GGXRD-R/May/Strategy

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< GGXRD-R‎ | May


Notations

Applause for the victim (41236P/K/S/H): P hoop, K hoop, etc.

Don’t miss it (214P/K): P beach ball / K beach ball

Mr. Dolphin Horizontal ([4]6S/H): S-HD / HS-HD

Mr. Dolphin Vertical ([2]8S/H): S-VD / HS-VD

Overhead Kiss (623K): OHK

Common fighting games and Guilty Gear specific short forms (OS, FD, IAD, etc.)

Neutral

Ground Game / Footsies

tl;dr use 5K / f.S / 2S to poke, 5H / 2D / 6P to counterpoke, 3K / S-HD / HS-HD for reads.

5K is fast to start, has decent range, and recovers fast, with some lower-body invulnerability allowing it to beat some low attacks such as Ky’s 2S and Stun Dipper.

On hit, cancel to 2D for a knockdown or fS when 2D cannot reach.

On block:

  • Gattling to f.S is the safest and most common option at max range. Notably, this is not a true blockstring, and will hit opponents holding upback. Delay cancel f.S is also possible, which creates a bigger gap for frametrap.
  • Whiff cancelling with 2K can be a decent pressure reset tool if your opponent is conditioned to block f.S.
  • On its own, 5K is -3, which is decent enough to attempt pressure resets afterwards as well.
  • More risky options include cancelling into P hoop, which gives frame advantage, or IAD j2H for a cross-up attempt, or jump forward > j.S for pressure reset. However, these are easy to interrupt and should be used sparingly.
  • At closer range, 5K can be cancelled into 2K/6K for a basic mixup, or 5H for frametrap and pressure extender.


f.S is one of her longest-ranged ground normals. While its startup and recovery are both slower than 5K, f.S has greater reach, and notably will beat some low profile moves which 5K will whiff, such as Sol’s 2D and Elphelt’s 2S.

Options on block and hit are similar:

  • Cancelling into S-HD is the most common option to end your blockstring safely at a slight frame disadvantage, while keeping May in range for multiple options. It will also combo if f.S hit at closer ranges. However, at further range there’s a significant gap between f.S and S-HD, especially on IB, leaving you vulnerable to blitz, DPs or even fast normals (e.g. Sol 5K) if you’re predictable with your blockstring. On the other hand, S-HD will beat jumping / abare attempts.
  • Cancelling into P hoop lets you keep slight frame advantage and is reasonably safe at max range. However, there are matchup specifics counters to it (Elphelt’s 5H, Ky’s Stun Dipper, Potemkin’s FDB), while jumping over the hoop is an universal option.
  • Cancelling into H hoop will let you catch people jumping expecting a P hoop, and leaves you at massive frame advantage if blocked. However, you’re very open to abare attempts.
  • Mixing up well between the above 3 options is a key point in May’s poking and pressure game.
  • IAD j.S > j.H / j.PP, or jump forward j.S, give May the most advantage and a free low / grab mixup attempt. However, due to how strong this option is, experienced opponents will always be looking out for it. Best used sparingly.
  • Whiff cancelling with 5H is the safest option but gives virtually no reward. Use when you can’t get a read on your opponent.
  • Neutral jump is another safe option, best used to call out certain abare attempts such as Ky’s Stun Dipper or Chipp’s Alpha Blade.


2S has slightly less range than f.S, but is 3f faster and also gatlings from f.S. Cancel options are similar to f.S with the exception of jump cancel options. 2S is -4 on block, meaning you’re pretty safe without cancelling into anything as well.

A noteworthy gimmick from 2S would be 2S > S-VD whiff > 2K / OHK. However, due to S-VD landing recovery, opponents can fuzzy guard > abare this easily.

5H is May’s best general counterpoke. It has a massive front hitbox that is disjointed from May’s hurtbox and reach from slightly above her head all the way to the ground, with only 8f of recovery making it reasonably safe on whiff, delivering massive stun and pain on counter hit (45~55% damage easily on Sol), with some foot invulnerability as icing on the cake. The true all-in-one package of counterpoking goodness. Effective against most pokes with extended hurtboxes, most low profile moves (including the most obnoxious ones i.e. Ino’s Stroke The Big Tree and Sol’s Grand Viper, with the special exception of Jack-O’s 3H), airdash attempts, most moving forward type specials (with notable exception of Chipp’s Alpha Blade and Millia’s Iron Saviour, which will often clash), bad jump-in attempts, and all of Jam’s options (lol).

