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Yomi — Today at 8:39 AM
I'm a bit late to the party with this @Jas, safer jumper @doot gonna give a breakdown of how OrcaRRCMix works.
For the OHK it's nearly impossible to avoid if you blocked the orca while grounded.
-If you mash on it then the orca stays out and you get hit,
-If you normal jump you're forced to block orca and eat a cS/OHK mix
- If you DP it'll just get you hit by orca after you hit may
If you try to super jump out some characters can avoid the orca (namely Millia). Not 100% sure if May is among the characters that can sj out of OHK. Either way though, if May thinks you'll jump she can just do 2K to trap your jump and it'll combo into the orca. (It literally will catch jump startup, this happened in our games last night)
Same if you try to throw, OHK will beat it if your timing is good (I need to lab this again, I don't remember off the top of my head how throw works here). As well, it can just be frame trapped with 2K
Of course, you can also just 6K as an overhead while is a bit less reliable than the 2K/OHK but still combos into orca.
As for damage, it's a bit debatable if it's worth it. It does around 20% which for 2 bars isn't much but it's nearly guaranteed to lead to some sort of hit and will usually lead to a wall break that you can do a safejump or whiff dolphincS vs OHK mix (edited)
[8:39 AM]
sorry for data dump, I technically have a video on this if anyone is interested but I hate being a shill .
[8:40 AM]
Biggest way of messing with may is if you're airborne when she does the orca, then the mix gets kind of wonky
[8:43 AM]
I'm using "unblockable" pretty loosely, I more mean that there are basically no favourable options you can take that guarantee you get out of this unless you burst. Even YRC loses to the orca since it stays out on hit