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Everything posted by K2
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blocking is fine, against good players u will have to block most of the times on wake ups. be solid and block, if u feel u can't jump away , turn on that FD and push him away u can also back dash on wake ups
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awsome~! i will say may have improved, hope she gain some new combos that looks cool with big dmg and is not easy to do
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i want more ocean creatures and make her complex please, i don't want to see may everywhere. are there any comments from JP may users?
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this is TOO fast, we got slash not a while ago and we if this new ggxx comes we are not going to have it in arcade =\ too fast...
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notice that 2hs gives u 0f lag( wt is the proper word for lag?) after the move, so feel safe to use it even is blocked i hate sol too, uppercut owns my small pokes. if i play conservative, it is sol's favor to rush, hell his s and k owns, too fast, and jp counter every shit .\ /.+ one combo js js jc jhs 623s takes out 40%.... the only time i really own him up is when i bait out a uppercut, 5hs CH, and when sol does the stupid 214k and eat my 6p combo
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spam 3k and 2hs against anji :D i love 3k ^^" it makes ppl nervous
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lmaf~ haha i like ur formula~~ LOL i strongly agree, ba and br is a pain also but one combo and you win and pulsr, this is the 1st time i notice "if you take to long to kill may youll get hit" theory, interesting just starting to watch SBO2006, and i am disappointed that there are no May, no one qualiflied, everyone played godly and i learned a lot, but just NO MAY, i cannot learn
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May 's worth match ups are all A to S lv
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please link us up
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lol pulsr, u are right , our may is all the same, actually all the may are the same cuz hse is a low tier that cannot be played differerntly, low tiers required to zone alot, there are nothing to abuse brokenly. don't do 28dolphin when za has nothing, u will get wormed
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i am back, here i go #3 sword sword is ur most frdly summon, ur 3k just owns him. do NOT jump in, his uppercut makes no sense, and his 2hs is far and pretty strong. ur 6p can beat his 236s only if u do it early enough. watch out for high low, but is easy to block. when playing sowrd, use 3k #4 ghost 1st i will t(^^t) to the ghost, they are annoying piece of #@X#%, somehow his ghost toss always hits if u try to do something against it when they are coming, just block them, or jump away, when za does his hj ghost k toss, don't rush in, he can move after he toss. u can do 2 things, block until he runs out of ghost, or jump high and time a nice J66 jhs to give him a scoop. don't panic, block, don't get huanted, once the random shit come, those glof ball, banana and pots, don't rush in toward za and tries to hit him , wait for a chances, cuz this is the time za does most of his pokes on u. And about his hs, while his ghost are retreating back to him, he can still hs and pops it, so don't get bait out. when u block his jhs, u can throw him after he lands, becuz in / za has longer recovery after he does the jhs. ghost za is the only one u can really rush safely with out being punish hard. but on the other hand, ghost za can zone u out good. gaining tension, once u see za tosses ghost, call up Yama San. don't rush like a mad bull and eat ghost, ghost does no dmg no matter how many fancy frc he does #5 Raoh The end..... don't be naive and try to attack, his s2 and uppercut is god, this thing is GOD. uppercut>rc>6hs 3x>236s>6hs 3x >gg here are some tips, when he rush in, the best for counter is ur 3k, 3k as in the very tip of 3k, the hit box is small enough so u don't get uppercut counter. the best za can do is poke a 2s,only if u do 3k far enough with the least recovery. other than that, don't attack! his moves are lighting speed!! however, u can poke with f.s, cuz za will not spam uppercut, he has huge recovery, take advantage from it. after u make him feel is not safe to spam uppercut. than u can poke. edit. don't poke when he has tension to rc, only poke when he cannot cancel. DON"T JUMP IN period. if u happen to be in the air, ALWAYS FD before u land, or else u will get hit as high as our CN tower once u block well, prepare to block his dust. watch ur tension!, becuz by this time with all his rush down he will have 75-100% for hammer of thor. this thing takes out A LOT of block dmg if u cannot fd. once u have no life, no tension, run in and gain tension, YES! RUN IN, after all the running u should have already given tension penality. atleast gain a bit tension to fd his hammer of thor in this situation, if u are lucky and stnad in front of his face, his supper can't hit u. if u land a combo, do the combo that takes the most time, finish it with a js623s to waste 2 more sec. lastly, in / his uppercut has more recovery time, once u bait out one uppercut, u can run in and OHK. #6 wake up games aaginst za's wake up worm and super, just run in and j2hs, or delay ur run and do ohk to grab his worm. finally, keep in mind that once u poke him he is back to normal and za like to mash worm, so when u poke him when u are close, don't continue, u will get worm, block it and ohk it. remember, once u land a good combo, u win, he will be the one frusrated and tries to catch up with the life.