On ground counter hit, confirm to either gattling 5D or dash OHK. On air counter hit, confirm to dash c.S > air combo or IAD j.S j.H > air combo, depending on distance and height.

On ground normal hit, link to 2D or cancel to S-HD / HS-HD. Not much you can do about air normal hit other than airthrow reset, or cancel into P beach ball for pressure.

On block, 5H is +7 so you’re prime to reset pressure, or sneak in a low/throw mixup.

2D has whooping 10 active frames and hence good to stick out and sweep opponents charging at May on the ground or doing low profile moves. Complements 5H well by having longer range close to ground while lowering May’s hurtbox. Notably strong against Slayer’s Dandy Step. Best used in conjunction with a beach ball to cover both air and ground approach.

On hit, confirms easily to S-HD/HS-HD for corner push, or hoop/ beach ball for okizeme.

On block, 2D is -1 and pretty safe. Delay cancel into S-HD gives a decent frametrap against jumping.

6P can be a useful counterpoke against long-reaching mid moves like Ky or Johnny's f.S, or many of Axl's chain normals. Its long upper-body invul and great horizontal range allows it to slip past many of these moves and hit the opponent's extended hurtbox for a knockdown. Best thrown out pre-emptively at long distance, buffered into a beach ball or hoop set. On block, gatling into c.S to make it safe. 6P’s slow startup and long recovery on whiff, however, make it vulnerable to whiff punishes and low profile moves.

While 5H is May’s most effective general counterpoke, 2D and 6P are stronger in specific situations, albeit carrying lower reward and higher risk. These 3 normals form May’s unique counter-poking game, allowing her to fight characters with further-reaching normals.

3K is a critical tool in some matchups (Ky, Johnny), but must be used very carefully. It low profiles well, but is horribly unsafe on block both due to its -27 frame disadvantage and May's recovery in counter-hit state, so if you use it recklessly, you will get badly hurt. Only use this move if you think you have a very good read on your opponent’s next move (e.g. Stun Edge or Mist Finer). On hit, the poor recovery on this move means May doesn't have time for optimized oki afterwards; you usually only have time for meaties such as 2K or 6K.

With 50% meter, however, May can gain good frame advantage on block, or confirm into c.S > 2H > HS-VD loop on hit. This makes 3K a potent tool in clutch situations, however experienced opponents will be looking out for it in these situations as well.

S-HD & HS-HD are tools with very specific usage. Although requiring charge, they are May’s longest reaching attacks and go over a lot of low attacks. However, these moves have hurtbox in front of hitbox, meaning they have very low priority and will often trade / lose to mid pokes, and straight out lose to all anti-air 6P in the game. The specific situations in which they are useful are punishing backdashes, catching a forward dashing opponent off guard (especially Johnny, Leo and Ino since they can’t block while dashing), and punish Dandy Steps.

Approaching from Air

While May’s air game can be considered on the stronger side of the cast, this doesn’t mean you should approach recklessly from the air. Guilty Gear rewards strong fundamentals in the ground game, with most characters having strong anti-air options. Air tools are always meant to compliment your ground game.

j.S is May's best air-to-ground normal from IAD or jump-ins, with a strong downward hitbox. Cancel into j.H, or link into j.PP to throw off your opponent’s IB timing. A notable use case is using IAD j.S to punish backdashes, cancelling into jH into air combo for massive damage. Use rising j.S to preemptively stop your opponent from chasing her down in the air, sometimes leading to counter hit into massive damage. With only 5f of recovery, you can whiff j.S and do another j.S on the way down, as well as airdash and double jump. If the opponent block a high j.S, May can sneak in an airdash before she lands (Example). If your IAD j.S whiff, you can do j.P on the way down to stop your opponent’s punish attempt. An all around strong tool that can be used similar to Sol’s j.HS.

j.HS is not as good for jump-ins compared to j.S. However, it does cover more horizontal space than j.S, and can be spaced to beat certain distance-dependent anti air attacks, most notably Elphelt’s c.S.

j.2H drops May straight down. This gets murdered by all real anti airs in the game, as well as blitz / airthrow on reaction. However the fact that it crosses up really well makes it somewhat hard for characters with directional anti-airs (6P). Best done after an IAD, after you spaced yourself at the range where it’s ambiguous whether IAD j2H will crossup. Against characters with non-directional anti airs (Ky’s 2H, Elphelt’s c.S) you should forget this move even exist. Also note that opponents can throw you if they IB’d j.2H.

