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BloodWolF

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About BloodWolF

  • Birthday 01/24/1989

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    Indianapolis, Indiana
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    lBloodWolFl

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  1. I think quite a few of us will be there this year. I look forward to offline matches with you all.
  2. Don't worry about rushing down Leo..he'll be after you from the start. He's not scary until he's on top of you and has good range normals to catch you coming in from most angles. Put stuff on the field and catch him coming to you. I watched the video you posted and, though there wasn't any Leo in it, I noticed a few things. You're not using May's normals and chains very much. You're dashing in on dolphins a ton. Sometimes back to back. If either of those players had found their anti air or blitz buttons, you'd have been paying for it. You also wasted many bursts either by jumping up and bursting nothing, or bursting after blocking. If you're under pressure, give your defense a chance and block the strings before you just up and burst out. You may find yourself in real need of it later (this is very relative to Leo in particular). You're also skipping oki a lot I saw you RRC a dolphin hit and not follow up. These are two aspects that May can REALLY lay on the hurt and capitalize. I'd definitely spend some time with different oki options in training mode and make sure you make every knockdown count. If it's against someone with a DP (or a flashkick in Leo's case), practice some bait punishes. As for Leo in particular, keep him out as much as possible and when he DOES get in, practice blocking his strings. When he knocks you down and is in stance, he'll most likely open with his low kick. It's throw invuln, so don't try to wake up throw him. Block his lows and know that he can only go into his OH from there, so react to that and return low until he does his stance S (I think it's that..he hits with both of his swords behind him in an X pattern.) FD these and backdash out to reset to neutral. If he tries to put in some counters, throw/OHK him for it. Don't try to run up punish unless you've played the guy before, they usually like to catch your punish with a second counter. This goes double on netplay, because it works. Just keep some beach balls and dolphin out and don't be right next to him unless you have projectiles covering your approach. If you land a knockdown, know you can't cross him up because flashkicks don't give a shit what side you're on. Bait his flashkick hard and make him afraid to do it again. Most of these things are things you can practice in training mode. Don't neglect it..as it's the most important tool you have. These are my two cents. I'm nowhere near the best (or good) at the character, but we're all still trying to learn, so I hope some more able Mays can come in and throw some insight in as well. GL and HF in gettign better.
  3. Sure, why don't you run over to the Leo MU thread (so we can stay organized) and kinda let us know what you're having trouble with (how you're approaching the MU and what keeps happening that seems to be getting to you.) We can look at it and perhaps some of us will have an idea of what you can do differently that might yield better results.
  4. Yeah. Those matches have a lot of interesting tech in them. I'll be taking that, if you don't mind. haha. I hope you manage to get your EVO plans straightened out. I'd like some mirrors there, then. Also, I was transferred to your pool in CB. I think your absence is the only reason I made it out. I saw you and Elven and figured I'd be knocked out...but ended up clawing my way out of loser's finals instead.
  5. Those were great matches. Is this why you didn't make CB? I saw you in my pool and was looking forward to some mirrors.
  6. I think the new inputs will be good in the long run. I am still using a mix of the two. For certain pre-patch combos, I still hold the button and for some new stuff, I press it. The same when I want it to come out really early..a little of both. Angry, I've had the same issue where a dolphin doesn't come out and I keep going and then go to use it later and can't remember what dolphin it was. haha.
  7. This looks interesting. With ball oki and this added to our options, we now have a plethora of ways to open them up on wake-up. Nice find.
  8. Has she really moved around much in the tiers for 1.1? I know they made some minor changes, but nothing to send her much higher, I thought. Any concrete sources on this? Then again, I didn't even know they were extending 2h cancel. I never thought it was a problem how it is now.
  9. I get the beach ball sometimes when doing it from a dash on the 2p side, however that's been happening a lot less lately. I use OHK a bit in my play and feel that if I miss it, then it's my fault..not really the input. That being said, if they want to change it, I'll just have to adapt to it.
  10. I've been trying for matches on the PS4, but it's a mixed bag. The only populated arcade lobby shows either a 4 or 0 for pretty much everyone, so nothing is believable. As for rooms, it only shows the connection number for one or two rooms, so even if I see someone I know is hosting a room, chances are that I can't join due to it not having loaded the connection rank to match their limitations. If you make it into a room, then you just kind of roll the dice as far as everyone's connection because there is no indicator. However, if you make it past all of that and find someone of a decent connection, the in-match latency seems fine. This has been my experience. I'm not sure if I'm an isolated case or if everyone is having this same issue.
  11. I ordered mine from AmiAmi. I'll give it a shot when it shows up, but I'm no where near as excited as I was with CP's launch. I'm only hoping that the lack of fun I had overseas with it was because of my inability to put time into it. We'll see soon, I guess. Until then, it's Xrd time.
  12. Well, I guess it's that time again. Thanks for making the post. I'm not sure if I'll be as dedicated to this version as CP, but I look forward to "working" with you again in the coming weeks. I'll post whatever I find.
  13. Thanks, I appreciate it. I saw the link was broken, but was having trouble finding the time here at the lab to fix it. Updated.
  14. New Tier lists from Hikari no Senshi and Dora via a Famitsu interview posted this morning. (remember tiers are not end-all ranking and these are personal opinions, so take them for what they are) Hikari no Senshi (Makoto): S Jin Nu A Valkenhayn Hazama Kokonoe Relius Litchi Tager Taokaka  B Azrael Ragna Tsubaki Makoto Bang Izayoi Carl Noel Kagura  C Rachel Platinum Bullet Celica Mu Lambda  D Amane Terumi Hakumen Arakune Dora (Bang): S Hazama Valkenhayn Jin Nu A Kagura Kokonoe Azrael Relius Makoto Litchi Tager Taokaka Tsubaki Ragna Carl Izayoi Hakumen Bang B Noel Rachel Arakune Platinum Amane Bullet Mu Celica Lambda C+ Terumi Source: http://www.famitsu.c...4/14076215.html
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