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Purrin

Robo vs May

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Matchup Statistics

Japanese Ranking: 5.5-4.5 in Robo's favor.

Openers: I like to just block most of the time, alot of mays will try to dolphin or 3k in which case you can block and punish, or they will jump backwards and you can toss a mat.

Okizeme: Opponent's tension is below 50% = Bazooka

Opponent's tension is @ or above 50% = Bazooka/5p

Punishes: Go out of your way to block her 3k and then destroy her with a combo of your choosing.

Counters: 6p horizontal dolphins on reaction until May starts jumping off them via Force Break.

Anti-airing: Be careful with 2hs as her jumping angles will sometimes render this move unusable. Same goes with SRK, if she's knocked you down, she can double jump straight up to bait it and then punish you.

Zoning: Watch out throwing out missiles at mid range, she can 3k on reaction to go under the missiles and catch you as you land.

Their game plan:

Strategy: Refrain from using Robo's 2k, as Mays' 5k clearly stuffs it out. Also learn to block her 5k as you're waking up, as most May player's will use this as it's her generic okizeme. DON'T TRY TO THROW IT! FD. Or IB~punish by mashing on 5hs a couple times, if they go for a tick throw or dust or 5hs (which they normally do since this is what leads to their big damage) you will get counter hit, if they don't you can just block low.

Char specific details: May is very floaty so usually j.k j.s dj.d is best. After a CH horse hs frc s JI sj.k sj.s sj.p sj.s dsj.d

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Another thing to note is that when May catches you in the air, seasoned May players will use combos that are untechable until the very end. Be careful when teching her air combos! If you don't have a game plan, May will just use your combo teching to her advantage and catch you into another one, which will definitely hurt. :vbang:

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Openers: I like to just block most of the time, alot of mays will try to dolphin or 3k in which case you can block and punish, or they will jump backwards and you can toss a mat. Counters: When a may is ending their block strings with a whiffed 5hs or spamming 5hs just out of hit range throw out a 2s. May has to get close to do anything if you see her running at you chances are you can hit her with a early 6p. Anti-airing: 2hs can be really dangerous because of the small hit box. Overall its pretty dangerous to AA because any counter hit leads to big damage for may. Zoning: Watch out throwing out missiles at mid range, she can 3k on reaction to go under the missiles and catch you as you land. Strategy: on oki after you IB a 5k you can mash on 5hs a couple times, if they go for a tick throw or dust or 5hs (which they normally do since this is what leads to their big damage) you will get counter hit, if they dont you can just block low. May also likes to spend a lot of time in the air because her air attacks can lead to big damage, you can often catch them with a "psychic" j.p (hit confirm into w/e) Char specific details: may is very floaty so usually j.k j.s dj.d is best. After a CH horse hs frc s JI sj.k sj.s sj.p sj.s dsj.d

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her 3K also goes under 6H, so be careful when trying to release heat. Air fight against her is hard. Try poking her from a safe distance with j.H, so she won't counter you (probably) and do the whole loop stuff (Robo-Ky still takes A LOT of damage from that). Also, like it was said, punish any 3K that went wrong: I like to punish that with a j.S. Doing it right will result in a counter hit (ground bounce \o/), which can follow in a 5K, 5S JI, j.K, j.S, j.P, j.S, dj.S, j.H, air missile. Also, another good opener is f.S. doing it right cancels the horizontal dolphin attack

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Another thing I've noticed is that 214K hates Robo Ky. If you make a habit of instant blocking, be sure to 5HS and 5P occasionally, otherwise she'll just overhead kiss you.

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