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[AC] May Tactical Discussion/Questions/Help


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#1 15 December 2005 - 02:19 AM

RisingStars
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I have some real begginner May Questions to ask. Due to my lack of match vids w/ May (if anyone could provide me w/ some it would be great), what do you guys normally poke with for May? Or do most players find a opening or just dolphin across to poke?

#2 15 December 2005 - 05:03 PM

Tritone
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Me, usually I use S(f) or 2S for pokage.

#3 15 December 2005 - 06:47 PM

pulsr
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her best poke will probably be k just because of its low recovery, far slash is fine and all until they iad at you and rape you.

#4 15 December 2005 - 08:10 PM

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5k for a safe poke, 2s for a fast one (well, at least in May's standards). Of course, you're not gonna want to poke all that much 'cause almost everyone out-pokes May.

#5 16 December 2005 - 12:21 AM

zand
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5H is also a great poke, don't count it out! Use it like you use Jam's 2S (as stuffing something early~) Dolphin across and upper are absolute shit for pokes. I think all characters save for Testament can 6P them. If you're just learning GG, I'd get the basics down with a better character and come back to May and still see if you want to play her.

#6 16 December 2005 - 08:22 PM

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When I started with May, my main poke was 6P... pulsr might remember that period of my May career... Nowadays I use S(f) or 2S, sometimes gatlinged into a (whiff) 5H for recovery purposes. Spamming 2P seems to work wonders against Slayer. I tend to use 5K for offenses/meaty, so if I do use it as a poke, I don't pay attention to my use of it as a poke... I mean, 5K (now) seems great for poking, but I never saw it that way before.

#7 18 December 2005 - 08:05 PM

pulsr
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oh yeah 2hs the i win button against a few characters

#8 19 December 2005 - 01:23 AM

Arvandor
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For example, Anji's cower in fear against the 2HS. I think Zappa might have a hard time with it to. It seems to work okayish on Jam, who else?

#9 19 December 2005 - 02:45 AM

PhaethonH
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For example, Anji's cower in fear against the 2HS. I think Zappa might have a hard time with it to. It seems to work okayish on Jam, who else?

Baiken, some Slayers (2H hits backwards too!). All I can think of for now.

#10 19 December 2005 - 04:33 AM

pulsr
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it works well on johnny, but then again 2hs is basically a move where you are fishing for a counter hit you can land, a bit more reliable then 6p spamming

#11 19 December 2005 - 04:48 AM

PhaethonH
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What's the best thing to follow up a 5H antiair CH?

#12 19 December 2005 - 05:47 AM

zand
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if in range, i like jump s h, land, d.upper FRC into anything

#13 19 December 2005 - 01:00 PM

Arvandor
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Which is effectively the same as I do, which is dash in to the range I want 5S8(ji) 5HS DI into whatever.

#14 09 January 2006 - 07:56 AM

Tritone
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You hold down and/or back during the moves that lead into the dolphin, that way they're charged at the end of the string when you want to dolphin. As for control issues, are you using a stick or a pad? And you might want to learn to FRC... yeeeeah... And oh yeah... May sucks really bad in regular XX. Do yourself a favor and get an import copy of Reload and Magic Swap.

lol GG sucks


#15 09 January 2006 - 02:11 PM

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Hold back during kick. Hold downback during sweep. Duh.
Bad players mash all the buttons. Good players mash one button.

Johnny-Sol: 5-5, in Johnny's favor.


#16 09 January 2006 - 02:31 PM

Manta
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Okay okay, a little newbie 101 here: Basic gatling series follows the pattern P, K, S, H, D. You need to get muscle memory of for finger just working up his series, although it is unlikley that you'll ever get all of those hits off in one combo especially D. Also, you can press down during the series to sometimes make the attack hit low (Hit depends on whcih attack button, some hit low, some don't), so we have a theoretical longest gatling of: P 2P K 2K c.S 2S f.S H 2H 2D just about every normal move gatling is made of this series, drop out any moves you like and the attacks with still chain, so long as the order of them remains, so P can be chained into anything, H only chains into 2D and 2H and you can't chain K after a S and so on. This looks complicated at first, but generally spamming the attack buttons vaguley in that series will give you something. This is even more important than learning the movelist. When you've got the hang of that, learn to hold down back during your comboes (Assuming you're still May here), then when you've just knocked your opponent out of reach press 6H and you'll gatling your last hit into a Mr. Dolphin. At the level of play you describe, I really wouldn't worry about FRCs just yet. You can easily block most overdrives that your opponent usus outside of comboes, it comes of not randomly spamming buttons trying to pull a move off at a distance such that you are able to block when your opponent uses the overdrive.

