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XmmmiR

Zappa Vs. May

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Don't jump so much. May is awesome in the air. Zappa is not. Stay on the ground and try for some throw mix-ups. Use 5k to bait 2D, and when you have no ghosts use f.S ALOT. Don't use your tension on the overdrive unless you're 90% sure you're going to hit, as the frc's on the ghost and the sword are more important. Remember that the puddle from f.S causes stagger on hit, and allows for combos. The puddle by itself doesn't do damage though. I can't emphasize how much you need to stay on the ground. Your air options are VERY limited. Only with raoh and sometimes the sword can you start a combo in the air and get good damage with it. If you get hit by may though, regardless of whether she's in the air or not, she'll get good damage almost every time. It's a losing strategy. Stay on the ground. Now obviously you still okizeme with ghosts and such, but don't jump towards may at any other time. Force her to come at you.

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Heh, looks like May is playing SFII style (jump in, roundhouse, sweep, repeat). I suggest just going back to basics using the 6P when May jumps in, and when she's on the ground using the 5K so you counter-hit or evade the sweeps.

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Jump in Roundhouse, Sweep is ultimate mixup. Abandon hope. 6P, 5P, summon as AA. Also remember, May's j2HS is just stupid good. You might have to just block and figure some way out of it later. This is what happens when a generation grows up without ST. Yes I am an old man.

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if you jump and shes in the air, her jhs will ch you and you will lose 50% life if you jump and shes on the ground, her 5hs will ch you and you will lose 50% life if you whiff/blocked summon within sweep range, you will lose 50% life if you super jump and 236k with when shes very close to you, her sjhs will ch you and you will lose 50% life if you do jhs oki with ghost too late, her 5hs will ch you and you will lose 50% life if you play too defensively, her ohk will hit you and you will lose 50% life if you play too offensively, her amazing sweep and 5hs will ch you and you will lose 50% life good luck =)

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ALL

Thanks for help :)

I`ll try to stay on ground. 6P goes through j2HS and jHS - really weird hitbox ))) It has to be right timed, otherway 6P misses and May simply continues with 2D. Next league I`ll use this tactics )

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be more agressive in your play against her. youve gotta find counters. use the I-frames of the summon A LOT MORE. dont jump so much... and to you and your friend...ONE HIT KILL

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Is there any way to counter/avoid May`s jHS, j2HS? Jump, Flash block, throw, that May will be like o.0

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Heh, looks like May is playing SFII style (jump in, roundhouse, sweep, repeat).

Jump in Roundhouse, Sweep is ultimate mixup. Abandon hope.

This is what happens when a generation grows up without ST. Yes I am an old man.

Good old mixups. Also, I lol'd.

I'd think a counter summon into her j.HS or 2j.HS would probably work, but I've yet to fight a may yet, so don't quote me on that. Anyways, always trying for a countersummon is gonna get you killed anyways, since if they block it, you can get punished like mad.

If you block her, theres not much she can do, but if you slip, your screwed; I know may can make some pretty airtight pressure, so it's all about poking at the right time, I suppose.

And why a new thread for matchups is beyond me...

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Anyways, always trying for a countersummon is gonna get you killed anyways, since if they block it, you can get punished like mad. its hard to block a counter...one of zappas greatest strengths is his ability to halt other players' advances with the summon. 66~236p often times will put zappa in a position to beat out a great deal of attacks, also you cant block if your in an attack animation already so only go for counters when it would be a counter(on wake up against someone using the same jump-in over and over)

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Anyways, always trying for a countersummon is gonna get you killed anyways, since if they block it, you can get punished like mad.

its hard to block a counter...one of zappas greatest strengths is his ability to halt other players' advances with the summon. 66~236p often times will put zappa in a position to beat out a great deal of attacks, also you cant block if your in an attack animation already so only go for counters when it would be a counter(on wake up against someone using the same jump-in over and over)

If you do it enough, they'll get wise to you and start baiting you. Very rarely is a counter summon a good option against good players; The only times you can do it is when you see a fairly slow and obvious attack starting, otherwise they'll poke out with a small one when they expect you to counter, then grab/guard and attack from there. It's really difficult timing now, but if I remember right, you can still run under Greed Sever and countersummon if your close enough as Ky starts it.

Not saying counter summon isn't bad or has shit priority, just saying to be careful with it or your opponents will find easy ways to punish you for empty summons.

