching opponents (tested on Sol) 5D: ? Dead Angle: 1-21F Invincible 22-37F grab invincible. Causes wallbounce on hit (28 f. untechable) 50% proration. Crouching 2P: 80% proration 2K 7-10F low stance 80% proration. 2H: Causes sweep on standing opponents. CH launches and vaccuums opponent (52 F untechable) 3K: 5-7F and 29-40F low stance. 8-28F invincible except low. Sweeps opponents. FRC point on 29-30F. Jumping j.H: Launches air opponents (untechable 28 frames). CH on standing opponents causes launch. j.D: Launches opponents (21 frames untechable). Deals 1.75 stun damage. On 29th frame from recovery able to normal cancel. j.2H: On guard, level 4 attack. Grab: Downs opponent. 50% proration. Air Grab: Downs opponent. 50% proration. Special Na~nte ne: Launches opponent (untechable 30 f.) Will post more later. Now make me May mod!
  24. ^Yeah I predicted j.H CH is that good. If what you say about j.2H comes out to be true, then damn that's a lot they did to hack it. A more vulnerable hitbox, a #R-type diving, AND less hitstun?
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