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RurouniLoneWolf

[Xrd] May Combo Thread

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GGXrd_Header_Combo_Thread.png

 

[info="Information"]

  • If you'd like to contribute, please feel free to do so! When posting combos, please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for May.
  • Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only.
  • Only practical combos will be listed in this thread.

[collapse="General Notations"]

[table]

[tr]

[td]>[/td]

[td]Progress from the previous move to the following move[/td]

[/tr]

[tr]

[td],[/td]

[td]Link the previous move into the following move. [/td][/tr]

[tr] 

[td]>> or ->[/td]

[td]Cancel the previous special into a follow-up special.[/td]

[/tr]

[tr] 

[td]|>[/td]

[td] After Landing[/td]

[/tr]

[tr] 

[td]j[/td]

[td]Jump[/td]

[/tr]

[tr] 

[td]hj[/td]

[td]High Jump[/td]

[/tr]

[tr] 

[td]ad or AD[/td]

[td]Air Dash[/td]

[/tr]

[tr] 

[td]iad or IAD[/td]

[td]Instant Air Dash[/td]

[/tr]

[tr] 

[td]jc[/td]

[td]Jump Cancel[/td]

[/tr]

[tr] 

[td]hjc[/td]

[td]High Jump Cancel[/td]

[/tr]

[tr] 

[td]ji or (JI)[/td]

[td]Jump Install[/td]

[/tr]

[tr] 

[td]CH[/td]

[td]Counter Hit[/td]

[/tr]

[tr] 

[td]MC[/td]

[td]Mortal Counter[/td]

[/tr]

[tr] 

[td]RC or (RC)[/td]

[td] (Red) Roman Cancel[/td]

[/tr]

[tr] 

[td]YRC or (YRC)[/td]

[td]Yellow Roman Cancel[/td]

[/tr]

[tr] 

[td]PRC or (PRC)[/td]

[td]Purple Roman Cancel[/td]

[/tr]

[tr] 

[td][][/td]

[td] Hold Input[/td]

[/tr]

[tr] 

[td](X)[/td]

[td]X is Optional [/td]

[/tr]

[tr] 

[td](N)[/td]

[td]Attack must deal N amount of hits[/td]

[/tr]

[tr] 

[td][???] xN[/td]

[td]Repeat ??? N amount of times [/td]

[/tr]

[tr] 

[td][X] or [Y][/td]

[td] [/td]

[/tr]

[/table]

[/collapse]

[/info]

 

[info="Challenge Mode Combos"]

[collapse="Challenges"]

[/collapse]

[/info]

 

[info="Midscreen"]

[collapse="Mid Starters"]

2P > 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS - Video Example

Damage: 39 for 41236K Oki
Notes:
  • End the combo in 41236X for Oki
  • End the combo in [4]6HS for more damage and corner carry

 

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 - Video Example

Damage: 176

Requires: 50 meter

 

2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS - Video Example

Damage: 186

Requires: 50 Meter

 

2S > [4]6S > RC > AD j.S > j.H > land > j.S > j.H > land > j.K > j.D > djc j.D > j.41236H - Video Example
Damage: ?
Requires: 50 Meter
Notes: Burst Punish

 

CH 214P > IAD j.S > j.H > land > j.S > j.H > land j.K > j.D > djc j.D > j.41236H - Video Example
Damage: ?

[/collapse]

 

[collapse="Low Starters"]

2D > [4]6S > RC > Air dash Late j.HS > Land j.S > j.H > j.D > j.41236H
Damage: 132
RequiresL 50 meter
Notes: Ky and Venom specific route, RC into Air Dash sequence is burst safe 

[/collapse]

 

[collapse="Overhead Starters"]

6K > ]S[ > 5P > 2K > 2D - Video Example

Damage: 67

Requires: 41236S oki

 

6[H] (Max Charge) > [4]6S > RC > 5D > 8 > j.D> j.D > j.S > j.H > j.D > djc j.S > j.H > j.D > j.41236H - Video Example
Damage: ?
Requires: 50 Meter