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i have played A LOT of za with pui, so i have good experience , and pui is our T7 winner so he is professional, therefore i think i know wt i am doing since we are 50/50 ok, hope this will help here i go~ 1st u have to understand za does no dmg, so don't be stupid and fall for random shit, stay calm, he is tiny so most of ur rush in will not work, remember one combo u basicly wins the game here is wt i do for all this summon #1 - when he is naked do NOT think he sucks cuz he has nothing, za still has good invisable normals, such as 6p and 5k, his 6p they can counter ur 46 and 28 dolphin, or simple he just run forward and u will miss also. And his 5k has low body invis., this will counter ur low pokes such as 2k when u try to stop his poke, and 3k, so do 2p when u try to poke him back when he is close. jhs cross over, this is easy, we love za attack from the air with his tiny reach hands and retarded kick, just counter it with 5hs, basicly counter with 5hs for any flying za, if he is already behind, u can still throw him, he is slow now the worst, his worms. this gives him 3souls, and more nightmare when he has tension for RC. za will abuse the worm most of the time becuz of the big return, do NOT random 28 and 46 dolphin, is dangerous.Worm acts like a upper cut that will counter ur pokes, when u try to rush he will just mash and hope for a counter. thats the hint, so bait it out, don't try to counter it, as long as u don't get hit by that u are doing a very good job, (who tries to counter a uppercut??) run in fd>run in fd and see wt he will do. if u are brave and u know when za will worm, u can OHK it, this comes from experience. ohk will grab him even u see the worm is out ^^ but risky, BUT it works well :D just to put this last so u know....ABUSE 5hs!! this move owns za for life and even when he was born! yes, he is born to get own by may's 5hs #2 Dog STAY CALM! dog sucks bad in /, doggie's start up and recovery is SLOW, u can always hit it before he does a move or after. don't be stupid and trying to IAD or jump in when za tries to turtle, za likes to do 8D as anti air. use ur f.s and 5k to attack from a distance, both are fast enough to hit za or kill the dog he za tries to do anything, run in 2p also works well. if u want to be safe, hoop>frc than run in, call up ur dolphin frds to balance a 2 vs 2 equal match. when u are rushed, stay calm and block, IB it and jump away, a lot of ppl tries to mash and hope for a counter, but good za player will bait u out and wt u get is 50% life byebye. if za is being convervative, just run in and ohk. i put this last again, za with dog tends to focus on controling the doggie, so ur mind such be set as OHK that shit. here is wt u can do against za sacrific his dog for worm, 5hs destory the dog and do a 63214hs right after to counter za ^^ omg i only wrote 2 from za.....i am tried, i type up the rest later za is not a low tier, he is 5 against one XD haha worst than eddie with 2 against 1 again, sry for typo, lazy to check
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in #R definitly, but in slash, i have been encountering Jam's IAD fly behind my 28hs and cause my 28hs to miss. can someone remind me wt happened to 28hs in slash? i knew there was a differernt
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arg.....lost to Flash's jam in loser final ok, 1st!! jam's IAD jhs cross over cannot be countered with may's 5hs and 6p, she simply fly above u i tried to backdash, but her jhs last long enough to hit u before u land here is wt u can do, 1)airthrow! this will work well as long as u can predict her IAD, yes...predict....her IAD is FAST, but u can still throw by reaction, just prepare to airthrow when u play jam than ur reaction will come along^^" 2) back jump and run away, but jam will simple stop IAD and run in or jump in, but u don't get hit, which is safe 3) i find this one works the best, RUN FORWARD!, if u doing want to risk eating a jhs>combo from a fail airthrow, just run forward 2nd, jam's 6hs... this move simple owns this little Loli, jam's 6hs counter every move may has, do not think to counter when u see the move is out, u can only counter it when u have