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Thread: May Tactical Discussion/Questions/Help

  1. #981
    I mentally crapped my pants when I realized that a May mirror would determine who got paid at FR. Much worse, a May mirror with someone who knew the May specific combos and would not drop them. Twas a great match, and it went to game 3. Good shit Kyle.

    AXIS: What's the problem? The newcomer primer answers most of the questions people have had, so I'd give that a look.
    Quote Originally Posted by ZONG_one View Post
    that's because you play GG, and BB is just GG's retarded little cousin.

  2. #982
    Team FEELS GREAT-SAMA A.X.I.S.'s Avatar
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    Oh mad late response I wanted to ask if there was a video for these combos because i keep trying them but I don't get how they work.
    especially off of OHK midscreen the 6HS hits too late and they tech or they get hit but I can't dolphin because of the recovery.
    unless the notation is wrong I am confused.
    Also despite the guide telling me I don't understand exactly what JI does and how to do it.

    Edit: I understand how jump install works never mind about that.
    Last edited by A.X.I.S.; 04-18-2011 at 09:12 PM.
    Quote Originally Posted by LuminAbyss View Post
    AXISISM - A Way Of Life
    Axis is adorable until he starts talking and killing games.

  3. #983
    You want the 6H to hit at the top of the swing, so you do it right after you recover from the OHK. AS SOON AS you tap 6H (tap so it doesn't charge), you need to roll to 2 to charge for the dolphin; you use the time from the hitstop to charge for the dolphin, which is done as late as possible (right before she begins to bring the anchor towards the ground).

    For the record, I don't do this combo often at all. You build more meter with the standard loop, and the damage difference isn't big enough to warrant the added difficulty. I do 6H>SVD to finish extended combos off of JI dolphin>airdash H stuff, though.
    Quote Originally Posted by ZONG_one View Post
    that's because you play GG, and BB is just GG's retarded little cousin.

  4. #984
    SPREAD ON TIME Honnou's Avatar
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    Quote Originally Posted by Kyle View Post
    Oh lala.


    ABA- 3.5-6.5
    No reversal, no escape. LOTS of defense

    Anji- 7-3
    His play-style is excessively risky vs May's play-style

    Axl- 5-5
    meh.

    Baiken- 5.5-4.5
    Play it right, it's not bad.

    Bridget- 6.5-3.5
    J.HS risk/reward is always in your favor.

    Chipp- 5.5-4.5
    Hit him.

    Dizzy- 6-4
    Hit her.

    Eddie- 5-5
    Hoop-set

    Faust- 5-5
    Approach smart

    I-no- 7-3
    Her play-style is excessively risky vs May's play-style

    Jam- 5-5
    Be smart, bait a lot.

    Johnny- 7-3
    His play-style is excessively risky vs May's play-style

    Ky- 4-6
    headaches.

    Millia- 5.5-4.5
    approach smart & hit her

    HOS- 5-5
    about as even as it gets

    Pot- 4-6
    Don't approach... fuck Potemkin.

    Robo- 5-5
    Don't jump, have good defense & character specific BnB's

    Slayer- 4.5-5.5
    Play smart, hope you don't get hit. Everything is a risk.

    Sol- 6-4
    Footsies

    Testament- 6-4
    Rush

    Venom- 5-5
    About as even as HOS

    Zappa- 4.5-5.5
    Ghost are annoying, Raoh hurts, you have no reversal, he always does. This match takes some "getting used to".
    Where are these from?? Yours or one of the many tier lists from JPN, new or outdated?

    I agree with I-no, as I do this one a lot, even though I consider myself decent against May, but I reallllllllllly disagree with the johnny one, I wouldn't even consider it a BAD matchup, more like 4-6 at worst or 4.5-5.5. The one thing that rapes Johnny though, like you said, is that every single normal he decides to stick out is a very dedicated decision, and other than maybe 5p, 5k, 6p, and 2s, anything else on whiff is a huge 50% life punish or so by may. Johnny having a 70% life punish though on a missed 3k, and sweep combos into coin into more combo into easy one hits helps a lot, and 6p+high mist finer control space decently.
    Quote Originally Posted by Brett
    Can we stop quoting Blade?

  5. #985
    ಠ_ಠ qwerty's Avatar
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    the ancient matchup chart from 2007 put may-johnny at dead even, and i'm still inclined to agree with that. the matchup turns gg into tekken; both players die if they whiff anything.

  6. #986
    I agree with this stuff. Johnny can be a pain. Once he knows what buttons he can't press (the ones that lose to CH 6P into dizzy into death) then it becomes really tough.
    Quote Originally Posted by ZONG_one View Post
    that's because you play GG, and BB is just GG's retarded little cousin.

  7. #987
    Hi May forums. I have a few questions.

    1 - Is May a hard Character to learn?

    2 - What's the best thing to do after you knocked down the opponent? Is there a general thing to do or it's match-up dependant?

    3 - Is 6P a good anti-air?

    4 - And last, can any of you give me an explanation(don't need to be as big as a wall of text, but something a bit more detailed, if possible) of why is May vs I-no so incredibly bad for I-no's Side?

  8. #988
    Quote Originally Posted by André View Post
    Hi May forums. I have a few questions.

    1 - Is May a hard Character to learn?

    2 - What's the best thing to do after you knocked down the opponent? Is there a general thing to do or it's match-up dependant?

    3 - Is 6P a good anti-air?

    4 - And last, can any of you give me an explanation(don't need to be as big as a wall of text, but something a bit more detailed, if possible) of why is May vs I-no so incredibly bad for I-no's Side?
    hi i havent played in 4 years

    1 - Not really in AC, compared to other games. Her combos aren't terribly hard but require fairly strict timings to do well. Her neutral game is very strong but it's easy to play sloppy. Hardest part about playing May is learning patience as it's really easy to spaz out with her and fly all over the place and she really is OK just keeping the game neutral with a hoop charged if you want to be able to beat the good characters.

    2 - It is matchup dependent. Some chars you want a hoop, others setting up tick throws with jumps and/or 5k, some you want to FRC a hoop and do a combination of the two or just do a few vert dolphins to be confusing, and you need to mix it up a bit regardless. An common hole in May players' games is using the same okizemes over and over without really thinking about the whys and matchup implications.

    3 - no not really it's mostly an anti-ground poke, oddly. use it as anti-air in very specific situations to insta-win a round but don't rely on it to beat things. anti air with dolphins or j.h or other safer things

    4 - May's moves beat the fuck out of ino's moves. You can throw out a lot of different pokes that wreck her pretty badly. She is airborne a lot which is not very safe against may, and attacks from angles that may does not really give a shit about. May also outdamages her by a wide margin with much easier combos. even if you are losing as may you can take a big risk and sometimes kill ino for free
    Last edited by poon; 02-26-2012 at 06:58 PM.
    kak

  9. #989
    Rise for President Kujikawa's Avatar
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    Does May still her have her loop in Reload, so like her combos are similar.
    Reload is all I got to train atm - Wii controller is useless for FRCs, etc.

  10. #990
    May's combos are completely different in reload. She uses h.vert dolphin FRC into double jump or dash j.h, land, repeat when going for big damage. Her best iterations involve using working in (vs aerial opponent) combo into j.s, jh, land, vert dolphin FRC jumpcancel j.h, land, dashing jump, repeat. these are relatively hard but do a shitstorm of damage.

    dolphin frcs are a million times better in reload and are tons of fun actually, reload may is way more fun but difficult than ac may
    kak

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