#17 09 January 2006 - 05:13 PM

PsiPhi
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God dang.... That May's combos thread sure ain't n00b-friendly. What's a JI? How's it done? And in his first combo, it's K sweep (I'm assuming sweep is down and dust) and then hor dolphin........ Where the **** do you get a hor dolphin if the sweep makes you hold DOWN? I've seen no other May combo listings so I need to understand this stuff. :x


JI = jump install this is described in great depth in the general thread. If you hold down back you hold down back it counts as charging both a horazontal and vertical dolphin... this technique has been in fighting games since street fighter 2... maybe earlier

#18 10 January 2006 - 09:34 AM

Manta
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Just use the basic gatling series, the second 2H on that combo will do very little damage since it will be hitting a floored opponent. If you must do that, try 2H 2D 236236S and you might be able to get one or two hits as they rebound off the wall. On the subject of FRCs. May only has 2 FRC points, however, in training mode I found them to be actually quite easy to pull off. To use them, press any three buttons (excluding dust) when you have at least 25% tension at these times: Just after the hit sound of a Mr. Dolphin ([4]6 H/S or [2]8 H/S) hitting your opponent (Blocked or hit, but not a whiff). You have a really nice six frame window on this one. During the dolphin Summon (41236 P/K/S/H ) when May is in the middle of raising her hand up. You only have a two frame window on this one, much harder. Look in the gameplay FAQ for more details. These particular FRCs are there to cut short recovery times on moves, making them harder to punish and also allowing an easier meaty with the dolphin summon. Also, both allow you to pressure your opponent much more easily.

#19 10 January 2006 - 01:57 PM

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HOW ABOUT THIS:

Can anyone give me some relatively simple, yet effective, May combos? Like this one I just found, when my friend is dodging on the ground, I can drop from above with Down HS to hit him over his guard, then immediately flip into Down HS Down HS and hit him (if there's a better version of that, let me know). Something without FRCs and RCs preferrably, but I guess it can't hurt to learn them too. :/


note [] means you need to hold that direction

(in air) 2H, (land) [2]k,d,8h

8h should make you do a vertical dolphin, from there you can frc it (press three attack buttons excluding d at the same time just before the dolphin is about to hit the other guy, you have a 1/10 of a second window to do this...) after the frc you can falling h, land, iad k,h, land jump back up, k,d,jc,h,d

if you are on the ground

k,s,2d,8h

like the above combo if you frc the dolphin you can continue the combo with an iad

#20 10 January 2006 - 02:46 PM

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bahk.. for ultimate may damage at your point, as long as you hit them with a crouchind dust go into her half circle back slash super... when / if you get to the corner s hs vertical dolphin. while it doesnt require anything it is pretty heavily effective. off her command grab, you can do 669 k hs dust, dj hs dust. you might have to change it to s,hs land k dust hs dust depending onte character. if you really wanna improve tell us how your friend is playing and im sure we can give you input on how to deal with it. btw, mays prettttty low on the damage dealing scale in guilty gear xx. in reload its way up there.

#21 10 January 2006 - 09:13 PM

shinquickman
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Instant Air Dashing= Air dashing as early as possible after a jump.

#22 10 January 2006 - 09:22 PM

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I would reccomend blocking low against Chip. With some practice you should be able to block all of his overheads on reaction. If you manage to block a sweep, sweep him back then do pulsr's combo if you have the tension. If not sweep him then do a vertical dolphin, this will ground him, so you can do wake up games or you can do an iad combo. iad is air dashing really low to the ground. You do it by pressing 96 really fast. Pressing 9 counts as both 8 and 6, so you are basically buffering the 6 from the 9 into another 6, which results in an air dash (if that makes any sense). When you jump install you should be doing the move on the ground. For example 6P,s(ji),h,vertical dolphin bla bla bla If done correctly the combo will look like you didn't do anything, that is to say the p,s, and h are all on the ground. Actually the only way to tell you did it correctly is after you do the dolphin you will be able to air dash or jump, which you wouldn't be able to do otherwise. I and most people use a joystick, personally I use the hori tekken 5 stick, good quality and the price is right. If you are using a controller I would reccomend using the ps2's dpad. Some of the motions required in this game are just too precise for the analog (in my opinion). If you are playing the xbox version get a magic box so you can use a ps2 controller/joystick.

