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Kyle

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Everything posted by Kyle

  1. Kyle

    [AC] May: Videos

    23 on 23 ROCKS This guy plays MAY HOT. http://gamechariot.com/g3_070814_ex.html Sweet unrealistic Combo Video http://www.youtube.com/watch?v=8CQ_Vqw4AaU&NR=1
  2. Kyle

    [AC] May Tactical Discussion/Questions/Help

    With Guity Gear being as DEEP as it is, I can't possiably admit to playing a second character. Yes I will do some matches with Testy or Anji, but I don't KNOW them well enough. 23 matche up is hard enough to learn, now try 23 match up's with 2 or 3 characters....geez. 6HS, SVD- It's LATE, try watching for the Anchor to hit the ground and press 8HS AS SOON as you see it land. I think the cancel is a few frames before it actually grounds though. Practice.
  3. Kyle

    General Millia Q&A Thread (Ask away!)

    For you Blitz. ( I'm Jaison's brother btw)
  4. Kyle

    [AC] May: Combo discussion thread

    I would like to include your list of cancels in an Ac May Advanced Guide. Of course I will cite you for your efforts. Is that ok?
  5. Kyle

    [AC] May: Combo discussion thread

    PhaethonH - Counter point accepted. 5K, 5S, SVD -- It does cancel. I was wrong. WOW. That Combo is "Combo Video" worthy. o.0 it raises brows. I particularly like the CHARGED 6HS.
  6. Kyle

    [AC] May Tactical Discussion/Questions/Help

    IK Mode, CH Charged 6HS, SHD Whiff, 4123641236HS. It doesn't sound so unrealistic on their wake-up does it. LOL
  7. Kyle

    [AC] May Tactical Discussion/Questions/Help

    IK Set-ups LOL. D, RC Mode Change, IK. Works only if they noob burst after the dust. CH 6P, 5S, 6P, RC, Mode Change, IK Works on some characters with DEEP counter hits. Can be mashed out of. They only Real applicable use I see is baiting a VV and punishing with IK. That's all I got, Sorry. FYI- Zappa's IK is a command Grab too. Anji's IK will cross-up after an Air throw. o.0
  8. Kyle

    [AC] May: Combo discussion thread

    o.0 Nice combo, but the application has some flaws. 1-You can't cancel 5K, 5S, SVD. Unless you let 5S completely recover than throw out SVD. 2-Versus Baiken you shouldn't be making her guard 5HS, OR gattling 5K, 5S, she should reversal it.
  9. Kyle

    [AC] May: Combo discussion thread

    Oh snap better Avatar. ZOMBIE MAY WINS http://tenkaigear.com/videos/May's Dirty Cross-up.avi http://tenkaigear.com/videos/May three 6hs's.wmv
  10. Kyle

    [AC] May Tactical Discussion/Questions/Help

    May Launches- 2H, FB_HD 2D, FB _HD D- [D]- Feint High actualy LOW OHK- SVD- FRC SVD- Grounded Trap RR- frc 63214D,-Jackhound HSVD - (Link a Jackhound)- NOT ON TESTAMENT! CH-2D- (link 2p) CH-5H- (Combo OHK) CH-2H CH-J.H 236236S- (WHALE) 63214S, P (Orca) I really feel like writing an AC May basic's guide, here i can tell ALL the proper follow-ups. I get Internet turned on at my house on Friday, i will see what I can do everyone. =)
  11. Kyle

    [AC] May: Combo discussion thread

    Shin- I can't link the 3rd close slash off of your combo, is it works than GREAT but i feel it is too hard for a match, a Bridget, Baiken or Jam means i would have to do This combo fighting //Jais, FranktheTank, Moonless, SSgeorge, Doren, Flash, I do wanna push myself, but that is too much. ewwwwww. Can anyone else" Beat this" besides Shin? OH OH news! If you manage to get a GOLD burst at the END of a fight, I mean END last 2 hits lest you win than do me a favor and JI a Jackhoud, RC, JD, JHS, JD, RR FTW! the dust hits as a FUZZY GUARD LOL! - Do not tiger knee it, just JI a pressure string. Hsien-Jo- FTW= For the Win. ;P
  12. Kyle

