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AngryBlack

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  1. On the whole anti air thing jump p is actually one of her best anti airs because it's fast and more reliable than her 6p and 2h. Round start option depends on the match up imo. Like for example on zato I'll usually start with just 2d because it beats his common round starting normal. Other characters sometimes I just literally run forward and 2k 2d. Applause the victim versions in neutral have different uses in match ups but basically if your trying to actually hit the opponent with sea world use S hoop set and K beach ball. If your trying to control the center of the screen use Hs hoop sets and P beach ball. Her overall game plan in neutral basically depends on the match up. I categorize them like this. Match ups where sea world is a valuable neutral tool to control space and to be used to get in. Match ups where sea world is basically useless because either the character has ways to hit may via projectiles or the character has very good mobility and options to easily escape. The characters that sea world is not a good neutral tool at all tend to be where you will notice a struggle in fighting because with out sea world your left with having to actually play footies to get knockdowns without having to take huge risk like just jumping in on them. One of mays strengths is her jump height and arc and her huge air normals which on hit or counter hit can lead to a knockdown and big damage making her a nightmare for some character to try and go air to air with her. Her biggest weakness imo is she doesn't have long enough pokes to confirm to knockdowns like some of the other characters can making it troublesome in some match ups to really be threatening on the ground. Also her p hoop set and s hoop set Dolphins when you release them can be low profile by probably half the cast so there not very reliable to use to try to run behind to closes the gap in neutral. May is a very fun character. She's pretty mobile and has a high stun and damage output. She's definitely a character you have to put in the work to start to see that she can handle every character in the game.
  2. Yeah it will lose to that but that's pretty gutsy of him if he does that.
  3. I just discovered a new corner reset. Kills every character in the game except may Leo slayer pot because they have 70stun or more. https://youtu.be/GvW-cvtpve8 Also the combo starts with only 25% tension.
  4. https://www.evernote.com/shard/s608/sh/c8287bf3-7fdb-488f-b020-be9e54325a8b/cffc300d39cf527c04bfe3c8e39c65c2
  5. I wrote some stuff up on the may vs Potemkin match up. Good tech in this https://www.evernote.com/shard/s608/sh/c8287bf3-7fdb-488f-b020-be9e54325a8b/cffc300d39cf527c04bfe3c8e39c65c2
  6. Lol well I didn't know. I just thought it's interesting idea to spend 50 meter to build risc gauge to do that Particular combo which does like 300+ damage.
  7. https://vid.me/2W6L This is a video of tech I made up in a actual match tho the combo does black beat. I think because of the air dash height before the 2h or my timing might had been off all together but it does combo. The trick basically is to get the risc bar to flash during a very tight block string. Go for 6k which will counter hit. Then the next part is hitting 5s which I think is a tight 1 or 2 frame link to connect the rest of that combo. I killed this guy with May in 2 combos.... Nuff said I'm having some trouble posting this video on YouTube but follow me on Twitter cuz I post stuff on there. Jbeatz86
  8. I'm riding in on yamada. Black
  9. https://vimeo.com/131358523 So I don't know about you guys but I have notice that I have wall stick people with May hoop set but they not actually be in the corner. I just figured out how to do it. Basically you need to be in the opposite corner before your opponent hit the other side of the screen. I just rc it to show some kind of practical use lol. Kinda cool Black
  10. Ok so it seem delayed air dash does cause you to end up with a counter hit tho sometimes I did get a block. If he does jump h it causes the h to whiff and you get a throw. If he does jump s you get counter hit. Black
  11. https://vimeo.com/131353851 In the lab vs ky and this is really interesting. Black
  12. Knowbody thinks Xrd may is hard to use. I think may at low lvl is easy to use but very difficult to master at high lvl. Tho 1.1 made her a lot easier to play. Black
  13. Yeah the reason why I kept going for reset is because he has good defense on my mixups most of the time or he will just reversal me and he is really hard to bait his reversal (via backdash) he's really good at reading what I'm about to do sometimes. It sucks to work hard for a knockdown just to eat a reversal on his wake up so most of the time I will let him get up to avoid that. Honestly there only one thing I'm going to try more often next time I play him is to frame trap him more since his responds was to always mash on 5p everytime it looks like I'm going for the grab. In grand finals in the only round I took I did it one time because I realized he's afraid of the command grab. That's really the only mistake he's making he should be trying to jump out of the command grab not mash because that opens you up to frame trap via 5h or 6p.. Black
  14. I couldn't make it out there cuz I'm trying save money for Evo plane ticket. Also since there was this tournament to go to I didn't feel so bad at least I still got to play that weekend. Black
  15. http://youtu.be/mFOMdk5pCFE http://youtu.be/h8v-a-DiR5c http://youtu.be/pmHn9-ZlvII http://youtu.be/cvIe3KE1Tks Xanadu tournament in Baltimore. I can't seem to figure out Steve h ky at all. Lost 3-0 winners finals and 3-0 grand finals. Fighting that man is like fighting a wall. Anyone with some suggestions please post lol. Black
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