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[+R] May: Gameplay transition from Accent Core

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- f. S - lvl 3 -> 4

- 6P charged - wallsticks on air hit (Jwiki: max charge only) (was blowback) untechable 40F, sticks 30F, can be cancelled to neutral on frames 4-19F, no longer inncreases stun modifier? (at least ACR frame data does not mention it)

- 6H charged - can be cancelled back to neutral on 9-27F

- D - start-up 26F -> 28F, feint Dust activation starts at 15F -> 16F

- 2H - knockdown on ground hit -> stagger (max 31F (26F Jwiki)) on ground hit, untechable on CH 52F -> 43F

- j.K - start-up 7F -> 6F, recovery 10F -> 8F

- j.D - upper body invincible 7-21F

- Na~nte ne (fake Dust) - vacuums on hit, untechable 30F -> 40F, not jump-cancellable

- landing recovery for Vertical Dolphins 5F -> 7F

- S/H Hor. Dolphin - slides on air hit (untechable 48F, slide 21F)

- S Ver. Dolphin - on block -13 -> -15

- H Ver. Dolphin - becomes overhead after 21F (*), on block -11 -> -13

- H Restive rolling - now differs from S version: untechable 35F -> 40F, recovery 22F -> 24F

- air S Restive Rolling - FRC point added 10-12F

- Direction Change - damage 14 -> 18, start-up 11F -> 5F, untechable 28F -> 32F, follow-up into self 26-34F -> 22-34F, lvl 3 -> 2, blocking HLF -> HLA

- Applause for the Victim (hoop) - FRC point 20-21F -> 23-24F, prorates 90%

- Applause for the Victim (dolphin) - slams down opponent on air hit (untechable for 14F), pushes opponent towards May if dolphin hits behind the opponent, hoop level displayed above tension gauge

- Overhead Kiss - no throw invincibility, 19-25F strike invincible, start-up 4F -> 25F

- Ultimate Whiner - 3-9th hits untechable 20F -> 50F

- Great yamada Attack - hitstop 7F

- Super Screaming Ultimate Spinning Whirlwind (63214S) - damage 18x10 -> 24x10, start-up 1+8 -> 1+14, recovery 21F -> 15F, no throw invincibility, wall bounces opponent on hit (was knockdown on hit) untechable for 120F, has superarmor, can only be stopped with overdrives

- Deluxe Tile Bomber - recovery 24F -> 14F, lvl 4 -> 5, blockstun 28F, SD -3 -> +20

Jwiki:

- 6H - cancellable from K, f. S, 2S

- 6H max charge - staggers on regular hit

- H - less pushback

- 2H - can no longer cancel into 2D

- 3K - cancellable from K and f.S

- ver. doplhins - GB- 10 -> 14,

- Restive rolling - lannding recovery 15F -> 17F,

- Direction Change - damage 14 -> 18

- Applause for the Victim (hoop) - D version added, sets up behind opponent

- jackhound - bigger hitbox vertically to pick up opponents

- Ultimate Whiner - cancels OTG state, all hits but last one vacuum

- Super Screaming Ultimate Spinning Whirlwind - moves faster, more blockstun on Deluxe Tile Bomber, less GB- after 1st hit

-------1.10---------

- 2HS - More time to cancel the move (Special Cancel)

- Restive Rolling (623S/HS) - lower level on block

- Overhead Kiss (63214K) - Faster activation, has FRC

----

done by frame data comparison and j wiki info. Changes labeled as "Jwiki" could not be confirmed by DL ACR frame data.

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May’s AC strategy was centered around a Counter-Hit & Command Throw game in which she didn’t require much meter. +R May is a completely different character. Her (3) core strengths have all been changed.

Command Throw Mixups are gone

OHK now has significant startup & at mid-high level play, May’s will not be landing this as a “mixup”. Now, May’s throw option consist of OS-Normal throw into a micro-dashing Ultimate Whiner to get damage. This cost 50% & she cannot combo from an air throw.

Counter-Hit game is significantly decreased

CH cr.HS does not float, now staggers & players will shake-out.

CH 5HS remains similar, however, OHK’s added startup prevents it from being a follow-up.

CH J.HS has significantly decreased hitsun. Can only follow-up w/ air combo’s or dolphins. This requires minimal damage or spending meter.

Meterless options are worse

Slash-Vertical-Dolphin (SVD) still has suction and is used for meterless-midscreen damage. however, the recovery is much worse and May’s only meterless followup is usually a 5P on the second rep. This reduces total damage & meter gain by a huge amount.

With a new play style, comes new assets. here’s is what I understand to be May’s new strength in +R.

Midscreen Knockdowns are new

Increasing the move level of f.5S and allowing a gatling to 3K now provides the chance to safely confirm into a midscreen knockdown from a mid-range poke (w/o spending meter). This is a big deal. May’s OKI is generally weak, but, now we have many more opportunities to make OKI decision. Jump-in overhead, Jump-in late air-dash, Jump-in landing low, jump-in OS-Throw, jump-in then bait. are all ideal OKI setups.

Corner Damage is bliss

Slash-Horizontal-Dolphin & HardSlash-Horizontal-Dolphin (SHD & HSHD) now cause blowback & slide. +R May uses this for extended corner combos for great damage. Often require minimal meter

Building Stun too fun

The best for last. May’s new options facilitate the abuse of high stun damage. Often we see Japanese players (Kedako, Mr. Dolphin, etc.) forego max damage combo’s and apply as much stun value as possible. The dizzy into a free combo afterwards will close out the round. 6P, 5HS, 6HS, Ultimate Whiner, Great Yamada Attack. J.D & F.S all have great stunning potential.

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DL ACR wiki was updated, so the list was changed accordingly. Corrections:

- H restive rolling cancel into direction change is 26-52

- Direction Change damage 14 -> 18

- Ultimate Whiner - 9th hit untechable is 50F

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