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Shoto

Axl v. May

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Any clue for a jump-happy May ? Wether it's j.S or J.2+HS, she keeps on being just above me... Is jumping at her and instant blocking a solution ?

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Don't bother. j.2H is an easy dodge with 2K, and if she's in a position to beat 2K with j.S, I'd just smack her with a counter on her way down, or a 2S if she's not TOO high up. Then of course there's good ol' airthrows.

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I recently started playing against a May and I can't seem to combo effectively against her. It seems like she's too lightweight. Against most other characters its (air)FB, air dash, D, Bomber; but when I connect a FB it launches her so high that I can't continue the combo. Any recommendations on a May/lightweight combo into Bomber?

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Well, a lot of it depends on your setup, how many hits you've already done, etc., so without a specific lead-in, I can't really speak to exactly how to do it. However, there are a few general tricks I use to combo light characters.

1. Lead your FB with j.P or j.6P(1) instead of j.H/D. For some reason, the way momentum works makes it so you end up closer to her after the FB if you did a lower level move first.

2. Use ADBomber. Instead of going for FB, Airdash, j.D-Bomber, just do FB, Airdash-Bomber (Think of it like Jam's airdash moves, or baiken's airdash tatami). One of the best combos you can do in many situations is actually Kokuugeki (FRC), AD, Bomber. The j.D launches a little, so this can help the bomber not miss.

3. Add some extra hits in the ground combo to up the gravity. For example, if you're doing K-S-Rensen (FRC), j.(P/K/H/D/6P)-FB, etc., try doing K-S-Rensen (FRC), IAD j.H, 2S, etc. This is a fine line, however, as adding more hits also reduce untech time.

And of course, some combos simply won't lead to a bloop on lighter characters. Sometimes you just have to go for the knockdown or the tech trap instead.

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