predicted this move and counter with a early 6p and 5hs, 3k will go under but jam moves 1st and combo u back 3rd, everyone should know this, DO NOT attack from Air to GROUND, it is very simple for jam to parry and combo our cute Loli once again, with out IAD and jump in attacks, is hard for May to attack Jam, and a lot of tricks are sealed, such as any air attack in to 2d or j623hs>rc or any running OHK afterward 4th, when jam abuse 2p and 2s, starting using 5hs to counter and stop her before u get own, and run in ohk simple gets counter by her mashing 2p and 2s example, 2p>ohk is no good, but 2p>5hs will buy u a counter 5th, another basic knowlegde, do not play air battle with jam, eventhough may is pretty strong in the air, jam's js and jhs just owns u( how many time i have used the word "OWN"??little loli cannot mess with big sister?) 6th, when u see any frc flashing from jam, prepare to counter her throw by throwing her back^^ finally.....5hs is ur only move that give u greatest return.....her 2s will counter all the move u do, so... poke smartly^^" i have review some sigihara's matches video against jam, but he does not win =\ ararar, i hate 7:3 games, but it is better than #R era, jam does too much dmg before sry for typo, i am too lazy to check
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do u mean 6p on wake from a distace? and it will beat her wake up dp? o_O i am pretty sure u will get thrown if u do it in her face about daa =\....yes i will perfer just jump over it and do a 2jhs afterward, that move is a lot faster now, unlike #R, too slow to actually get a reward
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anyone tried to whiff opponent's DAA with 2hs? like how sol uses his 2d to dodge a burst and DAA?
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a~ right~ yes, that will trick her one or twice than u can bait out a ohk hartori, 2s will not work, may's hit box is too big to eat dp and is also parryable ( is it?), ur combo will work as long as u sapce out 2k like shinquickman said one disadvantage from 2k is low in dmg for combo, so apply it and bait out for a big combo
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wake up games doesn't work on jam 5k= parry and any other moves will get thrown but basicly u will get upper cut by her, unless u stop in a distance so her uppercut will not connect to 214k than u can punish her with a 6p combo knockdown>hoop is ideal for wake up games toward jam, same as other uppercut characters
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no
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agree, unless if u are Johnny with his no responsibility jhs :annoy: hard to anti-air Johnny’s jhs....if u try to run toward and zone u get hit, u back dash u still get hit... 1)is it possible to IB his jhs and throw him when he lands? 2) How do I punish jo's "623s frc s" when he does it on my wake up? jam... her 6hs owns may a lot, counters f.s ,5k, and 28/46 dolphins her 5k pokes are also annoying, pokes into a throw or 2d>IAD js>jhs>combo hurts May’s js and j2hs doesn't work too well becuz of jam's parry 3)wt should I keep in mind playing against jam? 4) How do I take advantage of her moves?
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exactly...i am not used to ky's better normals, get counter too much, now that i feel intense pressure even he stands like a rock, jhs, 6p, 2hs, slide, fireball....the gap between may and ky is widen... i will set hoops and turtle against za ghost =/, cuz za can air dash after ghost toss, so he can fly over the hoopz
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problems with Fxxk top mt. Ky I got thrown by 2p throw, 5k throw, 6hs throw, slide frc throw, 2p 2p throw, 5k 5s 6k throw, mix the above with 236d wt can i do ? IB is a way but it happens too fast, freakin ky pressure + build gaurd alot better than eddie, one counter or throw frc = 40-50% of my life also, what do u guys do for a running ghost summoned zappa that keeps on high jumping ghost toss and praying for random shits?
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I have been searching for ... May combo vid "Relax" and "Easy" ofcourse... i can't find it and i need ur HELP! XD thx :D