    [VS] General Discussion

    My Q-bee Kills.
  13. Kyle

    [AC] May: Combo discussion thread

    dizzy/Potty- corner a 2d launch followed by a FBSHD can continue into a 6p, making new sweet combos! j.2HS(landing), 2D, FBSHD, 66, 6P, S, HS, SVD, 5P, HSVD, HS hoop set, FRC, Running 50/50 with D & [D]. Potty only- OHK, 66, 6P!, S, HS, SVD,... now try this potty only madness OHK, JS, JHS, land, DELAY, SVD, S, HS, DELAY, SVD, S, HS, Delay SVD, 2P, HSVD, FRC, Airdash, JS, JHS, Land, (#) (from here you have a couple different unconfirmed enders... yeah I will test them tonight.) 1- SVD, 5P, S, HS, HSVD. 2- 6HS, SVD 3- JHS, JD, JHS, JD 4- JK, JD, JHS, JD It seems these days I find myself doing something different than my earlier post of "Floaty Bitches- OHK, 6 HS, s dolphin, s, s dolphin, 2p, hs dolphin" Instead do this OHK, S, HS, delay, SVD, S, SVD, S, SVD, 5P, HSVD. 4 dolphins, knock down with Great damage. It is also much sweeter than a repetition of 5P, SVD'S. I remove the 6HS on floaty's because the time varies too much to be realistic.
  14. Kyle

    [AC] May: Combo discussion thread

    P, K, S, H, D - Punch, Kick, Slash, Heavy Slash, Dust S.f - Far version of Slash S.c - Close version of Slash j.P - Jumping Punch jc.P - Jump Cancel into Punch sjc.P - Super Jump Cancel into Punch > - Just some sort of logical transition in the combo, general a cancel. |> - Land on the ground , - A wait, pause, or Link in the combo (signifies that you do not directly gattling moves together) [P] - Hold down P here ]P[ - Release P here JI - Jump Install FD - Faultless Defense FDC - Faultless Defense Cancel OS - Option Select IAD - Instant Air Dash RC - Roman Cancel FRC - False Roman Cancel TK - Tiger Knee FB - Force Break may exclusive= OHK= Overhead kiss command grab 63214 K RR = Resestive Roll Dragon punch 6323 S or HS...grounded or aerial SVD= Slash vertical dolphin 2,8 S HSVD= Heavy slash vertical dolphin 2, 8 HS SHD= Slash horizontal dolphin 4, 6 S HSHD= Heavy Slash Horizontal Dolphin 4, 6 HS FBSVD= force break Slash vertical dolphin 2,8 S, 8D FBHSVD= force break heavy slash vertical dolphin 2, 8 HS, 8D FBSHD= force break Slash horizontal dolphin 4, 6 S, 6D FBHSHD= force break Heavy Slash Horizontal Dolphin 4, 6 HS, 6D B&B(BNB)= bread and butter basic combo enders WHALE= OMG it's a whale! 236236 S Lame loop...oblivion...= basic damage combo's S, HS, delay, SVD, REPEAT Jackhound= OTG launch, scales bad, very unusable 214 D [D]- dust feint LOW, doesn't special cancel but can be jump canceled, than you can Dolphin out of your crouching state- because the best follow up is always a SVD.
  15. Kyle

    [AC] May Tactical Discussion/Questions/Help

    welcome kx12, shinquick right about Jackhound, I differ from him just a little though, if i land a corner OHK I will throw a FB-H instead, but to each his own right.
  16. Kyle

    [AC] May: Combo discussion thread

    from a Jackhound launch it's best to run for a 5s continued into oblivion, the one exception is when it hits at the tip and they aren't going to be hit, upon which it's most effective to throw a FB-HD, ( Force break horizontal Dolphin) Than run in for 5s. you can even buffer a running FB-HD to cover that little extra distance. all though this IS pointless it just adds some style to MY may.
  17. Kyle

    [AC] May Tactical Discussion/Questions/Help

    I vote new thread, with adequate input we could cover A LOT of the cast. I fight HOS, eddie, bridget and anj a lot so I can add those contributions when the time comes. =)
  18. Kyle

    [AC] May: Combo discussion thread

    it is possable to do 3 lame loops on eddie after the OHK if you get a run in on the first 5s.... weird
  19. Kyle

    [AC] May: Combo discussion thread

    Testy DOES get hit by FB Jackhound off of a 2d cancel and an anti air dolphin. 1- you shouldn't be doing fb jackhound unless you miss the frc on a dolphin anti-air. 2- Jackhound will NOT destroy blood nets, 3- You should post this in the accent core discussion thread,, or maybe the questions help thread. not the COMBO thread. =) one wiffed horizontal dolphin will close the gap on you and testy while completely annhilating his fortress! just watch out for 6p... that match is fun.
  20. Kyle

    GGSlash May: Match-Up thread

    Hey Wan, I've had the pleasure of fighting 3 zappa's, one of which beat me. I honestly don't know the match up that well, and I feel i won against kenji and dennis because they knew even less about My May. They are GOOD though, but a gentleman who is AWESOME name steve(forgottenkazama) really showed me my ass with a great defense against my May. honestly ghost and sword eat a LOT of 3k, and always 2s dog at a FAR rang. Rember he has a shoryu, rauh has an even better shoryu, a FAST dust and great low damage Learn to fight against Rauh and it won't be soo bad. IN general i found it hard to nail a lot of counter hits, try to punish with OHK at all cost.
  21. Kyle