Any successful attempt at making your opponent block your jump-ins gives massive frame advantage and leads to May’s strong low/throw mixup game. Make best use of these situations.

Anti-Airing

6P is a strong anti-air, but its use is a bit different from more "traditional" anti-air 6P's such as Ky's or Sin's. May's 6P has great upper body invul in exchange for being very slow to start, meaning it can be ground blocked if you start it too late. It’s best used against moves with deep reaching hitboxes such as Ky’s j.HS, or Ino hover j.S. Cancel to c.S to confirm block / hit. Somewhat punishable on whiff, so be careful of double jump baits.

2H is May's new anti-air normal in Xrd. It reaches fairly high and doesn't keep May’s hurtbox low to the ground. Its coverage is superb (covers in front of May, then above May's head, and can hit behind her on the ground at the very end). This move is your preferred anti-air against jump-in attempts. Autopilot cancel this move into 2D for easy confirms, and link to 2P > c.S on normal hit and dash c.S on counter hit (it’s also possible to late cancel to HS-VD on normal hit, if the opponent is too high up for 2P link). On block this will leave you at a slight frame disadvantage so don’t push your luck. 2H is also a strong tech trap option, particularly after HS-HD wallstick where a well timed 2H will cover all tech directions. 2H is very punishable on whiff, however, so refrain from using it when the opponent still have air movement options.

5H is a situational anti-air that is surprisingly effective, despite having no low profile properties, due to its huge vertical hitbox. Stuff airdash attempts really well, as well as air normals with bad hitboxes (e.g. Jam j.H, Millia j.S). Best done preemptively to hit your opponent out of startup. 5H is also strong against double jump baits, since it recovers really quickly and let May attempt anti-airing a second time.

2K is not an anti air but has a great low profile hurtbox that can make it harder to airdash on May or to get the correct angle for jump-ins. A strong tool in some matchup such as Sol and Jam.

5P & c.S are your fastest anti-air options (5f and 7f respectively), however their hitboxes are mediocre, and should be reserved for situation that you’re very familiar with.

Air throw is a universal option that deserves special attention since May lacks a safe traditional anti air, and May’s airthrow range is on the longer side of the cast. May jump speed and velocity also helps with airthrow attempts. You will want to backthrow most of the time to avoid side switching. You can also OS airthrow with j.P or j.K if you’re aiming for sideswitching.

j.P is May's fastest air normal with little reach. Good to quickly punch your opponent out of whatever he’s doing (e.g. Chipp’s teleports). Mash P and end with j.D > ensenga for knockdown. Good option for airthrow OS.

j.K reaches higher above May's head than j.P and 1f slower. Has surprisingly good priority, almost comparable to Jam j.S. Good for quickly hitting opponents who are very high in the air. Another good option for airthrow OS.

j.S when done immediately from a back jump can be a surprisingly effective anti-air, as it cover the space right above and in front of May’s head where she was standing. On counter hit, confirm into AD j.S j.H. On whiff or block, you’re free to do whatever due to j.S having little recovery.

j.H is May's longest-reaching air normal. It is slow to start, but covers a large area in front of May and above her head, with a whooping 10 active frames. Has crazy priority during air to air exchanges and huge reward on hit and counter hit. Your go-to tool for midrange air battles. A good move to swing during air backdashes to stop your opponent’s pursuit. Super jump j.H is a good tool to stop your opponent from super jump > airdashing out of corner as well. Do j.4H to OS airthrow as well.

S-VD & HS-VD are very situational anti-air. Their fast rising speed means you can hit your opponent at the peak of their jump, when often times they are not using FD. However, their charge requirement makes them hard to use, and should be reserved only for really jump happy opponents.

Projectile game

The two main styles of utilizing May’s summons in neutral are:

  • Using one summon on the screen, make your opponent respect the summon and block your normals and then use the summon as pressure extender. Highly aggressive and rushdown oriented style. I personally call this the Kedako style.
  • Alternating between summons to ensure there’s always one summon on screen. Use the summon in conjunction with safe pokes and counterpokes to discourage opponent from approaching, slowly pushing them to corner. Slow and steady, neutral oriented style. I personally call this the Ruu style.


