GGACR/May/Combos: Difference between revisions

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Revision as of 14:29, 11 November 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Matchups   Forums   Videos    
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
SVD = Mr. Dolphin Vertical (S)
HS-VD = Mr. Dolphin Vertical (HS)
HVD = Mr. Dolphin Vertical (HS)
SHD = Mr. Dolphin Horizontal (S)
HS-HD = Mr. Dolphin Horizontal (HS)
HHD = Mr. Dolphin Horizontal (HS)
FB = Force break (e.g., 56D after HS-HD)
OHK = Overhead Kiss
xN = Repeat when needed
... = Same combo as above but changes at here
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Loop theory for Dolphin Loops

Mays Dolphin Loops aka Lame loops are special in +R. Lots of her standing normals can all be buffered into SVD/HVD.

  • cS 5H SVD is her standard loop from AC. It still works in +R but timing is stricter and it doesnt work on all the cast.
  • 6H does more than your standard cS 5H routing but leads to big inital damage.
  • 5P will hit characters with everyone because of how fast it comes out.
    • Will be used the most because of consistency and can lead into more than 4 loops per character
  • cS SVD has the same case with 5P but it'll hit less. Slower frames but it leads to more reps.
  • 2P will hit characters with weird hitboxes. Its fast but on some characters, you can't pick up with 5P so you'll need to use 2P to connect.
    • 2P 5P into lame loops are expected

Extensions
May can extend all her lame loops with either FRC or with a buffered normal into SVD/HVD. This is something you'll have to lab out to see what you can get per character.

  • cS SVD
  • 5P SVD
  • 5P(xN) cS SVD
  • 2P 5P SVD
  • 2P 5P cS SVD
  • 5P 2P SVD
  • 6P cS SVD

All the normals you can buffer into SVD with and should hit most of the cast.

Loops

May has 2 kinds of loops in +R. Both has its uses. Dolphin loop(Lame loop) and the 6P loops which guarantees a stun.
Lame loop is your go to when you have no meter to spend.
6P loops should be considered when you have meter and near a corner.

cS > 5H > SVD is universal
  • cS 5H SVD can be extended with FRC into an ender at the cost of meter

Dolphin loop basic

  • cS > 5H > SVD

Dolphin loop 2P 5P variant

  • 2P> 5P> cS> SVD

Dolphin loop 3rd variant

  • 5P > cS > SVD

Dolphin loop 4th variant

  • 6H > SVD > cS > SVD

Lame loop Enders

  • 5P > HVD
    • Works on:
  • 2P > HVD
    • Works on :
5P> cS> SVD helpful tips

There are two ways of doing it. One: pressing 5P, then "dialing in" S during the startup frames, and start charging [2] after pressing S. The 8S for the SVD comes out at the tail end of the hitstop. Frame-data wise, it's 5f startup for 5P, 10f for the hitstop, 7f startup for c.S, 14f for that hitstop. This adds up to 36f, out of 30f needed to charge SVD. In lab, this will feel like 5P~S~[2], 8S. The other way is to charge first, then piano neutral ~ P ~ S ~ 8S. The SVD input allows for 5f gap between 2 and 8, so that's where the 5P and c.S slot into with aggressive gatling timing. Ideally the final input involves negative-edge S, but the input window is lax enough to allow for double-tap. In lab, this sequence will feel like [2], 5~P~[S]~8]S[


6P meterless loop

  • 5S > 6P > 5H (No delay) > HS-HD > Dash > cS > 6P > HS-HD > Dash cS > 6P > HS-VD (333 damage)
Character Specific

CH jH

  • CH jH > Micro-dash> 6[H] > SVD > HHDFB > 6[P] > HHDFB > CORNER: 6[P] > HHDFB


6P Loop Enders

  • cS 5H >HS-VD
    • Universal Ender
  • 2P 2S > HS-VD
    • Works on: Ky, I-No, Anji, Millia, Jam
  • 2PP 5P > HS-VD
    • Works on: Johnny, Pot

For more in depth Loops

Combo Theory

Grounded Combos

May's ground game can be problematic for opponents, since most of her gatlings lead into lame loop and/or 6p loop. cS and 2D are very important moves for May as it leads to her staple midscreen and corner carry. Buffering into SVD/HVD/SHD/HHD from 2D/6P are core to her ground game

  • 5P, cS , 5H ,6P , 2P will all lead into 2D > HHD(FB)
  • 6P has a property that will launch a little off the ground to enable going to more stable routing
    • 5H, HHD(FB) , SHD , SVD , HVD(FB) will lead into her air combos or continue looping from them
  • 2D leads to both loops and can carry from midscreen. Will be up to preference as to how you'll want to combo from this
  • cS > 5H and cS > 6P will depend on if you want to lead into damage(cS 5H) or corner carry(cS 6P)

Jackhound


Air Combo Theory

jH

  • jH > j623H leads into loops and corner carry
  • jH > j623S(4) loses damage but has corner carry
  • jH > HVD FRC leads to damage to potential corner carry at the cost of meter
  • jH > 6H > SVD is one of the ways to lead back into loop from certain characters and height difference

jH is probably the move you'll be getting a CH from the most. Its the most flexible routing for her air normals and the most basic routing of hers.

SVD/HVD FRC

  • jH > HVD FRC
  • jS > HVD FRC
  • jH > HVD FRC > iad jH > 6H > HVD
  • SVD/HVD FRC > iad 623H

Something you'll be spending meter to confirm weird air hits unless its too high in the air

j.H Restive Rolling

  • j623H > cS
  • j623H > SVD
  • j623S FRC > j623H > cS

jH Restive Rolling is one of Mays best tool in the air. It leads to ground combos, both version of loops, and can be used as a heavy mixup tool. The most common confirm for this is usually SVD/HVD FRC. It has both corner carry and damage but its slow. The only way the move will connect is usually off CH starters.

