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Kyle

May vs Sol

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Posted ImageSol

Stats 5.5/4.5 May up.

Great Video examples

http://www.youtube.com/watch?v=3pXpeQaoT8Q '> http://www.youtube.com/watch?v=3pXpeQaoT8Q

http://youtube.com/watch?v=jXCbadLfqX4&feature=related'> http://youtube.com/watch?v=jXCbadLfqX4&feature=related

Openers

His initiative- your counter

Sol J.P- Nothing as SVD and Air throw is risky

Sol 5Fs – 3K

Sol sVV- Guard and OHK his ass

Sol GrandViper- Guard, 2HS, 41236HS

Sol 5HS- 3K

Punishes-

Generally no tension-

OHK

General 25%-

66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD

VV –Guard, 5S or OHK punish

GrandViper- Guard, 2HS, FBHSHD, lame loops.

Riot Stomp- ALWAYS 6P this shit

Bandit Revolver- Jump, Flash guard, Land OHK

Bandit Bringer- Jump, Flash guard, Land OHK

GunFlame- IAD j.HS/ IAD j.S, j.HS

Don’t bother Slashbacking in this fight

Counters

Bandit Bringer- CH SVD

Riot Stomp- CH 6P this shit ALWAYS, even IF he FRC’s and goes low, he still has to spend another %50 tension to really do damage.

Don’t FUCK with Sol’s. J.HS you will not get CH from this, If by some grace you do, it’s still too risky.

GunFlame- CH IAD J.HS @ Max Range

Anti Airing- PROPER anti-airing- 6P is not a catch all.

6P for Air Dash

SVD is very effective

6HS is pretty good too

Zoning

Dolphin Hoops are AWESOME in this fight. ABUSE THEM. P hoop FTW

5K is a great poke for zoning at max range as it beats most of his stuff except VV and super, but he had to spend %50 tension to do damage in that situation.

Running 2S is pretty good too.

"I zone sol like a mofo, he should never ever get in cleanly if you just spam k,s,s and IAD away. Learn to time your jump ins so that if they vv it’ll just fly off into outer space”

Pulsr

REMEMBER if a 5K, 5FS connects, cancel in FBHSHD, 3K for Knock down and Mind-Games.

Their game plan

“The match up itself isn't THAT bad for Sol, but May's damage output is a lot better than Sol's and generally has more ways of getting said damage. Sol's main problem against May is that a lot of her normals on the ground will beat his, making it difficult for Sol to get in. This has always been the case since XX, but since May has generally sucked pretty bad until AC it was never an issue until now.

Sol's 6P will beat 5K if you spam it (GV will also go under it, but that's much riskier than doing 6P), but if Sol's retarded then keep spamming it. May's j.H, as long as you do it right, will cleanly beat any AA Sol has except VV, making it pretty risky in any situation to try to AA May.

If you're scared of random VVs, you're going to have to play the guessing game. Sol's general gameplay is conditioning you, the opponent, into making a wrong guess or hesitating. You either block his mix up, get baited by a throw bait/CH bait, or eat a throw/wild throw. Sol conditions you to do something stupid, that's it. If random VVs are your only problem, then you're just going to have to learn how to bait them; that's all there is to it.” Spirit Juice.

He’s really average, has throw damage but 1 option, has low damage but short range, has overhead damage but 1 real option. His zoning is limited; VV always wins, but will get baited.

The most important thing is that Sol’s mix-up range is this big -> I---I

May's Strategy

Three aspects should be consistently ringing through your head while fighting Sol.

1.- The most important thing is that Sol’s mix-up range is this big -> I---I

This means that out of that range, he has NO Mind Games or Psychological advantage in this fight. It’s not a guessing game or a mix-up fight. Keep him out of this range as often as you can.

"I zone sol like a mofo, he should never ever get in cleanly if you just spam k,s,s and IAD away. Learn to time your jump ins so that if they vv it’ll just fly off into outer space” Pulsr

2.- When inside his mix-up Range he only has two ways of breaking your guard, his command throw and his 5D. BOTH are jumpable, seriously, 1 Frame Jump and FD when you get in his mix-up range, all he can punish with is an air throw he CAN’T combo off of.

3.- Bait VV. ALL THE TIME. Every knockdown, every frame trap and every mix-up your WERE going to do.

This means NO 5K on wake-up, NO normal’s after a guarded 5HS, No CH strings after a blocked FB dolphin.

I have a rule I follow with every character when I fight sol.

- Every move is a volcanic viper!

