Please understand while we verify them.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Starting Out
Combo | Position | Difficulty | Notes |
---|---|---|---|
5P/2P/5K/2K/cS > 2D > HHD | Any | Easy | |
5K > (cS > fS) > 3K | Ground | Easy | Will whiff at max fS range |
j2H > (5P/2P/5K/2K) > 2D > HHD | Air to Ground | Easy | |
jS > jK > (jP > 2P) > 2D > HHD | Air to Ground | Easy | |
IAD > jS > jH > (2P/cS) > 2D > HHD | Air to Ground | Easy | |
OHK > (Dash/Microdash) > cS > 5H > HVD | Midscreen | Medium |
Corner Carry
XX = anything into 2D > HHD~FB > (Dash/Microdash)
Combo | Works on | Difficulty |
---|---|---|
XX > cS > 5H > HVD | All | Medium |
XX > cS > 6P > HHD | Character specific | Hard |
Beginner Corner Combos
May's corner combos are character specific and they usually start with an HHD~FB.
HHD~FB after a 2D works on everyone but on some characters and in the corner you can get an HHD~FB after you land from an HHD. This does more damage than the regular version and it's easier to hit confirm.
Another character specific difference is the fact that on some of them you can do a more damaging 6P loop.
Combo starter
XX = anything into 2D
Combo | Works on |
---|---|
XX > HHD~FB > (Dash/Microdash) > corner loop | All |
XX > HHD > HHD~FB > (Dash/Microdash) > corner loop | Character specific |
Loop theory for Dolphin Loops
May's Veritcal Dolphin Loops (in vanilla AC known as Lame Loops). Lots of her standing normals can be buffered into SVD/HVD.
- cS 5H SVD is her standard loop from AC. It still works in +R but timing is stricter
- 6H does big initial damage and it leads into loops/corner carry
- 6H > SVD is the most common use in loops
- 6H > SVD > 5P > cS
- 6H > HVD FRC > airdash jH (requires jump install)
- 6H > SVD > cS > 5H
- 5P will work on 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.
Extensions
May can extend all her vertical 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
- 2P 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, and both have their uses: Vertical Dolphin loops and 6P loops.
Vertical loops are your go to when you have no meter to spend.
6P loops should be considered when you have meter and/or are near a corner.
All loops must be started in some sort of juggle state, 2D > HHD~FB for example
c.S 2D HHD~FB > dash c.S 5H SVD > 5P SVD/HVD is universal
This video shows inputs for the loop, ending in 5P c.S HVD.
- cS 5H SVD can be extended with FRC into an ender at the cost of meter.
Dolphin loop basic
- cS > 5H > SVD
Dolphin loop variations
- 2P> 5P> cS> SVD
- 5P > cS > SVD
- 6H > SVD > cS > SVD
- cS JI > 5H > HVD > FRC > Air Dash jH > land 6H > SVD
Loop Enders
- 5P > HVD
- Works on:
- 2P > HVD
- Works on :
- cS JI > 5H > HVD > FRC > Air Dash jH > land 6H > HVD
- cS JI > 5H > HVD > FRC > Air Dash HRR > c.S > HHD
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 meter loop
XX > (6P > HHD~FB > 6P > HHD~FB ) xN
6P meterless loop
- cS > 6P > 5H (No delay) > HHD > Dash > cS > 6P > HHD > Dash cS > 6P > HVD (333 damage)
Character Specific |
CH jH
- CH jH > Micro-dash> 6[H] > SVD > HHD~FB > 6[P] > HHD~FB > CORNER: 6[P] > HHD~FB
6P Loop Enders
- cS 5H >HVD
- Universal Ender
- 2P 2S > HVD
- Works on: Ky, I-No, Anji, Millia, Jam
- 2PP 5P > HVD
- Works on: Johnny, Pot
For more in depth : Loops |
For what to do in Post Stun : Post stun |
Combo Theory
Grounded Combos
May's ground game can be problematic for opponents, since most of her gatlings lead into loops if she has 25% tension. 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, 2P will all lead into 2D > HHD (~FB)
- 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
- Jackhound > cS > vertical loop
- ... > cS > 6P loop
- Jackhound > HHD FRC > jH> stuff
Jackhound is interesting. You can extend weird hit confirms and continue combos off it. You have access to both loops because of how late Jackhound lets you tech. Jackhound doesnt have an frc so its usually a high risk, high reward "mixup" if you go for it. Jackhound will also remove a knockdown state, letting you combo off things like HVD or trading with 2D, or add a few more points of damage at the end of a combo to finish the opponent.