    [AC] May: Combo discussion thread

    J.RR FRC= Jumping resistive roll frc, 6323 hs frc OHK = Overhead Kiss her command throw, 63214 k, If you are abusing her ground throw you make me HAPPY. Don't air throw TOO much, you net more damage from grounded trap's with 5hs, 6p, and 6hs. Mays Charges! Charge partitioning versus Charge buffering. Third strike = charge partitioning where you can just frame "store a charge" dash, than release a charge giving you dashing flash kick or Lov. Just frame hold your first input. 4, 66, 46+button = dashing lov with REMY, I LOVE REMY! 1, 66, 28+kick button= Dashing flash kick. I LOVE REMY ! Guilty Gear= Charge buffering exist here, the game gives you a little window of opportunity to press 8 or 6 than release your dolphin, in the little window you can throw a 5 of a fast button like a P or S, or a little dash. so you can do, 1 full charged, 5p, 8s or 8hs. standing Punch, Vertical dolphin 1 full charged, 5s, 8s or 8hs. standing slash, Vertical dolphin 1 full charged, 66, 5s or5hs Dashing Horizontal dolphin. Now if you get this down well enough, you can do a crouching hit while you charge your 1. 1p, 1p, 1k, 5s, 8s/8hs. c. punch, c. punch, c. kick,standing slash, Vertical dolphin. it's really not that complicated or different, just throw a 5 or a 66 in the middle of your dolphin. Plus this isn't new because third strike his it too. Take remy and do 1 fully charged, neutral Middle kick/forward, 8 kick Standing knee into flash kick. =) I'm happy to answer any questions guys, Kyle Mr, quickman- the 159 is a way of doing your double jump while still throwing a neutral into the equation because the 15 doesn't really change anything. it helps with timing. The reason I would recommend my dust combo is because it is tensionless and still nets a BUNCH of damage while building you lots of tension. Believe me I LOVE 6hs loops, but as I said earlier their allmost pointless now with the tensionless superior damaging lame loops. s, hs, delay, s dolphin loops = Lame loops.
  22. Kyle

    [AC] May: Combo discussion thread

    Nhur- TO be honest with you I LOVE That mix-up for offensive and defense in Reload, slash... but you lose out with it in AC. =( reload- 4k, 7s, ji, 2hs, h dolphin, frc, air dash , jk, jhs, land, hs dolphin DOUBLE DOLPHIN UPPER relaunch territory!!!! Slash - 4k, 7s, ji, 2D, h dolphin, frc, air dash , jk, jhs, land, hs dolphin DOUBLE DOLPHIN UPPER relaunch territory!!!! With AC the Initial S will give you soo much puchback that the lame loops will not work. SO you need to compensate like this. AC- 4k, 2d, FB H Dolphin, run, s, hs, delay, s dolphin, link s, hs, delay ss dolphin, link 2p, hs dolphin. This is strictly offense. with pressure in the Reload and Slash I would do, k, 7s, 1d, h dolphin, frc, Air dash while landing mix-up, This looks funny but it feels great because you roll a slow circle. =) in AC the frc is too late for this mix up and push back is harder to pressure 2d, so we compensate with pressure option of, K, 7s, 1s, FB V Hs dolphin, while landing mix-up... EASY. DON"T forget to Tick THROW A LOT! and if you are SUPa SWEET you will wiff J.RR FRC and throw an OHK like a millia player. Oh shit D follow ups! all weights! d, (9hs, hs,) 159, DELAY, hs, Land, S dolphin, link s, hs, delay, s dolphin, link 5p, hs dolphin. Points to help you land this- 1- I buffer the 9 for the first two Hs's like what is in parenthesis. 2- After the second hs, I input a super jump (like anji). 3- this super jump will help you input a Neutral and the 1 will actually do nothing. yay 4- your 3rd hs should be LATE. 5- Practice helps! All weights! D(Low), delay, slash dolphin, s, ji, hs,delay, s dolphin, link s, ji, hs, delay, s dolphin, 2p, hs dolphin. because these combo's are NO TENSION and huge TENSION BUILDERS, I would recommend frc'ing a hs hoop set on their wake-up followed by a 50/50 of a D(overhead)/D(LOW). I love this sky pirate!
  23. Kyle

    GGSlash May: Match-Up thread

    Match up's... hmmmm anji eats lows, slayer eats 3k and most importantly Bridget and Johnny EAT 6p. so learn your combo's friends. =)
  24. Kyle