What does that mean? Assume after every knock down sol will VV assume every time sol gets close there will be a VV assume every time he jumps in he will VV. So, now you have to figure out when can sol VV you:

Jumping in with VV is a pretty bad idea but it will work if you don’t have your AAs straight. Remember that sol has to get pretty close to do a volcanic viper as long as you keep spamming k s, iad back sol will have huge difficulties getting in.

Sol has problems with people that can zone, and may can zone quite well just keep him out and know the situation when he can VV you and will do a lot better.

* as oki, run up, and at about OHK range, jump straight up (668). The physics causes May to still move forward a little bit with the momentum from running, for crossup opportunity (and throwing off VV input). Added bonus, this kind of jump doesn't cause your character to change direction on crossup, denying the other player visual cue.

* pretend oki with early 5K (whiffs), backdash away from VV.

* Magic Oki Jump-in: The theory behind this is something like this: (1) players getting up from knockdown get one frame of invulnerability (Reversal opportunity); Sol's VV gets 8 (more) frames of invulnerability before hitting; therefore, Sol's VV has at least 9 frames of delay before hitting. (2) The instant you land from a normal jump, you can block. (3) Time your jump-in j.H (and hold back during the attack so you block the instant you land) such that the active frames nail Sol during frames 2-7, and also such that you land on the ground (you are holding back, right?) on or before the 8th frame of Sol's recovery. If Sol does nothing, you get j.H oki and ground pressure. if Sol does VV... well, you're already on the ground (frame 8, holding back and guarding) just as VV is about to hit (frame 9), so you block, as Sol flies off into outer space. Pulsr

Knockdown, run up into his face and back-dash as he gets up, If you do it right, VV completely misses. Plus you are throw invulnerable. PhaethonH

While it is true that VV only has 9 frames of total invulnerability on startup (this is the S version, HS version is 6 frames), it remains strike invulnerable until frame 13 for the S version and frame 11 for the HS version. Furthermore, the S version hits on frame 7, not frame 9, and the HS version hits on frame 5. You should still be able to bait it in the same manner, just thought I'd give you the correct numbers.

May’s Advantage in this fight is her Extended Ground Normals because of Sol’s limited Mix-up Range.

General comments-

He has a hard time knocking May down because of how FLOATY we are, Tech and avoid KD’s.

Whale Super is OK in this fight

Meaty, Cross-up SVD's are VV safe on his wake-up, so HSVD KD, HSHD(wiff), SVD, is a GREAT set-up.

Don't Air recover, then descend with a J.HS, you will find a VV surprise to CH the shit outta you.

Don't Air recover, then descend with a J.2HS, you will find a VV surprise to CH the shit outta you.

Posted Image Ground Range, Anti-Airs > Posted Image Mix-up range, Shitty zoning capability

I would like to give a special thanks to Pulsr, PhaethonH, TITANIUM BEAST!!! and Spirit Juice, as these contributions are scattered all over this match-up. Thanks, :yaaay:

_____________________________________________________________________

Combo Specific Details.

Sol is a Normal weight, and Knockdowns build great mind games for VV baits and fake-outs. JI and Delays work, he's very simple to combo.

OHK Combo

6HS, SVD, 5S, HS, SVD, 5P,5S, HSVD

5D combo

Pro Dust 4, Impossible Dust with a Just frame J.HS. It's called her Jump Cancel Impossible Dust combo. Works Great on Sol

Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD

6P combo

Yep Yep a go go

IAD combo

Yep Yep a go go\

especially against GunFlamez.

Jackhound reliability

Yep Yep a go go\

Double Dolphin Upper

J.2HS, 2D, FBHSVD, AirDash, J.K, J.HS, HSVD, 5S, HSVD...

2HS, 2D

2D wiffs

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Just read the Sol stuff, pretty good! Only a couple of things and I'll be out of your way. In the "Counters" section, I would suggest no 6P @ close-range against Gun Flame if the Sol player has meter. FRC Gun Flame -> block is the easiest thing in the world and doing 6P in that situation means May eats CH GF launch for big damage. Yeah, if you have an impatient Sol he might run into your CH 6P for a trade but it's more likely he'll just block immediately after GF FRC and THEN rush once he sees you blocked the move. Also, just a minor numerical issue in the section about baiting VV: while it is true that VV only has 9 frames of total invulnerability on startup (this is the S version, HS version is 6 frames), it remains strike invulnerable until frame 13 for the S version and frame 11 for the HS version. Furthermore, the S version hits on frame 7, not frame 9, and the HS version hits on frame 5. You should still be able to bait it in the same manner, just thought I'd give you the correct numbers. You've got the matchup broken down pretty well, good stuff Kyle!

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