Uncivilized Elk Report post Posted December 15, 2014 I tried it briefly on Venom, it seems like if you do the 2D close-range the H dolphin will connect, but otherwise not. So if you do point-blank X 2D H-dolphin it will work, but if you fo X X 2D or start it not point-blank he will tech. Yeah it'd be super nice to get a list of which characters this happens to (and which characters need modifications for Ensenga knockdown). I'll contribute if I get the time. Share this post Link to post Share on other sites
Kyle Report post Posted December 15, 2014 3K will link off of a while landing air string, in occasions which 2K will whiff or 2D will be too slow. Max range air dash, J.S, J.HS, Land, 3K - vertical relaunches! Light weights do 66~[3], HS, HS-VD... Mid weights do 66, S, 2HS,delay HS-VD... My big struggle at the moment is launching Ky. 2D, HS-HD whiffs 90% of the time. Also cannot combo 2K, 2D on him. Damn hit-reel animation. ... Dunno the answer yet. Working on it Share this post Link to post Share on other sites
Kyle Report post Posted December 15, 2014 HS-dolphins have more startup yes, but also more damage & much better scaling compared to S-dolphins. Prioritize to use them in your combos Share this post Link to post Share on other sites
RurouniLoneWolf Report post Posted December 15, 2014 Also, this combo: 5K > 2D > [4]6S > RC > AD j.K > j.HS > land > dash j.K > j.HS > j.D > djc > j.HS > j.D > j.41236HS I'm having a damn hard time timing the jK jH land, so I've just been IADing over the character, landing, and doing cS after the RC (and then doing the air combo with jS). It seems to do nearly identical damage. Are there any characters doing the cS version would fail on due to weight? Can't test myself at the moment, and I've only done my variation ( 5K > 2D > [4]6S > RC > AD land c.S > land > jS > j.HS > j.D > djc > j.HS > j.D > j.41236HS) on Sol before. To be honest, I only put that combo in the OP/wiki because it was in the basic combo vid from 4Gamer. May players usually don't chain 5K into anything but f.S or 2S because of the ranges its used at. You're usually not going to do a point blank 5K. Also, as someone else said, May players usually do AD j.S > j.H. j.K is usually reserved for when you're jumping back up into the air and the opponent is too high up to hit j.S. Also, for the future, are the dolphin RC combos done on this slayer with the additional 2H [2]8H before the air combo universal, and if not who does it work on?https://www.youtube.com/watch?v=wjvkC3k07IU&t=9s Think I said this earlier but I don't see Mays use these 2H [2]8H combo routes in recent videos. It might be because it isn't universal or it might be because the regular air combo route has better corner carry. Either way, I'd focus on the regular route for now unless you need to do a side swap. Share this post Link to post Share on other sites
Frank The Tank Report post Posted December 15, 2014 If you have 50% ready you can just use 63214S>P>5S>2H>Dolphin to combo off of a sweep vs. Ky. Damage is really good, just have to be near the corner. Share this post Link to post Share on other sites
Kyle Report post Posted December 16, 2014 Awesome. Thanks Matt Share this post Link to post Share on other sites
Kyle Report post Posted December 16, 2014 Nice conversion from Kedako. AA W/ HS-VD - 50 meter: www.youtube.com/watch?v=u3LjOAeEtqw#t=54m28s Keep noticing Kedako GET burst by empty air dashing on his BnB: www.youtube.com/watch?v=u3LjOAeEtqw#t=57m16s www.youtube.com/watch?v=u3LjOAeEtqw#t=1h0m0s www.youtube.com/watch?v=bWJJ8xSIH9E#t=34m20s Corner CH 2HS - 0 meter: Much more profitable compared to CH 5HS I would have ended w/ RC, FULL 6HS, HS-HD, IAD, J.P, J.K, J.P, J.K, J,D, Ensenga? www.youtube.com/watch?v=u3LjOAeEtqw#t=1h0m24s Beachball Oki x 2K conversoin - 0 meter: www.youtube.com/watch?v=bWJJ8xSIH9E#t=8m49s Corner Air-Throw - 50 meter: https://www.youtube.com/watch?v=bWJJ8xSIH9E#t=20m44s Share this post Link to post Share on other sites
RoanYagyu Report post Posted December 16, 2014 Not sure if this is right thread or has been said before but if anyone is having trouble with hoop dolphin >rc>stuff. You can double tap the button without the dolphin launching. Example: 41236K>RC can be inputted as 41236K >P(K)S/(K)SH> stuff Share this post Link to post Share on other sites
Kyle Report post Posted December 16, 2014 Finished a few handcam vids. Will upload tonight Have the corner Ky stuff from Frank, the (2) midscreen throw variations & the HS-HD, RC Trajectory stuff lastly, thinking the idea is to delay chain the J.D against light weighs to maintain the Ensenga? knockdown. will confirm. Share this post Link to post Share on other sites
Shadow Ninja 64 Report post Posted December 17, 2014 Not sure if this is right thread or has been said before but if anyone is having trouble with hoop dolphin >rc>stuff. You can double tap the button without the dolphin launching. Example: 41236K>RC can be inputted as 41236K >P(K)S/(K)SH> stuff I tried to do it this way when I was doing May's trials, but for some reason it messed with my head too much, so I went the lazy way and mapped a button to PKSH, which lets you RC any of the dolphins basically by just plinking the attack button and that button. Share this post Link to post Share on other sites