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
- SVD/HVD FRC > jH
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 May's best tools 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 it's slow. The only way the move will connect is usually off CH starters, but you can also use j623S FRC j623H as a confirm from an overhead mixup.
Combos
XX = Whatever into 2D
Midscreen
- XX > 2D > HHD/HVD
25% Meter
- XX > 2D > HHD~FB > Dash cS > 6P > HHD
- XX > 2D > HHD~FB > Dash cS > 5H > SVD FRC > 6[P] > HHD
Corner carry on standard + heavy |
- XX > 2D > HHD~FB > Dash > cS > 5H > SVD > 5P > cS > jD > (straight up jump cancel required?) > jH > 623S (4 hits)
Johnny, Anji, Potemkin, Testament, Justice, Slayer |
- XX > 2D > SVD~FB (earliest FB) > jH > 6[H] > SVD FRC > 6[P]/ HHD
- XX > 2D > SHD~FB > Dash > cS > 5H > SVD > 2P > 2S > HVD
- CH 5H > Dash 5H > 2D > HHD~FB > Micro Dash cS > 6P > HHD (will only work on opponent that doesn't shake well and depends on range)
- ...> HHD~FB > Dash cS > 5H > HVD (will only work on opponent that doesn't shake well and depends on range)
6H
- 6H ground hit > SVD > Jackhound > Dash > cS > 6P > HHD~FB > 6[P] > HHD
- 6[H] > OHK > Micro Dash cS > 5H > HVD
- 6[H] > HVD FRC > jH > Micro Dash 6[H] > HVD (Everyone but JO. Hard on ZA/KL)
- 6[H] > HVD FRC > jH > Land > jH > 623S (Everyone but JO/KY/RO. Hard on ZA/KL)
- 6H ground hit > HVD FRC, Delay, jH > micro dash 6[H] > SVD > S > H > HHD
j2H
- j2H > 5P > 2D > HHD~FB > Dash > 5P > cS > jKHD > jc > jHD 623S (4)
Potemkin |
- j2H > 2P > 2D > HHD~FB > Dash cS > 5H > HVD
- ... > HHD~FB > Micro Dash 6[P] > HHD
- 5D(HOLD) > SVD > vertical 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 > vertical loop for damage
Low CH
- jH CH > cS > loops
- ... > cS > 6P for corner carry
- ... > cS > vertical loop for damage
OHK
- OHK > cS > 5H > HVD
- OHK > 6[H] > HVD
- 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 > vertical Loop
- OHK > 6P loop
- OHK > cS > 5H > SVD > 2P > cS > 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 |
Anti Air
- SVD > Jackhound > HHD~FB > 6H > SVD > HDD~FB > 6H
Zappa |
- SVD CH antiair > HHD~FB > 6[P] > HHD > 6[P] > HHD
charge 6P & 6H in combos |
- Low 6H > SVD > 5PS > HVD
Setup after: hoop set D > SVD > throw |
- 236236S CH > Dash cS > 5H > HVD
Impossible Dust Combos
- 5D 8 > jH > jH FD > falling iH > cS > 6P loop
- ...> falling jH > 6H > vertical loop
- ...> falling jH > cS > vertical loop
- 5D 8> jH > jH FD > falling iH > cS > SVD/HVD FRC > cS > vertical loop
Corner
- 2K > 2D > HHD > dash > 2P > 2S > HHD > dash > cS > 5H > HHD > cS < 5H > HHD > dash > 2D > HVD
Testament |
- cS > 6P > 5H (No delay) > HHD > Dash > cS > 5H > HHD > Dash cS > 5H > HVD (333 damage)
Character Specific |
- cS > 6P > cS > 6P > HHD > Dash cS > 6P > HHD > Dash 5cS > 5H > HVD
Ky, Anji, Venom |
- Corner throw > 63214H > 6[P] > SHD
- j623H > 2D > HHD~FB > 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? |
- Corner Throw > 63214H > HHD > Dash cS > 5H > HVD
Post Stun-Corner Only
Character | Air > cS > 6P > HHD | Slide > 6P > HHD | Slide > cS > 5H > HHD | Corner - Zero Meter | Damage | Detail |