Beginner Combos

Beginner Combo Video: [1]

  • j2H > 2PD > HS-HD FB > Dash 5SH > HS-VD
  • j2H > 2PD > HS-HD FB > Micro Dash 6[P] > HS-HD
  • CH 5H > Dash 5H > 2D > HS-HD FB > Micro Dash 5S > 6P > HS-HD (will only work on opponent that doesn't shake well and depends on range)
  • CH 5H > Dash 5H > 2D > HS-HD FB > Dash 5SH > HS-VD (will only work on opponent that doesn't shake well and depends on range)
  • Antiair 236236S > Dash 5SH > HS-VD
  • Corner Throw > 63214H > Dash 5SH > HS-VD
  • OHK > 5SH > HS-VD
  • OHK > 6[HS] > HS-VD
  • 6[HS] > OHK > Micro Dash 5SH > HS-VD
  • 6[HS] > HS-VD FRC > jH > Micro Dash 6[HS] > HS-VD (Everyone but JO. Hard on ZA/KL)
  • 6[HS] > HS-VD FRC > jH > Land > jH > 623S (Everyone but JO/KY/RO. Hard on ZA/KL)


Combos

XX = Whatever into 2D

Midscreen

  • XX > 2D > HS-HDFB > Dash cS > 6P > HS-HD
  • XX > 2D > HHDFB > Dash cS > 5H > SVD FRC > 6[P] > HHD
Corner carry against standard+heavy weights. mostly flashy for a kill.
  • XX > 2D > HHDFB > Dash > cS > 5H > SVD > 5P > 5S > jD > (straight up jump cancel required?) > jH > 623S (4 hits)
Johnny, Anji, Potemkin, Testament, Justice, Slayer
  • XX > 2D > SVDFB (earliest FB) > jH > 6[HS] > SVD FRC > 6[P]/ HHD
Have to charge the 6[HS] for as few frames
  • XX > 2D > SHDFB > Dash > 5S > 5H > SVD > 2P > 2S > HVD
  • 6H ground hit > SVD > Jackhound > Dash > 5S > 6P > HHD FB > 6[P] > HHD
  • 6H ground hit > HVD FRC, Delay, jH > micro dash 6[HS] > SVD > S > H > HHD
Have to charge the 6[HS] for as few frames.
  • j2H > 5P > 2D > HHDFB > Dash > 5P > cS > jKHD > jc > jHD 623S (4)
Potemkin
  • 5D(HOLD) > SVD > Lame loop
cS into SVD can work but it'll depend on character

CH jH

High CH

  • jH CH > HVD FRC > iad j623H > cS > loops
    • ... > cS > 6P for corner carry
    • ... > cS > lame loop for damage

Low CH

  • jH CH > cS > loops
    • ... > cS > 6P for corner carry
    • ... > cS > lame loop for damage

OHK

  • OHK > 5SH > VSD > 2P > 5S > jD > jc > jH > 623S
Johnny, Anji, Potemkin, Testament, Justice, Slayer
  • OHK(towards corner) > jD > j623H > land > SVD
Faust
  • OHK > running jump, jS > jH > 623H (1) > cS > 5H > SVD > 5P > cS > jD > jc > jH > jD > 623S (4)
Potemkin
  • OHK > fS > 6H > VSD > 5PP(5P 5P cS can be used) > S > SVD > 5P > SVD
Zappa
  • OHK > 6H > HVD FRC > IAD jH > 6H > SVD/HVD
  • OHK > 6H > (opponent bursts) > 41236D > 5S > 6P > HHD, Delay, FB > 6[P] > HHD, Delay, FB > 6[P] > HHD
  • OHK FRC > SVD to punish jumpers
  • OHK > Lame Loop
  • OHK > 6P loop

Corner

  • 2K > 2D > HHD > dash > 2P > 2S > HHD > dash > cS > 5H > HHD > cS < 5H > HHD > dash > 2D > HVD
Testament
  • 5S > 6P > 5H (No delay) > HS-HD > Dash > 5SH > HS-HD > Dash 5SH > HS-VD (333 damage)
Character Specific
  • cS > 6P > cS > 6P > HS-HD > Dash cS > 6P > HS-HD > Dash 5cS > 5H > HS-VD
Ky, Anji, Venom
  • Corner throw > 63214H > 6[P] > SHD
  • j623H > 2D > HHDFB > Dash > 5S > 6P > HHD > Dash > cS > 5H > HVD
Slayer
  • j623S FRC > j623H > cS > HHD > Dash > cS > 6P > HHD > Dash > cS > 5H > SVD/HHD
Faust
  • j623S FRC > j623H > cS > 6P > HHD > Dash > cS > 5H > HHD > Dash > 5P > cS > 5H > HVD
Potemkin
  • j623S FRC > j623H > cS > 6P > 6P loops
Character Specific?

Anti Air

  • SVD > Jackhound > HHDFB > 6H > VSD > HDDFB > 6H
Zappa
  • SVD CH antiair > HHD FB > 6[P] > HHD > 6[P] > HHD
charge 6P & 6HS in combos
  • Low 6H > SVD > 5PS > HVD
Setup after: HSD > SVD > throw

Impossible Dust Combos

  • 5D > jH > jH FD > falling iH > cS > 6P loop
    • ...> falling jH > 6H > lame loop
    • ...> falling jH > cS > lame loop
  • 5D 8> jH > jH FD > falling iH > cS > SVD/HVD FRC > cS > lame loop

Video Examples

https://youtu.be/hu0lWj08H3E?t=1527

Lame loop example

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