Kyle Report post Posted December 17, 2014 GG XRD May Dolphin Roma Ca Trajectory www.youtube.com/watch?v=SQ2g9WcwZi4 GG XRD May vs Ky Dolphin route www.youtube.com/watch?v=BdR34q5k2G0 GG XRD May vs Ky 63214S route www.youtube.com/watch?v=Rf0_U0I_1sk GG XRD May Throw x RC BnB /www.youtube.com/watch?v=ONuMu5BqKj4 GG XRD May Throw x RC BnB 2 www.youtube.com/watch?v=0fMS1blwbpk Share this post Link to post Share on other sites
Ukujiku Report post Posted December 17, 2014 2D > HSHD character specific distance testing: (Conclusion at bottom)Bolded character names means the “furthest” away combo that works Dashing + Closest possible 5K > 5S > 2S > 2D > HSHD Works on: BE/PO 2D whiffs on: CH/EL/FA/KY/MA/MI/RA/SO/SL/VE/ZT Doesn’t work on: Sin (OTG HSHD) HSHD whiffs on: IN Dashing + Closest possible 5K > cS > fS > 2D > HSHD Works on: BE/MA Doesn’t work on (2D whiff): CH/EL/IN/RA/SI/SL/VE/ZT HSHD OTG: PO Dashing + Closest possible 5KS > 2D > HSHD Works on: AX/BE/CH/EL/FA/IN/MA/MI/PO/RA/SI/SO/SL/ZT Doesn’t work on: KY/VE Closest possible 5KS > 2D > HSHD Works on: AX/BE/CH/EL/FA/IN/MA/MI/PO/RA/SI/SO/SL/ZT Doesn’t work on: KY/VE Dashing + Closest possible 2KD > HSHD Works on: KY/VE + Everyone else Doesn’t work on: KY (In the corner) j2H > 2D > HSHD Works on: Everyone but KY/VE Doesn’t work on: KY/VE Closest possible 5K > 2D > HSHD Works on: KY/VE + Everyone else Doesn’t work on: KY (In the corner) Conclusion: Everyone but VE/KY you want to use Whatever into > 2D > HSHD on. On KY/VE you should probably use SHD because the range at which it works means you pretty much can't do anything but a close 2D into HSHD. Share this post Link to post Share on other sites
Frank The Tank Report post Posted December 17, 2014 On 12/16/2014 at 11:55 PM, Kyle said: GG XRD May vs Ky 63214S route https://www.youtube.com/watch?v=Rf0_U0I_1sk You can get 6 hits of the super before you use the P followup. Share this post Link to post Share on other sites
raisedbyfinches Report post Posted December 17, 2014 You can get 6 hits of the super before you use the P followup. You can usually get more than 6, depends on the character and distance. I think on Sol I've gotten 8 before now. Share this post Link to post Share on other sites
Frank The Tank Report post Posted December 17, 2014 Is that with the S>2H>HVD followup afterwards? Share this post Link to post Share on other sites
Kyle Report post Posted December 17, 2014 Getting more hits decreases tech time & the final LINK 2HS, HS-VD would not connect... unless I was just being a drunk scrub... which is possible XD Share this post Link to post Share on other sites
raisedbyfinches Report post Posted December 17, 2014 Yeah http://youtu.be/DFXtTuMydFU You can get 9 on Sol before bomber. It does 220 total (ok so you have to microdash). Share this post Link to post Share on other sites
Kyle Report post Posted December 18, 2014 Yeah but than you are not connecting the final link of 2HS, HS-HD. Need to compare DMG Share this post Link to post Share on other sites
Uncivilized Elk Report post Posted December 18, 2014 -deleted my post because reasons- Share this post Link to post Share on other sites
raisedbyfinches Report post Posted December 18, 2014 Yeah but than you are not connecting the final link of 2HS, HS-HD. Need to compare DMG Both do exactly 221 on Ky. It varies from the Sol version I did in that you still get 9 hits but it's 4 gap 5 rather than the other way around. My version has fewer places to burst but that means it has less to burst bait with 2h. Sent from my iPhone using Tapatalk Share this post Link to post Share on other sites
Kyle Report post Posted December 18, 2014 Neat nice. Let the super do the damage. Only other variable is meter gain. Share this post Link to post Share on other sites
raisedbyfinches Report post Posted December 18, 2014 So how are people varying their combos against Elphelt? I find more often than not she pops up out of the top of the air stuff into ensenga. I didn't check the tension gain Kyle - but I assume that it'd be about the same in both. If anything more moves would probably give them more (naively). I'm actually kinda liking May in this game. At least until the Leo horde come along. He can full on just parry the crap out of literally everything we have that isn't OHK. Guess I will take this up in the gameplay thread... Share this post Link to post Share on other sites
Fergus Report post Posted December 21, 2014 Anyone find anything off Ensenga RC post air combo? Doesn't seem like it's worth the meter, as far as I can see, I was only getting 2D as a viable ender. Just to add that bit of extra damage to close a round if needed. Share this post Link to post Share on other sites
raisedbyfinches Report post Posted December 21, 2014 Anyone find anything off Ensenga RC post air combo? Doesn't seem like it's worth the meter, as far as I can see, I was only getting 2D as a viable ender. Just to add that bit of extra damage to close a round if needed. j.2h (whiff), 6h hoop. Because it's slightly better oki. I generally don't bother though. Sent from my iPhone using Tapatalk Share this post Link to post Share on other sites
Fergus Report post Posted December 21, 2014 Cheers man, I'll give that a whirl later then. Share this post Link to post Share on other sites