[/collapse]

 

[collapse="Throw Starters"]

OHK (632146H) > dash c.S > jc j.S > j.H > j.D > djc j.H > j.D > j.41236H -Video Example

Damage: 151

Note: Easy, Universal

 

OHK  > c.S > 2HS > [2]8H |> c.S > 2HS > [2]8H
Damage: 154
Notes: Side swaps

 

OHK > c.S > 2H > [2]8H |> 2H > [2]8H |> c.S > [2]8H
Damage: 170
Notes: Damage route. Double side swaps 

 

Throw > RC > 41236[K] > 6[HS] > [4]6S > (Hop on K Dolphin) > AD late falling j.H > land 6HS > 41236P oki - Video Example
Damage: ?
Requires: 50 Meter

Throw > RC > 41236[K] > dash 2H > [2]8H > dash c.S > 2H > [2]8H > (Hop on K Dolphin) > AD late falling j.H > land 6H > 41236P oki - Video Example
Damage: ?
Requires: 50 Meter
Notes: Side Swap route

 

Throw > RC > 41236[P], dash c.S > 2H > [2]8H > ]P[ > j.H > land 6H > 41236P oki - Video Example
Damage: ?
Requires: 50 meter

 

Air Throw > RC > falling j.H > land j.S > j.H > j.D > djc j.H > j.D > j41236H - Video Example
Damage:
Requires: 50 Meter

[/collapse]

 

[collapse="Instant Kill Combos"]

[/collapse]

 

[/info]

 

[info="Near Corner"]

[collapse="Mid Starters"]

2P > 2K > 2D > (Beach Ball hits) > dash c.S > 2HS > [2]8HS > c.S > jc j.D > djc j.S > j.H > j.41236H - Video Example
Damage: ?
Requires: 214P oki
Note: Ensenga? at the end does not give knockdown and OTGs

[/collapse]

 

[collapse="Low Starters"]

[/collapse]

 

[collapse="Overhead Starters"]

[/collapse]

 

[collapse="Throw Starters"]

[/collapse]

 

[collapse="Instant Kill Combos"]

[/collapse]

 

[/info]

 

[info="Corner Starters"]

[collapse="Mid Starters"]

c.S > 5HS > [4]6HS > IAD j.P > j.K > j.HS > 6HS - Video Example

Damage: 170

 

CH [4]6HS > dash 6[HS] > 236236S > dash c.S > 2HS > [2]8HS - Video Example
Damage: ?
Requires: 50 Meter
Notes: Can work near corner as well

 

CH AA [2]8HS > c.S > 2HS > 2[8]HS > [4]6S > RC > land > IAD j.S > j.H > land 6H > 41236P oki - Video Example
Damage: ?
Requires: 50 Meter

[/collapse]

 

[collapse="Low Starters"]

2D > [4]6HS > ]P[ > j.S > j.H > land > j.K > j.D > djc j.D > j.41236HS - Video Example
Damage: ?
Requires: 41236P oki

 

2D > [4]6HS > IAD j.[K] > j.H > j.41236H(1) > airdash j.H > land j.K > j.D > djc j.D > j.41236H - Video Example
Damage: 211 on Ky
Requires: 41236K oki
Contributed by: MasamuneXGP

[/collapse]

 

[collapse="Overhead Starters"]

6K > ]P[ > 5P > 2HS > [4]6HS > IAD j.P > j.K > j.D > j.41236H - Video Example
Damage: ?
Requires: 41236P oki

 

6K > ]P[ > [4]6H |> LINK IAD J.P > J.K > J.HS > land 6H > 41236P oki - Video Example
Damage: ?
Requires: 41236P oki

 

6K [4] > ]P[ > 5H > [4]6H > RC > 41236[K] > 6[H] > 214P > ]K[ > (Ball hits) > 6[H][2] > [2]8H - Video Example
Damage: 221
Requires: 41236[P] oki, 50 meter
Notes: Requires fast fall landing timing from [4]6H RC
Contributed by: VRyu Sensei

