GGACR/May/Combos

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< GGACR‎ | May
Revision as of 07:24, 6 April 2022 by Sage (talk | contribs) (→‎Loops)
 May
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 SHD or HHD, or 58D after SVD or HVD)
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


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


https://streamable.com/vnhdsr

Video Examples

Vertical loop example Beginner combos Zaigar combo video Aloysius combo video

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