#23 11 January 2006 - 01:49 PM

PsiPhi
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The hori real arcade pro, and real arcade pro 2. They are the same basic joystick as the tekken stick, except they have better quality parts. The only thing is the tekken stick is $50, the real arcade pro is about $150, I'm not sure how much the hrap2 but it is more than hrap. Oh and both of them have a reflective top, no tekken art.

#24 11 January 2006 - 02:09 PM

PsiPhi
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They joysticks are so expensive because they have swana arcade parts and they have to be imported from japan. may upper, and purple 8 were the two best sites for may combos and matches respectivly. I don't remember the exact address for either and I'm at work so I can't find them, but you should be able to find both with a little googling.

#25 12 January 2006 - 12:22 PM

pulsr
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when fighting chipp, holding FD is a decent option. (4 + 2 buttons), the problem is if he is using 236 s to gain lost distance kind of makes it not really worth it. you dont have much to really worry about chipp. it sounds like hes just running at you. if you see him IAD EVER 6p.... i dont think he will Dj after his iad, if he does then use your hoops with P to deal with IAD. uhhh in all honisty may vs chipp is pretty easy... when you see him try to run at you hit kick, if you see him in the air hit him with 6p. may can strip away chipp of his options pretty quickly

#26 13 January 2006 - 12:27 PM

pulsr
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rofl usually you tick into OHK so you would do something like standing P wait a second then OHK. of course there are plenty of ways into it. my favorite is usually .. knock them down, wait a bit run forward ohk.

#27 13 January 2006 - 02:06 PM

PsiPhi
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Also, for fun (and since he banned May) I tried Millia again, as well as Testament. Test seems like a BEAST if you could learn him (I was just doing random moves), and Millia is insane with the S mash and the quarter forward HS when they get up. Are they better than May? D:


This isn't the milla thread but anyway S mash (lust shaker) works really well at low level of play, but at higher levels of play spamming it will get you punished... bad. Milla is high tier, testament and may are low tier. Also, lush shaker is not what makes milla high tier.


ONE MORE THING, probably the most important. What's a good way to set up OHK? The command takes too long for me to just run up to him when he can respond. :/


That's what I do, that is to say I just run up and do it. I also do it after a successful dust combo, most people are expecting a 6p or something so they block when they land. Actually anytime you would normally do a 6p switch to a ohk, that way you will end up landing a lot more 6Ps and OHKs.

Edit: I always forget something. Should my next step be practicing FRC on Mr. Dolphin Vert/Hor? It's easy enough in practice, but out there, the dolphin hits at different points (either going up, right after going down, or after going down a while) so it'd hard for me to time. And FRCing Summon Dolhpin Hoop Thingy not only seems pointless to me, but it's rally hard. What's the point of that weak move, anyway? I don't think even with FRC you could get to them fast enough for it to play a cross-attack game. o.o


Being able to frc dolphins would be a good next step, this will lead to much higher damage combos. Hoop frc is good if you want to set a hoop on the other guy when you are sorta close; the frc will prevent you from getting punished. There are also a bunch of really nifty combos you can do with it, but you have to be japanese to pull them off in a match.

#28 13 January 2006 - 03:54 PM

PsiPhi
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Those Japanese people either have a lot of time on their hands, or they're just born with faster reflexes. *Puffs cheeks*

Any wai, FRCing is hard. FYI, I'm using a mini-PS2 controller on my computer and I use K, S, HS to FRC my dolphin (which is usually a HS dolphin, not S). Is there a better combination for timing? Also, I heard from somewhere, though I can't remember where for the life of me, that on a certain controller you could program one of the unused buttons (for example, L1) so that when you hit it, it would do the FRC command with the press of that single button. Is there any truth to that? It'd really be nice, cause with all the ways that dolphin lands a hit, it's too hard to time. D:


On ps2/xbox versions you can map p+k+s to any button on the pause screen, I don't know about the pc version. When I'm using a controller and I need to frc something using H, I will press H to get the attack then slide my thumb over and hit the other three buttons. I don't know, it is worlds easier to frc junk on a joystick. Frcing a dolphin ride on a controller shouldn't be too hard, because you have all day between the time you do the dolphin ride and when it gets to the frc point. However a dolphin hoop will probably be tough because you will need to reposition your thumb shortly after inputting the command.

#29 13 January 2006 - 07:47 PM

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You can do it too on PC version.

#30 13 January 2006 - 11:25 PM

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The PC version is esentially an emulated PS2 Version, go into Key config, Scroll down to where it says P+K+S and assign it a button.




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