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Ukujiku

[+R] May Combos

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I finally got to play! So here's some things I'm recognizing and how it impacts her combos.

I- Corner carry is different for each weight class. Screen positioning-Awareness is VITAL. How close to the corner are you and do you have enough meter to get them there.

Meterless corner carry:

... 2D, HS-HD, Than Whiffing a HS-HD for Oki/positioning. This will push the opponent into the corner or put them close enough to the corner that the NEXT mixup will get extended corner damage.

Corner carry w/ meter is two variations:

against standard + large weights - ... 2D, FB-HS-HD, 66, S, 6P, FB-HS-HD, 66, 6[P], HS-HD into a corner ender

against floaty opponents (Girls+Bridget) - ... 2D, FB-HS-HD, 66, 6[P], FB-HS-HD, 66, 6[P], HS-HD into a corner ender

II- OHK still works, but as a conditioned situation. You have to swing like craazy so the opponent is "comfortable" blocking at the range OHK is ideal. OHK has some invul at the end. Be sure to ALWAYS input the FRC into S-VD. This is a built-in OS against jumpers!

III- Corner variations are different & I am still figuring out which is ideal & why. sometimes you should use F.s, HS-HD & others you can use running 2P, 2S, HS-VD. I KNOW the biggest factor w/ corner variations is building STUN. once the game comes out in the USA and I can get training mode, I'll crunch some numbers and define the actual stun percentages.

IV- her mixups are generally weak

J.RR has a new stall on the momentum, so we can do it even lower from an air string for the "surprise overhead" option. great for the end of a match. spend meter and make it hurt.

Throw damage is from a normal throw, then a dashing ultimate whiner: Throw, 66, 63214HS.

An effective (high DMG) option is to frame-trap / grounded-trap with running 6[HS] stuff.

If they pokes, they could get hard HARD.

If they jump and don't Barrier ,they get hit grounded.

If they block, you can cancel to dolphins and make it safe or cancel to OHK for a throw-trap.

V- You have to LEARN how to do these cancels

6HS, S-VD

6[HS], S-VD

6[P], FB-HS-HD

6[P], HS-HD

5S, 6P, HS-HD

Guilty Gear is ALIVE!!!!!!!!

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Well done Ukujiku- I'll add comments in SHADOW about things I KNOW and we can expand from there. Also, let's try to add the youtube timestamps to these!

Here are most/all of the combos transcribed from the match videos from Kyle's post in the +R Video thread. I don't know which are character specific yet.

Notations:

VSD = Vertical Slash Dolphin

VHD = Vertucak Heavy Dolphin

HSD = Horizontal Slash Dolphin

HHD = Horizontal Heavy Dolphin (It's ambiguous on whether it's HHD or HSD in a lot of the combos and need to do further testing)

XX = Whatever into 2D

??? = Haven't tested followups (Match video ended in death or combo got dropped)

XX > 2D > HSD FB > Dash > 5SH > VSD FRC > 6[P] > HSD >

Corner carry against standard+heavy weights. mostly flashy for a kill.

XX > 2D > HSD FB > Dash > 5SH > VSD > 5P > 5S > jD > (straight up jump cancel required?) > jH > 623S (4 hits).

Johnny, Anji, Pitemkin, Testament, Justice, Slayer?

XX > 2D > VSD FB (earliest FB) > jH > 6[HS] > VSD FRC > 6[P], HS-HD.

Have to charge the 6[HS] for as few frames.

XX > 2D > HSD FB > Dash > 5S > 5H > VSD > 2P > 2S > VHD

6H ground hit > VSD > Jackhound > Dash > 5S > 6P > HHD FB > 6[P] > HHD

I don't like this. If they blocked, the S-VD is not safe. Contrasted to the next Combo. FRC the S-VD instead of relying on Jackhound.

6H ground hit > VHD, FRC, Delay, jH > micro dash 6[HS] > VSD > S, HS, HS-VD

Have to charge the 6[HS] for as few frames.

vs potemkin: j2H > 5P > 2D > HSD FB > Dash > 5PS > jKHD > jc > jHD 623S (4)

OHK Stuff:

OHK > 5SH > VSD > 2P > 5S > jD > jc > jH > 623S

Johnny, Anji, Pitemkin, Testament, Justice, Slayer?

vs faust: OHK (opponent in corner) jD > j623H > land > VSD > ???.

This was completely for STYLE.

vs Potemkin Specific OHK: OHK > running jump, jS > jH > 623H (1) > 5SH > VSD > 5PS > jD > jc > jH > jD > 623S (4)

vs Ky midscreen: OHK > Dash > 5S > 6P > HHD, Delay, FB > 6[P] > HHD, Delay, FB > 6[P] > HHD

OHK > 6H > (opponent bursts) > 41236D > 5S > 6P > HHD, Delay, FB > 6[P] > HHD, Delay, FB > 6[P] > HHD

FTFY

vs Zappa: OHK > fS > 6H > VSD > 5PP > S > VSD > 5P > VSD

Kedako does P, P S to bait burst.

