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Teyah

Eddie vs. May

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Any tips against May?

Be patient, don't give her opportunities to CH you into her B&B combos. Don't risk moving in without the shadow at neutral - it's easy to eat a 5H CH if you are too aggressive, or get pressured by dolphin FB / whiff-dolphin grab shenanigans. -S- is a huge help in getting aerial May to the ground where you can mix her up. Get her to block something, gatling to 2S-22H to keep her pinned, then -K- to move in with the mixup. Always use 6P as your antiair, it works in all scenarios except for when May is very deep in and coming down with j.2H. Do not even try 2H, it gets stuffed by most or all of May's jump-ins.

On defense: When you get knocked down, block low for a few frames and then FD jump away to avoid her command grab if you sense it coming. If you're decent at guessing her grab attempts (as that's her only real way to force damage on you), you can 2P-2D to interrupt them and then unblockable her into potential stun -> death. Backdashing is also a decent way to get space from her, as it's hard for May to convert a random mid-distance ground hit to any sort of damage or a setup.

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I want to talk about what Eddie SHOULD be doing. -6P beats air dashes from May -Air throw in YOUR space. -F.Drill to punish May when she whiffs a 2HS. -Dear god if your going to close space, don't swing, just FD break. -Don't give her CH, seriously, don't swing if you aren't sure -Don't treat this like Slayer, Her movement is 10X Better, treat it like Axel. Lots of D @ Midrange, than punish when she does the wrong poke -Jump all of her mix-ups, most importantly 5D & 5[D] -Use 5P as Anti- dolphin -Her stun gauge is HUGE so a dizzy is unlikely, and her crouching sprite is very smal, so tighten up your UB on wake-ups. Oh last thing, when she throws a J.2HS, Eddie should jump into it and IB, this will force Eddie to land first giving him a free throw when May lands. =) All the best guys. Kyle

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-6P beats air dashes from May

Yup, 6P beats most of May's attacks, aside from those that hit very low or hit directly on top of Eddie's head.

-Air throw in YOUR space.

Unless it's very obvious, I wouldn't risk going up for airthrow since May can slightly change her air hitbox by hitting a button such as j.H and getting a free CH on you.

-F.Drill to punish May when she whiffs a 2HS.

It's not realistic to react to a whiffed 2H and punish with a drill, as you don't have nearly that much time. Instead, running up with a 2P-2D for knockdown -> UB or oki would work just fine.

-Dear god if your going to close space, don't swing, just FD break.

Again, 6P works great to beat non-lows such as 5S, 5K, and probably 5H (clash, if not). Just watch for 2H/3K, but these are risky if whiffed so you can always use FD break to bait those out if you notice their usage.

-Don't give her CH, seriously, don't swing if you aren't sure

Yes, not pressing buttons (especially in the air) is generally a good idea when you don't have the shadow out and your enemy can realistically CH a lot of your pokes for big dmg.

-Don't treat this like Slayer, Her movement is 10X Better, treat it like Axel. Lots of D @ Midrange, than punish when she does the wrong poke

I wouldn't compare this matchup to either Slayer or Axl, as those characters, while having the ability to beat most of your attacks similar to May, have totally different pressure sequences and holes. Against May, she basically has to blow tension to keep up the pressure, and even then, BD or 1fj is relatively safe since May's strings don't lead to natural big damage punishment combos of these two escape methods, unlike the other 2 characters listed above.

-Jump all of her mix-ups, most importantly 5D & 5[D]

Yes, I would agree that 1fj (as well as backdash) is a great way to escape May's mixups. If you 1fj, don't forget to hold the FD in the event of a dolphin.

-Use 5P as Anti- dolphin

5P may work as anti-dolphin on reaction; safe use of 6P leads to good dmg + big stun punishment combos as well.

-Her stun gauge is HUGE so a dizzy is unlikely, and her crouching sprite is very smal, so tighten up your UB on wake-ups.

While May does have an above average stun of 70, stunning her is definitely possible in a B&B, especially if you have landed a 6P CH against air attacks or dolphins at a recent point in the round. As for her hitbox, it doesn't affect the difficulty of any UBs so far as I've noticed. Actually, her crouching hitbox (once hit) is quite fat as it's quite easy to end crouching -K- combos with both hits of 6P into 5S-2D + puddle.

Oh last thing, when she throws a J.2HS, Eddie should jump into it and IB, this will force Eddie to land first giving him a free throw when May lands. =)

This works great, you can either throw or 2P upon landing. Another option I prefer to do is backdash once I see May go up, and then 6P - which should net you a nice CH, since you have changed May's angle of attack from directly on your head to just in front.

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