 

6K > ]P[ > 5HS > [4]6HS > RC > 41236[K] > [4]6S > ]K[ > air dash j.S > j.HS > 2HS > [2]8HS > 2HS > [2]8HS > oki
Damage: 190
REquires: 41236[P] oki, 50 meter
Notes: Non fast fall landing timing variant
Contributed by: VRyu Sensei

 

5D > 6 > 6[HS] (Max Charge) > [2]8HS > IAD j.P > j.K > j.HS > 6HS > 63214S~P - Video Example

Damage: 186

Requires: 50 meter for super ender

 

5D > 6 > 6[HS] > [4]6HS > IAD j.K > j.HS > land 2HS > [2]8HS > c.S > jc j.D > djc j.S > j.H > j.D > j.41236H - Video Example
Damage: 193
Notes: Gains 40 meter
Contributed by: raisedbyfinches

 

j.S > 2D > [4]6H > RC > AD j.H > land > j.S > j.H > j.D > djc j.D > j.41236H - Video Example
Damage: ?
Requires: 50 Meter
Restrictions: Ky Specific route

[/collapse]

 

[collapse="Throw Starters"]

Throw > RC > 41236[K] > 6[HS] > 66 5S > 2HS > [2]8HS > 66 > ]K[ > 5S > 2HS > [2]8HS > 2HS > [2]8HS > oki
Damage: 220
Requires: 50 meter
Contributed by: VRyu Sensei

 

OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.41236HS - Video Example

Damage: ?

Notes: OHK combo that puts the opponent back in the corner

 

OHK > 6[H] > 41236 > RC > IAD j.H > land 6[H] > [4]6H > ]S[ > j.H > land 6H > 41236P oki - Video Example
Damage: ?
Requires: 50 meter
Notes: Goes from one corner to the other corner

[/collapse]

 

[collapse="Instant Kill Combos"]

[/collapse]

 

[/info]

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I'll fill the OP up with combos as they come. For now to get you guys started, here's...

 

[collapse="Wiki Stuff"]

 

Midscreen

 

2P > 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS 

  • End the combo in 41236X for Oki
  • End the combo in [4]6HS for more damage and corner carry

OHK (632146HS) > dash 5S > jc j.S > j.HS > j.D > djc j.HS > j.D > j.41236HS (Damage: 151)

(With 41236S oki) 6K > (Release S and 41236S hits) > 5P > 2K > 2D (Damage: 67) 

2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS (Damage: 186) 

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 (Damage: 176) 

 

Corner 

 

c.S > 6HS > [4]6HS > IAD j.P > j.K > j.HS > 6HS (Damage: 170)

5D > 6 > 6[HS] (Max Charge) > [2]8HS > IAD j.P > j.K > j.HS > 6HS > 63214S~P (Damage: 186)

OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.41236HS

  • OHK combo that puts the opponent back in the corner

 

[/collapse]

 

And here's 2 combos I randomly have noted down. I also have 2 6K corner combos but I don't have a video link to go with them and they seem incomplete so I won't post them. 

 

(Corner to Corner) OHK > 6[HS] > 41236[P] > RC > dash 6[HS] > [4]6S > (Hop on the 41236P Dolphin during the bounce back from Horizontal Dolphin) > AD j.S > j.HS > land j.S > djc j.S > j.HS > j.D > j.41236HS

  • Costs 50 meter

 

(Mid Screen) j.S > 2D > [4]6HS > RC > AD j.HS > land > j.S > j.HS > j.D > dj.HS > j.D > j.41236HS

 

Well, good luck JP players. 

 

EDIT:

 

Adding an air to air j.S combo

 

Air to Air j.S > j.HS > land j.S > djc j.S > j.HS > j.D > j.41236HS

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I tried writing down the combos from the video Kedako made way back, lemme know if I screwed something up. The ones I'm the most unsure of are the 5D combos in terms of notation, what with the jump canceling stuff. Stuff in parentheses with a question mark is stuff I can't really see. All of the examples are on Slayer except for one.

