Ma bad, didn’t know that.
It doesn’t do 100% either. Sometimes it could dizzy some of the lower-stun characters like Millia and Baiken, but on most characters you could get maybe 50% at most, and that was if you were using FCD in conjunction with the Bandit Revolver looping.
Still, “infinite” implies that the combo can literally go forever. If it does 100%, it’s a 100% combo, not an infinite.
Side note, Bandit Revolver loop did more damage in X than it does in XX/#R.
None that I know of. DC version was practically arcade-perfect.
in 1.5 is there a one hit ensenga set-up for johnny?
doesnt may have a nasty loop?
like j. k/s, j. hs?
i think the setup was 6+p, st. slash, jump infinite/loop?
whats the difference between a loop and an infinite???
mag’s rom infinite can only be done for about 45 hits so why is that an infinite and not a loop?
just wondering, not causing any drama, thanks
yes, may does have a very damaging loop in X. i’m not sure of the exact notation since:-
- i’ve been out of X for a very long time
- i don’t play may at all
i’ m not sure if you’re referring to X or XX/#re though. if you really want to know this loop, i can find out for you if you wish
a loop is a repetition concerning a few attacks/movements, which will eventually end due to varying circumstances (in GG’s case, gravity effect mostly)
an infinite can continue going forever
(MY UNDERSTANDING)^^^
examples of this is sol’s dust loop. gravity effect will soon kick in, so after a while its best to hit VolVip+K for guaranteed knockdown + oki
again, due to the GG’s series’ aspect of gravity effect, most infinites in the series were ground based, while loops were air based