Jump to content

Archived

This topic is now archived and is closed to further replies.

VR-Raiden

[Xrd] Sol Badguy vs. May

Recommended Posts

 

  • Use this thread to discuss the May matchup.
  • If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.
  • Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.
  • This post will be updated to collect useful info over time.
Round Start:
  • ...

 

Neutral:
  • 2D can be done very late to low profile her j.2HS, it is best timed late such that it connects to force her to block. On double whiff, Sol is at disadvantage typically.

 

Offense:
  • Wake up timing: 25f face-up, 22f face-down.
  • Safejump Option-Selects: No reliable backdash punishes at midscreen.
  • All deep j.S/j.D (JC) fuzzy guards fail.
  • Minimum height air dash j.S > j.D whiffs on crouch hit.

 

Defense/Punishes:
  • Overheads: 6K (20f, +1 on block), 5D (27f, -7 on block).
  • Dust: f.S/2D on block.
  • Dead Angle Attack: dash 5K/c.S on block. Can be low profiled with 2D, punish whiff with c.S.
  • Horizontal Dolphin: CH 6P/VV on reaction. dash f.S max range on IB (HS version).
  • Vertical Dolphin: CH 2D/6P/VV on reaction. dash f.S max range on IB.
  • Overhead Kiss: neutral jump > land c.S/falling CH j.D, back jump > air dash j.P, backdash > CH 6HS.
  • Ultimate Whiner (63214HS): (dash) c.S on block
  • Ultimate Spinning Whirlwind (63214S): CH 5K, CH 2D, VV, GV, TR after flash

 

Combo Notes:
  • When using Fafnir in dustloops, if you are deep in corner Fafnir whiffs.

Share this post


Link to post
Share on other sites

May's IAD j.S (high, immediate) can be crouched to make it whiff. You can punish this whiff with 2HS or 5K. 6P can't be done low enough because May's j.S hits very high up. You need to shut this down because IAD j.S j.HS with May is seriously high reward for her, and she gets significant advantage and RISC crank on block. You can't air throw immediate IAD j.S because the horizontal hitbox is too good. May can also delay her j.S to make it hit crouchers. If she does, you can 6P it or still 2HS it, but the timing to anti air j.S before it comes out is different than the timing to anti air the immediate version.

Because punishing IAD j.S is a guess on timing, Sol's rising j.P/j.HS is very important. Neutral jump j.P is basically completely safe at neutral and will hit May out of IAD j.S consistently. May still has the Anchor Wall of Doom (j.HS) which will hit you air to air (not off an IAD) and if it counter hits, she can convert into an Ensenga jump combo. However, she can't convert into the combo at any range like she could in +R because the untechability of CH j.HS is nerfed. So if you're 1/3rd screen or so, May can't punish you hard for j.P without committing to an unsafe anti air dolphin.

May's j.2HS can't be crouched but loses to 6P (hard to time late enough, but you get the CH dash up) or 2HS (CH makes the jump combo follow-up more consistent).

Share this post


Link to post
Share on other sites

You can CH 6P or VV horizontal dolphins. 2D whiffs under them. If you were close enough you can IB > (dash) f.S punish on block iirc (double checking).

Vertical dolphins can also be CH 6P or VV. 2D looks useful here though, it dodges the dolphin and hits May. Done early enough it will be CH and combos to BB. I like how this option looks because you have more time to react with it, and it reaches farther horizontally in case they were trying whiff into low. Also the input can't be crossed up if she happened to go over you. These are also punishable with f.S on block (double checking if IB required).

Speaking of dolphins if you happen to CH f.S or 2D her out of their startup, it will typically be air hit and combo to BB. Just a weird thing that can happen in this matchup.

You can 2D under her j.2HS but unless you time it perfectly so it connects as she lands (forcing her to block it), it doesn't look great. If you did it too early and whiff, you recover after her it seems and can get thrown. Might get away with it but better to time it so it connects, if you weren't already ready with stronger punishes like CH 6P or VV.

Oh and Kudakero is wonky on her. Can connect extremely far out from corner and tends to whiff 2nd hit if you were anywhere close to being deep. General rule seems to be nj.D in any combos where you normally fj.D, and deep dashing j.D, j.K (JC) > bj.D (or just don't get dash momentum) in any combos where you normally deep dashing j.D, j.K (JC) > nj.D.

Best answer to beach ball seems like just jump IB it. You can destroy it with GF and 2nd hit of Kudakero but neither of which are easy get away with.

Share this post


Link to post
Share on other sites

I think the Kudakero 2nd hit whiffing in corner issue is gone, I was testing a bit and couldn't replicate it. So you should be able to forward jump in combos with no weird things happening now. Saw a note that her air hutbox was adjusted slightly so maybe that's it.

 

 

On punishing a whiffed Overhead Kiss (45f recovery now), note she takes counter hits:

neutral jump = land c.S or falling CH j.D

back jump = air dash j.P (note a 2nd j.P whiffs here so cancel to j.S)

backdash = CH 6HS

 

 

Dunno if new but HS horizontal dolphin is a dash f.S punish on IB, max range where gatling to 5HS won't reach.

Share this post


Link to post
Share on other sites

×