 

[collapse='Kedako Stuff']j.S > 2D > [4]6S

 

j.2HS > 2P > 2D > 41236P (hold) > dash 6K > release P > AD j.K > j.HS > 5P > 2D > 41236S hold > dash 6K > release S > stuff

 

2K > c.S > 2D > [4]6S > RC AD j.HS > microdash 2HS > [2]8HS > microdash c.S > 2HS > [2]8HS

 

2K > c.S > 2D > [4]6S > RC AD j.HS > microdash 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.D > j.41236HS

 

OHK > dash c.S > 2HS > [2]8HS > microdash c.S > 2HS > [2]8HS

 

OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.D > j.41236HS

 

throw RC > dash c.S > 2HS > [2]8HS > microdash c.S > 2HS > [2]8HS

 

throw RC > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.D > j.41236HS

 

5D > j.HS > j.HS > j.S > j.HS > j.D > dj j.S > j.HS > j.D > j.41236HS

 

5D > j.D >  j.D > j.S > j.HS > j.D > dj j.S > j.HS > j.D > j.41236HS

 

(Corner) 5D > homing dash 6[HS] > [4]6HS x2 > IAD j.P > j.K > j.P > j.D > j.41236HS

 

(Corner) 5D > homing dash j.S > j.HS > [4]6HS > IAD j.P > j.K > j.P > j.K > j.D > j.41236HS

 

2K > c.S > 5H RC > (micro dash? tap forward?) 5D > j.HS > j.HS > j.S > j.HS > j.D > dj j.S > j.HS > j.D > j.41236HS

 

2K > c.S > f.S > [4]6S RC > 5D > j.HS > j.HS > j.S > j.HS > j.D > dj j.S > j.HS > (slight delay?) j.D > j.41236HS

 

throw RC > PKSH > 236236HS

 

(Corner) 5D > homing dash PKSH > 236236HS

 

OHK > RC PKSH > micro dash > 236236HS after wallbounce

 

throw RC > 41236P hold > micro dash 2HS > [2]8HS > c.S > 2HS > [2]8HS > release P > AD j.HS > 6HS > 41236S

 

OHK > dash c.S > 2HS > 41236K (hold) RC > 2HS > [2]8HS > microdash c.S > 2HS > [2]8HS > release K > AD j.HS > 6HS > 41236S

 

OHK > 6[HS] > 41236P (hold) RC > dash forward 2HS > [2]8HS > microdash c.S > 2HS > [2]8HS > release P > AD j.HS > 6HS > 41236S

 

(done on Faust instead of Slayer)

OHK > dash c.S > 2HS > [2]8HS > 2HS > [2]8HS > c.S > 2HS > [2]8HS

 

(back to Slayer)

OHK > dash c.S > 2HS > [2]8HS > 2HS > [2]8HS > 5P > c.S > 63214HS

 

(Corner) 5D > homing dash j.D > dj j.2HS > [4]6HS > IAD j.P > j.K > j.P > j.D > j.41236HS

[/collapse]

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So some day 1 stuff I workshopped.  I'm super scrub at this game so I dunno how practical these are really but:

 

Ground poke > 2D SHDolphin (Slash Horizontal Dolphin) RC 6[6] c.S 2H HVDolphin (Hardslash Vertical Dolphin) 66 c.S j.S jc j.SH Ensenga

- Only works off good starters, i.e. c.S.  Off worse starters you will have to do c.S 5H HVDolphin instead.

- Dash as far as possible after the RC.  You need to get as close as possible as the HVDolphin needs to hit cross-under so they fall towards you instead of away.

 

Ground poke > 2S SHDolphin RC 66 5D~9 j.HHSHD jc j.SH Ensenga, OTG 2D

- You need to get the opponent as high above you as possible during the dust combo otherwise Ensenga will not give knockdown.