    [AC] May: Combo discussion thread

    6P UPdates. Try not to be so quick on the xx/ 6p follow up Mr, quickman. In Accent Core you net 5 more damage on normal weights with a j.hs,d, j.hs, d after the air dash hs. Plus you still have opportunity to do a RR for a few more points if you NEED that kill. Also the damage will be a greater difference on the floaties (Bitches) + it is easiest to hit on them. =) the one flaw to j.hs,d, j.hs, d follow up to the air dash hs, is the last dust wiffs in the corner, so if you are in the corner, DO use the 6hs, dolphin ender. Even sweeter if you are man enough you can frc the final dolphin for MORE SWEETNESS POTENTIAL. REMEMBER ALWAYS delay between hs, s dolphin, this gives them more time to "float" and makes your s link easier. =) ALWAYS jump in-stall. It's a good habit to allways do IT, No shortcut in being the BEST May. mid-screen ALL WEIGHT 6p, s, ji, hs, hs dolphin, frc, air dash, j.hs, land, jhs, d, j.hs, d, (RR if needed). Corner all weight 25% 6p, s, ji, hs, delay, hs dolphin, frc, air dash, j.hs, land, 6hs, hs dolphin. 50 % 6p, s, ji, hs,delay, hs dolphin, frc, air dash, j.hs, land, 6hs, s dolphin, frc, 5p, s dolphin~ or 6p, s, ji, hs,delay, hs dolphin, frc, air dash, j.hs, land, 6hs, hs dolphin, frc, hs dolphin On the last combo you CAN NOT frc and link j.s/j.hs/6hs. because the frc is significantly later causing less untech for us to play with and more push back before the frc. =( REMEMBER ALWAYS delay between hs, s dolphin, this gives them more time to "float" and makes your s link easier. =) ALWAYS jump in-stall. It's a good habit to allways do it, No shortcut in being the BEST May. Here's the FUN Counter HIT 6p! No tension. CH6p, s, ji, hs,delay, s dolphin, link s, ji, hs, s, dolphin, 5p, s dolphin. 25% CH6p, s, ji, hs,delay, s dolphin, link s, ji, hs, hs dolphin, frc, air dash, j.hs, land, jhs, d, j.hs, d, (RR if needed). or CH6p, s, ji, hs,delay, s dolphin, link s, ji, hs, hs dolphin, frc, air dash, j.hs ,land, s dolphin, p, s, ji, hs, s dolphin. I Here by patent this relaunch! or CH6p, s, ji, hs,delay, s dolphin, link s, ji, hs, hs dolphin, frc, air dash, j.hs ,land, 6hs, hs dolphin. 50%- don't do this unless you HAVE the kill or your being cocky. CH6p, s, ji, hs,delay, s dolphin, s, ji, hs, hs dolphin, frc, air dash, j.hs ,land, 6hs, hs dolphin, frc, hs dolphin. Please be sweet guys and do this stuff, I don't want to see Reload May's anymore. Kyle~
  25. Kyle

    [AC] May: Combo discussion thread

    Hey guys, My name is Kyle and I'm from Kentucky. I've been playing May for a Over a year now and have been avoiding these forums b/c I wasn't happy with the amount activity, but ALAS I shall contribute so we can get May forum KIck'n, and all you guys can score wins at tourneys. NO tension normal weights- OHK, 6HS, s dolphin, s, hs, s dolphin, 2p hs dolphin. Floaty Bitches- OHK, 6 HS, s dolphin, s, s dolphin, 2p, hs dolphin. POTTY ONLY- OHK, js, jhs, land, DELAY, S dolphin, s, HS, s dolphin, s, HS, s dolphine, 2p, HS dolphin. =) With tension- 25% ALL weight classes timing varies! OHK, 6HS, s dolphin, s, JI, HS, HS dolphin, FRC, air dash, JHS, land, NO DELAY 6HS, s dolphin. From here you wait for the air throw on front of back tech, or grounded hs or 6hs on neutral tech. ^_^ 50% Normal weight- OHK, 6HS, s dolphin, s, JI, HS, HS dolphin, FRC, air dash, JHS, land, NO DELAY 6HS, s dolphin. Frc, s, s dolphin. KNOCKDOWN! Floaty Bitches_ Don't blow 50% tension on floaty bitches, you will get ~260 with only 25% and a knockdown is allmost impossiable with that much damage. In general, Never use 2D, RR FRC for launch anymore it's no where as effective as FB H Dolphin. Don't combo into jackhound, the the damage is suck. =( unless your land an OHK while YOU are in the corner and want the damage. If you are allmost in the corner and a 5s will wiff off of an OHK just do 2s, S dolphin, 2p, s dolphin. S, HS, s dolophin loops = Ridicu-loso and lame. LAME loops do More damage than sweet awesome 6hs's and frc's and jackhounds. which makes her most damaging stuff.... boring. Any questions guys? Also there will be vid's up in about three weeks of South East Casuals of Lot's of AC players, expect to see this stuff for me than. MOST IMPORTANTLY, I PLAY ZOMBIE MAY!
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