OHK FRC > VSD to punish jumpers

Corner Combos:

Corner throw > 63214H > 6[P] > HSD >

Combo ends here.

vs Slayer: j623H FRC > 2D > HSD FB > Dash > 5S > 6P > HHD > Dash > 5SH > VHD

This is outdated, after J.HS-RR, FRC, J.S-RR, LINK HS-HD

vs Faust: J.HS-RR, FRC, j623S > (corner) > HSD > Dash > 5S > 6P > HHD > Dash > 5SH > VSD/VHD

FTFY

vs Potemkin: J.HS-RR, FRC, J.S-RR, LINK (corner) > 5S > 6P > HSD > Dash > 5SH > HHD > Dash > 5PSH > VHD?

Zappa specific? corner 6P > 5S > HSD > Dash > 5S > 6P > HSD > Dash > 5SH > HSD > Dash > 5SH > HSD > (OTG) 2D

He OTG's b/c he tried to STUN

Fuzzy guard combo: j2H > 623S FRC > 623H > 5S > 6P > Horizontal Dolphin > Dash > cS > ??? 6P?

OR > After FRC you can land and do 2D into combo instead for the mixup.

Stun Building Combos:

CH J.HS, Micro-dash, 6[hs] > VSD > HHD FB > 6[P] > HHD > CORNER: 6[P] > HHD

FTFY

(Optimal + Corner) jH CH > Dash > 6[HS] > vSD > 5S > 6P > HHD FB > [6]P > HHD FB > [6]P > HHD FB > [6]P > HHD FB > [6]P > HHD

charge 6P & 6HS in combos

Post Stun combo"

(Corner) 5S > 6P > 5S > 6P > HHD > Dash > 5S > 6P > 5H > HS-VD

This was no meter after a stun. corner only

Antiair combos:

vs Zappa VSD > Jackhound > HHD FB > 6H > VSD > HDD FB > 6H

He did Jackhound b/c he missed the FRC. FRC is preferred. Also ZAPPA is huge in the air so 6hs is easy on him.

VSD CH antiair > HHD FB > 6[P] > HHD > 6[P] > HHD

charge 6P & 6HS in combos

Low 6H > VSD > 5PS > VHD. Setup after: HSD > VSD > throw

High 6H counter hit > VSD whiff > VSD hit (crossover) > VSD hit (crossover + corner) > 5P > VSD > Jackhound > ???

WTF is going on here, link plz! @_@

Jump in combos:

jS CH > 2K > 2D > HSD FB > 6[P] > HS-HD

Corner carry

j2H > 2D > HHD FRC > air dash > falling jH > 6[P] > HHD > CORNER: 6[P] > HHD FB > 6[P] > HHD > 6HS

This was a sweet-spot of positioning & some style.

j2H > 5P > 2D > HSD FB > 5S > 6P > HHD > CORNER: Dash > 5SH > HHD > Dash > 2P > 2S > HS-VD

We should probably note at which part the opponent hits' the corner.

Burst punish Combos:

5S > 6P > HHD > CORNER: Dash > 2P > 2S > HHD > Dash > 2P > 2S > VHD

does not work on floaty characters

Against Girls+Bridget: Instant Block the burst. 66, s, JI, HS, HS-VD, FRC, Delay, Airdash, J.hs, Land, 66, 6hs, S-VD.

Misc. combos:

Counter hit jumping opponent HHD FB > IAD > jSH > micro 6[HS], S-VD, P, S, HS-VD.

FTFY

air dash jS aerial counter hit > jH > land > jKDH >

At this height all May could do was a dinky air combo,

5H CH > small dash > 5K > 2D > HHD

Faust FB wakeup punish: 5H CH > Dash > VSD > Jackhound > HSD FB > 6H > ???

Don't study this one, not ideal.

Counter poke combo: 6P > 5S > VSD FRC > air dash > jH > micro dash 6H > etc

Using 2K to avoid certain jump in moves

(Low Profile?)

Some combos I was working on:

Requires corner + 25% meter cost:

Potemkin Specific: 6H full charge ground hit > VHD FRC > jH > HHD > Dash > 5SH > HHD > Dash > 5SH > HHD > 2PS > HHD (263 damage)

Works on JA. KY/RO/ED/PO falls out after VSD without FRC:

6H full charge ground hit > VHD FRC > jH > HHD > Dash > 5SH > VSD > 5PS > VHD (288 damage against jam)

Works on MA/JU/BA/IN/BR/AN/TE/SO/HOS/RO/MI/AB/AX/SL/VE/DI/CH/ED/KY/PO. Doesn't work against FA/ZA/KL/JO (Jam requires micro dash before second 6HS:

6HS > VHD FRC > jH > 6HS > VHD (~208-251 damage)

More expensive alternative from same 6H starter for characters that avoid the jH after VHD FRC:

Requires corner + 75% meter

Johnny only? 6H full charge ground hit > VHD > land > 63214H > HHD FB > 6P > 5H > HHD > Dash > 2KS (268 Damage)

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Hello everyone. Here's the project that has kept me busy for a few weeks. It's near completion. everything has been tested & documented. I just gotta find some more BnB's to fill in the "To be determined" boxes.