 

(Corner) Ground poke > 2S SHDolphin RC 66 5D~6 6P 5H 6P 2H HVDolphin 66, OTG 6P

- Doesn't work on everyone.  Haven't tested exactly who but it doesn't work on Elphelt so I know it's not universal.

 

41236[X] 6K ]X[ (Dolphin Ride j.66 j.K j.H) c.S 2S SHDolphin RC 66 5D~9 j.HHH Ensenga

- In corner, the 6P loop works instead.

- If the hoop is set up behind May, you can do Dolphin Ride.  If it's on top of the opponent May won't be able to ride the Dolphin so just use it to link after 6K normally.

 

214P/K YRC > Ball Hop (hit) j.H 66 c.S j.K j.S jc j.S j.H Ensenga

- Ball or j.H can cross up depending on the spacing of the ball hop.  Still trying to figure out good mixups using this.

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Thanks, edited. Noted a few other microdashes but I think I might have missed a few that I thought were "tap forward"

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First thx for writing down everything.

 

There is actually a microdash between the j.HS and the 2HS. What botters me the most is, since you need to microdash, you barely have time to buffer the [2]... anyone had sucess so far on this?

I don't even have Xrd yet, but there's no particular trick for buffering charges, just do the inputs (before the charge) as fast as you can, that way you can start buffering charges way before an attack animation starts.

For this one try some motion like 6 63[2] HS 8HS, delaying 8h a little bit.

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First thx for writing down everything.

 

There is actually a microdash between the j.HS and the 2HS. What botters me the most is, since you need to microdash, you barely have time to buffer the [2]... anyone had sucess so far on this?

 

It's easier than it looks.  You actually need to delay the H-VDolphin a bit so they will bounce backwards instead of forwards which gives you plenty of time to charge it.  The hard part of this combo IMO is hitting the RC on the right frame so you don't airdash over them.

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I wouldn't worry too much if you can't get that particular combo. The CMV it comes from was Week 2 arcade release stuff. Some stuff may no longer be practical/optimal. I can't remember seeing Kedako or other Mays going for this combo in recent videos, even in situations where the side swap would be useful. So long as you can do the usual air combo route, I think you should be fine.

 

EDIT: Also, dumping another random combo I saw in a video

 

Corner
2D > [4]6HS > ]P[ > j.S > j.H > land > j.K > j.D > djc j.D > j.41236HS - Video Example
Damage: ?
Requires: 41236P oki
 

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It's easier than it looks.  You actually need to delay the H-VDolphin a bit so they will bounce backwards instead of forwards which gives you plenty of time to charge it.  The hard part of this combo IMO is hitting the RC on the right frame so you don't airdash over them.

 

If you're having trouble on the RC part, your doing the 2D too close. I tried a lot and I find the dolphin part quite hard... maybe it's just me, but execution never was a problem to me..

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Hey so I had a quick question about one of May's trials and just some of the general combo videos I've seen. From what it looks like you can do a red roman cancel of the Applause for the Victim dolphin. But whenever I try to do that I get the YRC of it. What am I doing wrong?

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If you do it while they're in blockstun, you'll get a red one. For example, if you go to training and just summon one raw and RC it, it'll be yellow. However if you're practicing it as oki and you knockdown with something like 2D or j.2D > 2D and then summon and RC, if you don't wait for the opponent's block stun to be gone, you'll get a red RC and waste that extra 25% meter. You have to delay the summon/RC so that they're not in any type of blockstun. Which trial is it?

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Ok that makes sense. But besides the extra 25% meter loss there really isn't that much of a difference between the two RC's right? I'm not exactly sure what trial it is. I'm at work now so I'll be able to check when I get home. But I'm fairly certain that her very last trial uses the RRC Applause dolphin. 

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I'd have to check the trial when I'm off as well, but the RRC has less startup(1F) and much more slowdown (18F from YRC vs 60F for RRC).

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If you Roma-Ca the first active frame that hits the opponent of a horizontal dolphin, you get a sweet trajectory change. Combo video content tho. Will never purposefully hit in a competition.

