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shinquickman

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Everything posted by shinquickman

  1. Oh this whole time I've been using xx to indicate a short pause.
  2. My concern is whether JH is fast enough to hit as an OTG in those situations.
  3. ^I think I know what pic you're talking about and that picture should have a world-wide ban.
  4. I thought this whole time it was an opening gambit/sommersault justice type of motion, like [4]>6H>46D. Woulda prefer it that way now that I think about it.
  5. Unless May's sweep causes slide, then yeah it is an OTG.
  6. Hehe awesome. Thanks. BTW CD, your av reminds me of the Magic-User's Final strike from the Capcom D&D arcade game. I dunno but, is that's what it's based off?
  7. I wish I could remember that vid where May goes into a big combo into a knockdown, only to OTG relaunch Jackhound them and continue comboing. Just looked too funny.
  8. ^Well most likely yes. I read that Dust fake is cancellable, so maybe you could do the Dust Fake into Slash Vertical Dolphin or something.
  9. I think I remember reading somewhere that unsummon 6H has auto-JI properties.
  10. I say it's about time Dog mode lost its unblockable reset. Come on, it's been there since X2.
  11. Mamamamama? So many FB unsummon theories I'm thinking of and I have yet to see them implemented.
  12. SMB? Eh well there are other vids showing better combos right now IMO.
  13. Was that meant for the AC thread?
  14. ^Yeah 5 million sounds about right! Plus it's possible to end all your combos to a knockdown w/o having to sacrifice damage. Plus her tick grab game is unharmed, while most other chars' are harmed thanks to grab tech. Every game I seem to love May more and more... and not in that way you pervs. Just FYI, it's not the knockback from May's j.H that is increased, it's how high it launches. I think the untechable time increased as well, but the launch is too high so followups are difficult. I got confused sorry.
  15. No worse matchup is probably Ky. Sol could finish May really quickly, but it takes some risks compared to Ky now that I notice.
  16. ^It could be like that, or each grabs have their own break properties. IOW, recovery is probably unique for each grabs.
  17. It's been metioned before, but you can't cancel into APB from any air attacks. You have to link into it, most likely by JCing j.K (sort of an aerial TK).
  18. www.geocities.jp/panginus/index.html Second movie link. Look for ロトニーの泣く頃に Sol combo movie. Has a pretty cute beginning.
  19. He does have unsummon. It's his force break. I wish someone would use it though.
  20. Some May changes: 6P charging: Damage not increased for charging, though dizzy damage is increased. New gatling- j.S>j.K. j.H CH causes floats on a ground opponent. Followups are difficult though because of increased pushback. j.2H's hitbox is weaker. Even one of Testament's webs can beat it. Air Restive Rolling has an FRC (both the S and H version) --- Add these changes to the previous change list and that's AC May.
  21. ^Question 1. Just a guess, but I assume that if ABA gets knocked down by a dead angle that's untechable, then she won't lose Moroha meter. If she's knocked down by a DAA that is techable, then she will lose meter. Question 2. Yeah Faust does have 3 different damage outputs for 236236S, angel aside. No there isn't any way to control the damage output.
  22. Is it the uppercut from the hoop summon that has a bigger attack box, or the dolphins?
  23. Well, Johnny's lv.2 S MF causes slide, which explains the OTG coin combos. May's Jackhound actually launches as an OTG and even allows followups.
  24. May CAN pick up opponents w/ an OTG Jackhound, my bad. That is just crazy. You end a combo w/ a vertical dolphin only to pick the opponent back up w/ Jackhound. That's so awesome. The distance Jackhound travels also seems dependent on how close or far the opponent is to May. So if you ground someone far away from you, you'll still be able to pick them up. This move has just proven to be a staple of May's game.
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