Enjoy-

Sorted By Character

[table=width: 1000, class: grid, align: left]

GG+R May

[/td]

AIR>S, 6P, HS-HD

Slide> 6p, HS-HD

SLIDE>S, HS, HS-HD

Corner - Zero Meter

Damage

Detail

A.B.A.

OK*

-

-

www.youtube.com/watch?v=vPVGbSYl2Yk

227

Low

Anji

OK

-

-

www.youtube.com/watch?v=ApwUTHKqCW0

248

-

Axel

-

-

-

www.youtube.com/watch?v=amRGOWmIXYU

225

-

Baiken

-

OK

-

www.youtube.com/watch?v=9tmj7Y0K4DM

276

-

Bridget

-

-

-

www.youtube.com/watch?v=hyya5a9NlGQ

282

-

Chipp

OK*

-

-

www.youtube.com/watch?v=cXAUyScRoxI

298

Low

Dizzy

OK

-

-

*www.youtube.com/watch?v=4t_Z7CG7pu8

261

Delay Everything

Eddie

OK

OK

-

www.youtube.com/watch?v=Q-wVC2xPdIM

275

-

Faust

OK

OK

-

www.youtube.com/watch?v=muRXAP6fnmo

265

-

H.O.S.

OK

-

-

www.youtube.com/watch?v=BdgfxQt602Q

242

-

I-No

OK

-

-

www.youtube.com/watch?v=-koOyVCQ8RI

268

-

Jam

OK

OK

-

www.youtube.com/watch?v=vYR-l6cE_ec

276

-

Johnny

OK

-

OK

www.youtube.com/watch?v=iPfAg-BeOAU

248

-

Justice

OK

OK

-

www.youtube.com/watch?v=Xw5jpRFiv_E

284

-

Kliff

OK

OK*

-

www.youtube.com/watch?v=tcr659rTQjg

298

Run

Ky

OK

-

-

www.youtube.com/watch?v=K-xlidROa7c

244

-

May

-

OK

-

www.youtube.com/watch?v=VWva1FYRNuQ

276

-

Millia

OK*

-

-

www.youtube.com/watch?v=S8J5ckgMMDA

268

-

Potemkin

OK*

OK

OK

www.youtube.com/watch?v=1Rim8qw3s_w

248

-

Robo-Ky

OK

-

OK

*www.youtube.com/watch?v=ee2Lc61_o3o

244

Too Difficult

Robo-Ky ALT

OK

-

OK

*www.youtube.com/watch?v=ApwUTHKqCW0

208

Easy

Slayer

OK

-

-

www.youtube.com/watch?v=s0xNwPG679E

257

-

Sol

OK

OK

-

www.youtube.com/watch?v=CbYneo59hdA

255

-

Testament

OK

OK

OK

www.youtube.com/watch?v=IANNbJ6T2QE

292

-

Venom

OK

OK

-

*www.youtube.com/watch?v=HWakm8NBupw

268

Outside of corner

Zappa

OK

OK

OK

www.youtube.com/watch?v=3_iD-eyX9bQ

291

-

[/table]

Sorted by Attack strings

[table=width: 1000, class: grid, align: left]

GG+R May

TRUE

FALSE

S, 6P, HS-HD

AX, BA, BR, MA

Slide> 6p, HS-HD

BA, ED, FA, JA, JU, KL, MA, PO, SO, TE, VE, ZA

S, HS, HS-HD

JO, PO, RO, TE, ZA

[td]

[/table]

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I watched this video and saw that Kedako does a more damaging combo than the one listed in your table.

http://www.youtube.com/watch?v=iay3dwLJWl4&t=2m17s

271 damage on full life Anji.

I decided to mess around with some other characters to see if I could do more damage and improved on a couple.

Against Ky/AN:

5S > 6P > 5S > 6P > HS-HD > Dash 5S > 6P > HS-HD > Dash 5SH > HS-VD (273 damage/276 AN)

Against JO:

5S > 6P > 5S > 6P > HS-HD > Dash 5SH > HS-HD > Dash 5SH > HS-VD (266 damage)

Against Chipp:

5S > 6P > 5H (No delay) > HS-HD > Dash > 5SH > HS-HD > Dash 5SH > HS-VD (333 damage)

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