---|---|---|---|---|---|---|
A.B.A. | OK | - | - | c.S > 6P > 2H > [4]6H > c.S > 6P > [4]6H > c.S > 5H > [2]8H | 227 | |
Anji | OK | - | - | c.S > 6P > c.S > 6P > [4]6H > c.S > 6P > [4]6H > c.S > 5H > [2]8H | 272 | |
Axl | - | - | - | c.S > 6P > delay 5H > [4]6H > 5H > [4]6H > f.S > [4]6H | 258 | |
Baiken | - | - | - | c.S > 6P > 5H > [4]6H > c.S > 6P > [4]6H > c.S > 5H > [2]8H | 302 | For knockdown, do 2D > [2]8H ender instead of cS > 5H > [2]8H |
Bridget | - | OK | - | c.S > 6P > delay 5H > [4]6H > c.S > 6P > [4]6H > 6H > [4]6H | 286 | |
Chipp | OK | - | - | c.S > 6P > 5H > [4]6H > c.S > 6P > [4]6H > c.S > 5H > [2]8H | 333 | |
Dizzy | OK | - | - | c.S > 6P > 5H > [4]6H > c.S > 6P > [4]6H > 2H > [4]6H | 302 | |
Eddie | OK | OK | - | c.S > 6P > 5H > [4]6H > c.S > 6P > [4]6H > 6H > [4]6H > [4]6H | 296 | |
Faust | OK | OK | - | c.S > 6P > delay 5H > [4]6H > c.S > 6P > [4]6H > 6H > [2]8H | 265 | 5H > [4]6H > [4]6H ender instead of 6H > [2]8H ender does slightly more and is easier |
HOS | OK | - | - | 41236[D] (setup) > c.S > 6P > 5H > [4]6H > ]D[ > c.S > 6P > [4]6H > 2H > [4]6H | 244 | |
I-No | OK | - | - | c.S > 6P > delay 5H > delay [4]6H > c.S > 6P > [4]6H > 6H > [4]6H | 281 | |
Jam | OK | OK | - | 41236[D] (setup) > c.S > 6P > 5H > ]D[ > [4]6H > c.S > 6P > [4]6H > 6H > [4]6H | 276 | |
Johnny | OK | - | OK | c.S > 6P > c.S > 6P > [4]6H > c.S > 5H > [4]6H > c.S > 5H > [2]8H | 266 | |
Justice | OK | OK | - | c.S > 6P > 5H > [4]6H > c.S > 6P > [4]6H > 6H > [4]6H > [4]6H | 284 | - |
Kliff | OK | OK | - | c.S > 6P > delay 5H > [4]6H > c.S > 6P > [4]6H > 6H > [4]6H > [4]6H | 296 | |
Ky | OK | - | - | c.S > 6P > c.S > 6P > [4]6H > c.S > 6P > [4]6H > c.S > 5H > [4]6H > c.S > 5H > [4]6H | 289 | For knockdown, do c.S > 5H > [2]8H instead of two reps of c.S > 5H > [4]6H |
May | - | OK | - | 41236[D] (setup) > c.S > 6P > 5H > [4]6H > ]D[ > c.S > 6P > [4]6H > 5H > [4]6H > [4]6H | 279 | |
Millia | OK | - | - | c.S > 6P > 5H > [4]6H > 5H > [4]6H > 2P > 2S > [4]6H | 289 | No knockdown |
Potemkin | OK | - | OK | c.S > 6P > 5H > [4]6H > c.S > 5H > [4]6H > c.S > 5H > [4]6H > [4]6H | 237 | |
Robo Ky | OK | - | OK | 41236[D] (setup) > c.S > 6P > 5H > ]D[ > c.S > 6P > [4]6H > c.S > 5H > [4]6H > c.S > 5H > [4]6H | 244 | |
Slayer | OK | - | - | c.S > 6P > delay 5H > [4]6H > c.S > 6P > [4]6H > 6H > [4]6H | 257 | |
Sol | OK | OK | - | c.S > 6P > delay 5H > [4]6H > c.S > 6P > [4]6H > c.S > 5H > [2]8H | 267 | Yeah, everyone else hates comboing this guy too. |
Testament | OK | OK | OK | c.S > 6P > 5H > delay [4]6H > c.S > 6P > [4]6H > c.S > 5H > [4]6H > 2P > 2S > [2]8H | 282 | |
Venom | OK | OK | OK | c.S > 6P > delay 5H > [4]6H > c.S > 6P > [4]6H > 6H > [4]6H > [4]6H | 296 | |
Zappa | OK | OK | OK | c.S > 6P > 5H > [4]6H > c.S > 6P > [4]6H > c.S > 5H > [4]6H > c.S > 5H > [4]6H | 291 | Replace 2nd rep of c.S > 5H > [4]6H with 2P > 2S > [2]8H for slightly less damage, but a knockdown |
Video Examples
Vertical loop example | Beginner combos | Zaigar combo video | Aloysius combo video |