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couldn't record this since I can't negative edge on ps4 pad, but it's worth exploring:
dash 5K 5S 2D [P] hoop RC dash 5S 2H/5H HVD delay ]P[ AD j.H land 6H > P hoop oki

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It doesn't exist as an universal mechanic but using May's hoops (63214[X] -> ]X[ )and Zato's shadow moves are still considered negative edging.
Here I meant I can't hold the hoop and do 5S 2H HVD properly on pad. It's pretty easy on stick with enough practice though.

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Is there a general rule for when you use jK to combo into jH instead of jS? Which one I should use in which situation usually catches me off-guard and it screws up the rest of the air combo.

Also, what's the point of 3K anymore? It seems really bad, since you can't use it out of anything.

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It doesn't exist as an universal mechanic but using May's hoops (63214[X] -> ]X[ )and Zato's shadow moves are still considered negative edging.
Here I meant I can't hold the hoop and do 5S 2H HVD properly on pad. It's pretty easy on stick with enough practice though.

aaah, I see. makes sense.

 

Is there a general rule for when you use jK to combo into jH instead of jS? Which one I should use in which situation usually catches me off-guard and it screws up the rest of the air combo.

Also, what's the point of 3K anymore? It seems really bad, since you can't use it out of anything.

j.K comes out faster and closer, j.S takes a little longer but has a larger hitbox that comes out a little under May so it's easier to hit with if they're slightly below you.

 

I dunno much about 3K, so I'll just quote the wiki here:

May slides on the ground head first about 1/3-1/2 of the screen. Very good at low profiling at the cost of being incredibly unsafe on block and in CH state until recovery. Must be YRC/RCed to make safe. Knocks down on hit. Can be very useful in dealing with characters with projectiles but easily baited and punished harshly if done predictably.

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So basically if I run into an air vs air scenario, I should only use jS if they are slightly below me, otherwise jK would come out faster and probably work better? Are there ever times where hitting with jK will fail to connect into jH though? If I recall correctly I ran into that situation with +R a lot.

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.

 

EDIT: Okay... so I've been doing [4]6H instead of [4]6S, but it's still been working. Blagh I have no idea what combo I should settle on from dolphin RCs anymore... I just want the easiest one, haha. Anyone got any recommendations on the easiest dolphin RC combo?

 

 

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

 

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So basically if I run into an air vs air scenario, I should only use jS if they are slightly below me, otherwise jK would come out faster and probably work better? Are there ever times where hitting with jK will fail to connect into jH though? If I recall correctly I ran into that situation with +R a lot.

I pretty much exclusively use jS as a jumpin option or in combos, but it can be used as an alternative to jH. jH is my goto air to air as it has 2.5 times more active frames with the same startup. jK/jP are good for antiairing and OSing throws imo. jD has a really good hitbox for hitting things above May.

 

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.

I am pretty certain the cS combo does less damage but if it's that much easier for you then go for it. As far as IADing over that isn't always the best idea for positioning because sometimes you could lose the corner which is where May shines. jK > jH will not combo after a certain combo counter/proration (I tested a long time ago, but I've since forgotten) I would suggest changing the AD jKHS to jSHS or even a falling/delayed jHS.

 

EDIT: Okay... so I've been doing [4]6H instead of [4]6S, but it's still been working. Blagh I have no idea what combo I should settle on from dolphin RCs anymore... I just want the easiest one, haha. Anyone got any recommendations on the easiest dolphin RC combo?

Whether or not you do [4]6S or H does actually matter for certain characters. On Venom for example if you do 5K > cS > 2D > HSHD it will OTG him every time as HSHD is slower compared to SHD. This occurs on many characters but I haven't tested/written down all. HSHD also does slightly more damage but if you are unsure of the spacing/character specifics then SHD is the safe option.

My BNB that works on everyone (I think) is: Anything into 2D > SHD > RC > falling/late jH > land > 66 > jSH > jSHD > Ensenga (The second hit of ensenga does not always hit up high)

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