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Admittedly, I don't have ~too~ much experience, but I think I have enough to help out those who have none. May is a very solid character, always has been, so solid that she has very little changes from game to game (Compare XX or even X may to AC, and you'll see theres been very little changes, really). Naked/Unsummon: -May has some formidable normals to watch out for; 5HS is the bane of Zappa's existence. The moment they start using this to stuff your rushdown (And Trust me, they will), Summon into it. -6p and Summon will avoid/beat the horizontal dolphin ride (If they Forcebreak, 6P will catch them when they hit the ground, summon will hit either way in most cases). If they use the vertical one, it's safest and best to simply block or run under it. Backdash will work if you can recognize which one they're using in time. -May has the advantage of priority over Zappa. Her 3K is so low, it will even go under centipede super, and in many cases zappa's summon. Summon is the only move to use to beat out her stuffing attacks or normals (aside from 3K in some cases, the timing is weird; I swear she goes under the damn floor). -DO NOT GET IN THE AIR! Holy crap this is not a safe way to fight May at all. Even air oriented characters can get freaking beat to hell by vertical dolphin ride. Zappa is amazingly safe on the ground, especially with summon (Which CAN beat out dolphin ride at the end of it, especially vertically; practice the timing if your unsure on it). Ghosts: -Normal pressure, watchout for dolphin ride counter attempts. To an extent, using ghost toss to float in the air can help avoid a few things, but don't become predictable or you'll eat a whale. -May is pretty light despite the anchor, so keep that in mind when doing combos/frame traps that involve her going into the air. -So-So summon in this matchup. Not terrible, but nothing to get her off you and keep you safe completely. Sword: -Very very nice summon in this matchup, as most of the attacks will stuff Mays. DP is amazingly good in this matchup, so feel free to use it as much as you like. -Swordswipe is alright, it won't hit alot because she's kind of small, but the damage is nice. -Probably the most favorable summon since May is normally very aggressive, and so is easy to beat out. Dog: -Normal dog setups, watch out for the water on the Hoop setup when moving the dog. Her aerial spinning move (can't remember the name at the moment lol) will mess up your attempts at trying to set him up at times, but you can punish without too much worry. -Unblockables =D Also, 8D will help to counter dolphin ride attempts. -Maybe about the same level of useage with the sword. Raou: -May has some really really nice attacks. Can't stress that enough. Edguy beats out any dolphin ride, but watch out for forcebreak fakeouts. If she sets up a hoop, just throw some Darkness anthems and watch for them to pop out and block to stay safe. -Keep May scared and you should do alright. Summary: Don't underestimate May, but don't get scared either. Her strange mixup options and very strong mix of fast and slow normals can really play with your head if your not used to them. Just be patient and wait for the right moment, and take your opportunities when you can get them. Alternatively, keeping the pressure on May is always good, just watch out for that 5HS and bait it (FD stop). f.S is a frustratingly good move, so abuse it as usual. As always, comments, tips, questions, ETC. Do it. lol

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To play vs may, you really have to defend and watch her well, her mixup options are quite limited because she doesn't have any quick overheads or anything, but whenever she lands a hit on you, it WILL hurt. Some small specific things I've found when playing VS mays around my area Unsummon: Nothing much different here than your usual gameplay, get that summon fast. 1. Im not sure if you can still run under her horizontal dolphins and get a 2HS CH though, i remember that was possible in slash, but havent tried it lately in AC. Ghosts: This matchup is okay if you're really good at keeping you're opponents from you, since may has limited options of getting in. 1. If you're a person who likes to do superjump and toss a K ghost, dont get too predictable, may can superjump hs if shes close and it will trade hits with you, of course, you're on the worse side of the deal since her jhs counterhit hurts... unlucky times may even get you comboed into a loop 2. Some mays like to 3k under ghost toss, so don't abuse it. Although her 3k doesnt get her much, you lose your summon, meaning you'll hafta resummon, and have a chance of getting punished by her loop Sword: I find this matchup good against May, sword has good damage output and this is what you need vs a character who can easily take off 50% of your life with any hit. Basically do as much damage or get as much orbs as you can when you have the chance 1. If you ever block her 3k for whatever reason she decided to use it, 236S HS will net you 4orbs for your raoh, which is your ultimate goal. 2. uppercuts own dolphins, and you get to actually hurt her 3. 2hs stops her from jumping in, but dont whiff it 4. I think she can be sword swiped off a 2d, then you can frc into a combo i think. not too sure on this one. Dog: Decent matchup... although if you dont play carefully your dog will probably die before it helps you do anything, a lot of times a May in my area can 6p my dog then 2d as i run in and then i lose half my life, so becareful when you rush in with your dog 1. blocked dolphin rides gives you a free CH 8D into your favorite air combo 2. If you like to block attacks and use your dog to counter, beware of the command throw Raoh: Just own her back for all she has done to you and tell her you're the one with the combos 1. blocked 3k, you can do: 5hs -> DA, K -> combo or 66 2S (ch) -> 2hs -> whatever Others: 1. Like oiboi said, dont get in the air, her 5HS can more than likely (ch) anti air you for anything you throw at her, resulting into a loop 2. If you sense a command throw, backdash, then punish her whiff. I dont believe you can punish her whiff if you jump the command throw. 3. Her backdash is quite quick as well, and zappa really has no reliable meaty options, so play carefully on your oki games... a failed meaty which gets backdashed may get you 2D'ed into a loop I havent played against may for a long time, so these things may be outdated =\

