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TittyFOFO

vs. May

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Thank to Zand, this is prolly the match-up I've dealt with most in my GG "career. Allow me to share my thoughts with you~ This isn't really a hard fight IMO, but you have to go into it realizing that you're only going to be allowed to make wrong choices 2x if the May is good enough. Her damage output is just too high, and she has better ways to lock you down and force the mix-ups in AC. With that, the best gameplan is to get some space and spazz out on balls until you get the advantage. If you can force her to block, apply some real pressure since she doesn't really have any awesome ways out (be on the lookout for random dolphin uppers during CR pressure, especially if she has bar to FB it). If she jumps towards you, 6P that shit. May aerials won't beat your 6P unless it's at max range, so she's kinda helpless once she jumps. Restive rolling can be used to change the timing/speed/direction of the fall, but that's about it. If she tries to get directly above you and use ambiguous j.2HS cross-ups to fuck up your 6Ps, the tip of 5S© will beat it (maybe a trade, but still in your favor). Also, when zoning with balls, beware running 3K. Very risky for the May player, but she kinda needs it to get in occasionally. I think you can DC it if you wanna be a dick, but she's in CH state forever after it so you can punish with whatever you want on block. Jumping is always an option too. Once you score a knockdown or whatever, do your normally oki. She doesn't have a DP or anything really annoying like that, but I guess you have to watch out for wakeup supers still. As far as dealing with her oki goes, my first bit of advice will be to not try to throw on wakeup. Her 5K has throw invincibility, so you'll get fucked. Anyway, there are a handful of things that could happen here. One would be her going for low air-dash mixups, in which case I hope you have either good reaction timing or good luck. Next scenario is her doing meaty 2K/5K/5HS in an attempt to get some strike vs throw mixups going on. 5K is great for it's unthrowable properties and the fact that it goes over lows, and it makes a hella good tick for OHK. If she thinks you'll mash after it to hit her out of the throw, she can hit 5HS afterwards for painful frame traps. Good answer for this basic strat is to FD the 5K so that you'll be pushed out of OHK range. Of course, she has the option of skipping the 5K and running up with OHK (also has throw invul), but there's not much you can do aside from guessing. You can also backdash the 5K and intentionally eat the hit. She can get free combos off it if the May player just does a string, but I have yet to play someone that successfully comboed me afterwards. Still falls victim to dash in OHKs, but oh well. She doesn't really have much of a way to keep you pinned down somewhere aside from FB dolphins, so just be kinda patient. If she tries IAD shit to get back in, 6P it or airthrow. She jumps hella high, so it's not too hard to do either one on reaction IMO. Other stuff you gotta learn about this match-up is dolphin spacing. She can do fucked up cross-ups or whiff dolphin->OHK is the spacing permits, so you gotta keep an eye out for that sorta shit. Comes with experience, I guess. There's also a silly glitch she can use after doing a normally throw that puts you into the corner. Forces you to block in the opposite direction on wake-up (i.e. you'd have to block the next attack by holding forward). That's all I can think of right now. Hope it helps someone.

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I learned the hard way about trying to throw May's 5k. It's mainly annoying because after a knockdown, she can just push Venom in the corner with her dash, and then start her okizeme with 5k.

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In regards to zoning, i think the best zone balls would be K,S or K,S,2p,stinger aim since it covers both ground(3k) and air. Other balls good for 6P AA would be, k,s,p - h,k - k,p. Once she's far you can zone her ass and AA her if she jump. What's really annoying is the dolphin crossups. So the best option would be to jump guard dolphins to avoid crossups. Those fucking dolphins are fast as hell but the vertical dolphin H is open on guard and vertical dolphin H beaten by 5S.

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There's also a silly glitch she can use after doing a normally throw that puts you into the corner. Forces you to block in the opposite direction on wake-up (i.e. you'd have to block the next attack by holding forward).

For the record, this is not a glitch. When you get grabbed and the throw knocks you down, you're not cornered, no matter where you are. Other characters (like Axl) can take advantage of this property off of airthrows and such.

Not that anybody is reading this anymore, just felt like pointing it out.

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For the record, this is not a glitch. When you get grabbed and the throw knocks you down, you're not cornered, no matter where you are. Other characters (like Axl) can take advantage of this property off of airthrows and such.

Not that anybody is reading this anymore, just felt like pointing it out.

Totally reading this.

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