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2ndState

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Everything posted by 2ndState

  1. The best advice I can give is play carefully, and save meter for Faultless Defense or Dead Angles. Once you get in you want to stay in, and since he does not have a reversal, all you have to watch out for are Dead Angles when he has meter. Lastly, 2K is good for getting rid of puddles and hitting Eddie, but be careful not to stick your foot out into a drill. The match-up can be hard but not unwinnable.
  2. Good analysis on Sin's side of the match-up. Two things I want to add. First, is that sin can DP out of most of May's meterless oki options, and even if she blocks, Sin's cancelable DP makes him fairly safe anyway. Secondly, regarding the ball set-up, if May forward jumps it shouldn't cross-up, If she dash jumps she should cross up, and if she IADs she will definitely cross up.
  3. Basically you hit a button immediately after the dolphin hits, and you will keep the dolphin's momentum instead of bouncing back.
  4. I'll try and answer as many as possible to the best of my ability. Yes, that is her basic game plan. You basically want to poke and throw projectiles until you can get them into the corner or score a knockdown, where she can do big damage.Whether you play offensive or defensive is primarily match-up specific.[4]6S can be good in some match-ups. 2S comes out pretty fast, and even though it can trade with a lot of things other characters can open up with, it doesn't straight up lose to much. 6H is another option if you think the opponent will jump, just very risky.Yes to all except the special canceled blockstring. Dolphins and Balls can be very unsafe when canceled from most moves.Which Applause you use should be determined by what space you want covered. K/H covers the air, and P/S covers the ground. P/K is close to you, while S/H is farther away.I consider P ball to be the more defensive (Since it stays closer to you) while K ball is more for offense (Since it will reach the opponent sooner). K has 10 more frames of recovery, but if you YRC it that doesn't matter.Jumping on the ball is only really used as an okizeme tool since it can cross up and you get big damage off it.Whale is active frame zero so it can be used as a reversal in the corner. I've also seen people use it to hit an opponent that just airdashed at them.Dead angle is better in my opinion, but if your opponent knocked you down and you have to block a 50/50 you can't dead angle if you guess wrong, so 63214H can be a viable out.63214S doesn't have all that many uses, but it can be used in juggle combo, and if you do the Goshogawara Bomber follow-up you can get a combo after in the corner.If you and the opponent are both grounded yes.I would say 2H since you can get a combo off it, and you can get even more damage on counter hit. 6H is also a great anti-air, even though it can't be done on reaction, you get a knockdown and it is special cancelable.The best use I found for 6P is to beat opponent's dead angles (Shout out to raisedbyfinches for show me that) Other than that it does good stun damage in corner combos, but it doesn't make for the best anti-air in many cases.I would say j.S chained into j,H. If you are crossing up, j.2H.May does most of her big damage in the air, except for a few cases. if opponent is grounded 5K/f.S and P/S Applauses if opponent is airborn 2H/6H and K/H Applauses. If they jump you can also meet them in the air with a j.K chained into a j.HS.I struggle with Match-ups that others find easy so I am probably not the best person to answer this.
  5. Basically you want to play a long set against a specific character, preferable someone on your level. Then after the long set you will be thinking, "What do I do in these situations." So then you go and watch match videos, and look specifically for how the player using your character handles the problems you were having. You can learn from just simply watching, but it is not as effective as experiencing the match-up first hand prior to watch the match videos.
  6. 2HS does indeed beat Revolver, but you can't really do it on reaction due to 2HS's startup, but it's still very rewarding off a good read. 2HS can punish Bringer as well, but the timing is extremely unreliable and most of the time it trades or it just straight out loses. 6HS can beat out Bringer, but again, you have to read the Bringer because of how slow 6HS is
  7. I haven't fought a strong Potemkin all that much, but doesn't the 2P on his wake-up lose to reversal Potemkin Buster?
  8. Ok Thanks! My misunderstanding then.
  9. But will those changes remain when we get the console release? Weren't there additional changes when Xrd -Sign- came to console?
  10. May is very strong in the air, but Sol has a lot of good options to anti-air her, (Such as 5K, 2HS, and 623S/HS) which force her to play the ground game. Gunflame is a good option to cover many of May's ground options. All of May's projectiles lose to Gunflame. and all her good pokes and her Horizontal Dolphin cause her to get counter hit on it leading to you taking big damage. So because of the air and ground control Sol has over May, I find this match-up kind of rough. With a well timed instant airdash you can get in over a bad Gunflame placement, and score a knockdown, which puts May in a very advantages situation. Even when knockdown though Sol can reversal out of most of May's oki options, but these are very unsafe and can be easily punished. Also, this isn't a big deal, but May's Horizontal Dolphin does beat Sol's Riot Stamp. A few things I still want to test, unless someone else already has an answer for me: Can a well timed double jump allow you to punish some of Sol's anti-air options.Can May's 2HS beat Sol's Bandit Revolver/Bringer.What are May's best options to get out of the corner against Sol?Does May's j.S lose to Sol's 5K?
  11. This is a match I struggle with. I always feel like 2HS is a good option to stop teleports, but it never seems to go as planned, or I may just be miss timing it. Projectiles also seem kind of useless outside of oki since he can just teleport past them. K Hoops seem to be useful for when he tries to come from above, but one hit and it's gone, so it is not the best defense. If you can manage to knock him down and not let him get back you can end the match quickly, but good Chipps usually don't let that happen easily. Any other help for covering Chipp's options are greatly appreciated.
  12. The only problem is May loses all Balls/Hoops when she gets hit. So one good poke and your whole set-up is gone. In my opinion, Balls shouldn't disappear when you get hit, but we'll see what changes come in the Revelator update.
  13. You can RC the command grab and go into Dolphin Loops or whatever you want.
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