Jump to content
Dustloop Forums

AOW_Yomabuddy

Members
  • Posts

    10
  • Joined

  • Last visited

Everything posted by AOW_Yomabuddy

  1. I feel incredibly stupid for not knowing this, but apparently if you get an air connect with 2H 2D, on normal hit you can link a 2P into c.S into air combo. It's like the CH anti air 2H 2D c.S etc except on normal hit. Tried it on Pot and Sol, seems fairly universal, depending on the height of the 2H connect. Obviously if it was like a million mile high connect it won't work.
  2. ^ Is that corner specific or can it be done midscreen as well?
  3. What are the launcher routes you do on Potemkin that give a KND Ensenga? Most of the standard routes in my experience don't work right on him (eg OHK cl.S jc j.S j.H j.D dj.H j.D ensenga) and he gets otg'd by the falling part of ensenga.
  4. It's a matter of knowing when you land after throwing them back in the air. It just came to me after a lot of practice with the combo. Sent from my GT-N7100 using Tapatalk
  5. Holding 6P will make its startup slower without adding any invulnerable frames. Maybe you're subconsciously hitting the button later/earlier when charging?
  6. How much does May like to put the opponent in the corner and why? Like, are there tools for her that become just a ton more useful if you have your opponent in the corner compared to midscreen? If I want my play to focus more on corner push, should I stop going for dolphin and ball Oki setups in favour of ending with S HD and HS HD and is that worth it? I assume most of this is match up specific but general tips would be great. Also a more general question, how do I make anti air air throw work for me? Often I find grounded normals easier to anti air with compared to air throw such as 2H and the occasional 6H. Is it a matter of spacing or more about the match up? Sent from my HTC Desire 510 using Tapatalk
  7. Couldn't find anything regarding this (if there was anything in the subforum with this starter, I'm sorry), but midscreen if I land a 2D 41236P into 2K 2D, how can I extend this to more damage? Also, what combos would you say are basic combos that new May players should have down? I currently am practicing my 41236P oki 6K combo, midscreen OHK combo, midscreen Throw RC combo and need to practice my corner throw RC combo and corner OHK combo. Anything else?
  8. Trying to learn my set-plays after sweep and try stuff vs wake up throws. Will meaty 6K and 5K avoid wake up throws? I've been trying it but either I get thrown or the move whiffs. Also instead of doing 2P 2K 2D for my ground string is it better to just do 2K 2D? I often seem to miss my sweep if I go for 2P 2K 2D
  9. Is OHK YRC extremely useful for May? I don't see it being used in match videos (though I mostly only watch Kazuki and Ruu so might be player based) but it seems like a very risk free (at the expense of a quarter meter) option to me.
  10. New to May and GG! I was trying the BnBs listed in the combo thread and for some reason I'm just horribly inept at doing OHK cl.S jump S because the hitstun runs out before my jump S connects with the opponent. How do I try to fix this? If I mash S I tend to get the cl.S far S gatling. Also in the meanwhile are there some baby combos from OHK for me? Also, I have a bit of a Marvel background, and looking at how players like Ruu and Kazuki are using her dolphin calls, beach balls and beach ball YRC's, would it be wrong to think of them as sort of Marvel assists, like Dr Doom missiles? Of course they differ from Doom missiles in the sense that if I'm hit during startup or when the ball is coming down the ball doesn't come out, but in other senses like controlling space would they be similar? Also how do I get people to stand there to let me summon dolphins and beach balls? Often times I just get airdashed on and killed when I do so. Is this just bad timings on my part or should I be using different versions? One more question, can I convert off of a hit 5K far S into a knockdown? I don't have Xrd at the moment so I can't test myself.
×
×
  • Create New...