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o.0 Lookin good guys. This Match-up is not so good for May for two reasons. 1. Zappa's ability to STOP most/All of May's rush down attempts. 2. Most May's don't have the experience against Zappa. Sword is definately > May Dog is no big deal Ghost are frustrating and annoying Raoh = Death for most The biggest thing I can stress is how to beat a predictable May. Especially the ones who are going to be doing J.HS all day. Zappa should jump INTO it, IB than Throw. This will never net May the CH she's fishing for, IF your in Dog mode, than that's an UnBrockable set-up too.

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We appreciate your comments Kyle. Thanks

Yeah the sword is awesome against May. Although all I have as a reference against is Frank the Tank's may let me just say that 2HS and 623HS will take may out of the air really quick. A preemptive jS. will beat out may's jHS because it has better range. Other than that, just stay on the ground and block unless you go for the IB throw setup.

Dog is good against may as well, if anything for simply taking hits since May has little to no attacks that hit more than once. 8D to take her out of the sky and keep her at bay. Unfortunately since May is so light if you manage to get a 2D bite on her she'll be able to tech before she hits the ground unless the bite is the 11th hit of a combo. So if you connect with a 2D do 2HS jcP jS 8D jcP jS

People are saying that the Ghosts are alright in this matchup but I feel that you should be having fun while the May player is stuggling not to dolphin or jHS into ghosts tosses and Zappa's jHS air raid. Know you're ghost toss FRC's well just in case you guess wrong about where May will move next. Heaven for bid you throw S or K ghost and she does a Veritcal dolphin.

Like everybody else said, Roah is a no brainer. She'll just need to sit back hope for the best. Remember that P darkness anthem is obsolete in this matchup. you have K for those 3K attempts and S if she tries to jump.

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Got to fight a may for a long time last night so I'll throw up some more info. Placed properly, 6P beats out vertical dolphin rides (If they use it to try to set up for command throw, you can 6P the tip of the dolphin and hit). May's need to play defensive in this matchup or they have no chance; any aggression is immediately beat by summon. It was actually kind of hilarious when he kept doing dolphin rides into my summon or sword DP or something over and over again. He was really impatient so once I got raou, he kept trying to counter me (unsuccessfully, of course). If you think they'll try a 3K, just backdash and darkness anthem the recovery. If they try for a command throw, Edguy is your best friend. May's light enough to get 4 consecutive edguy's in the corner, so take advantage of that; her defense isn't great either, so once you land a hit, she's in trouble. Dog's good if it's set up right. Using it for free summon hits are a plus, since she generally moves around too much and has too many projectiles on the screen for him to really be of much use. Ghosts lock her down real well. They'll often try to set up hoops, but once you hit may, they go away, so just keep pressuring. Ghosts and sword are May's enemies. By the way, watch out for command throw. You'll be in trouble if they land it, since she can generally take off 60% with combos and loops. It's a frustrating move, but if you can get some practice in against a May, the fights not as difficult. The command throw is easily her best option in this fight, but don't get trigger happy with the summon or DP or you'll eat a whale. I think it simply comes down to experience. Seems about even as far as I can tell; Zappa can't do too much until he gets Raou, but with so many opportunities to counter her with summon and DP, getting the orbs isn't too difficult; but if she gets just one combo off, your in trouble. So it's up in the air, and since both of these characters are pretty rare to have players for them, you'll have a greater chance of success if you have the experience to back up your play.

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I had to post this because I hate May so much. When she does 2J.HS A well timed 6p DOES work. I saw it in a japanese video. I honestly couldn't believe my eyes. This is ofcourse if shes coming from infront.

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