There’s no definite answer as to which style is better. You can even alternate between styles, apply different mixes for different matchups / different situations, or even come up with something entirely original. This is where most of the fun of playing May at a higher level comes from. This guide is written from the perspective of a Ruu style player.


Hoops are May's staple summon. Depending on the button pressed (or held), May controls a different area of screen space with a dolphin projectile that can either be released immediately or delayed while May is free to move around. The dolphins inflict enough blockstun to be slightly plus on block if released immediately, and greatly advantageous for May if released after she fully recovers from the summon.

At neutral, you will generally want to summon when your opponent is close to fullscreen away. S hoop is your primary zoning tool, since it’s the furthest away from May and control vital ground space where none of May’s other options will reach. H hoop is another strong tool which cover the airspace in front of May as well as the ground space right outside her f.S range, and also has less recovery than S hoop. Each hoop cover a specific space and you should be mixing them up to confuse your opponent on the right approach.

K hoop can be powerful in some matchup where your opponent can quickly reach you from fullscreen, most notably Chipp and Millia. K hoop essentially protects you from Chipp’s teleports, and also let you interrupt their blockstring.

Once summoned, hoops basically give you a defensive wall to plan your next step in neutral. However, do note that hoops are lv0 attacks with very little blockstun, so recklessly approaching your opponent, even after a blocked hoop, can be somewhat risky (Example). Also, May apply pressure best when accompanied with a summon, and since hoops have some cooldown time (you can only summon the next hoop once the dolphin reach the ground through the water puddle), you will often want to summon a beach ball behind the hoop wall.

Beach ball, is May's new space-control summon in Xrd. It has a long vulnerable startup, but the ball it creates moves slowly and lasts a long time, restricting a lot of space for May's opponent while she's free to move around.

The most common methods to summon ball in neutral are:

  • Summon from fullscreen away, which is relatively safe.
  • Summon from behind the hoop wall, as mentioned above. Example
  • Summon when your opponent is in the air, since the ball’s early active frames are good at stopping air approaches, or after your opponent whiff something.
  • Summon after a knockdown (2D, S-HD, HS-HD). This often means you forego oki for a stronger neutral & corner pushing game.
  • Summon ball > YRC, which is the safest method but cost meter. You can do this in blockstrings as well.


The most commonly used ball is the P ball because its slower horizontal momentum is more useful for the slow and safe approach that May favors on offense. The basic application of P ball is to follow closely behind it, attempting to get the opponent to either sit still to block the ball, or to get hit by the ball while attempting to attack May.

You should also be aware of the options your opponent have to deal with the ball:

  • Hit May out of ball startup, often with a low profile move such as Sin’s Elk Hunt or a fast projectile such as Ky’s Stun Edge.
  • Once the ball is active, hitting May will also destroy it.
  • Jump > instant block the ball, which let them reset air options.
  • Destroy the ball with a projectile (Ky’s j.D, Ino’s Horizontal Chemical Love and Notes).
  • Run under the ball to the other side.
  • Potemkin’s flick, Leo’s stance D, Zato’s Drunkard Shade, Johnny’s Mist Finer.


There's no hard and fast rule for good ball use except not to be too aggressive. Try to approach safely from the ground, and deny your opponents of whatever methods they want to deal with the ball. Approaching from the air behind the ball is a valid option, but be aware that your opponents can anti air you and ignore the ball with the right options (Example). Once you have conditioned your opponent to respect the ball, it’s a very potent tool for corner push and gaining advantage. When your opponent is retreating, you can summon another hoop to cover even more space, or make pursuit and attempt to make them block your normals and start pressure.

Do note that beach balls are lv2 attack and has a decent amount of blockstun and hitstun. Hence, a blocked beach ball gives you a safer approach compared to a blocked hoop set. Beach ball is also fully untechable on counter hit. Being able to confirm stray ball hits into a full combo, dealing around 50% damage, is a vital skill in playing May. Common confirms are IAD j.K j.H and IAD j.S j.H.

Note: Many people have trouble calling a beach ball while holding a P or K hoop because completing the beach ball command the "traditional" way (end on 4) overlaps with Faultless Defense (4P+K), which takes priority. You can get around this by performing the command as 2145P or K, returning the stick or D-pad to neutral before pressing the button. The buffer for the special is fairly generous, so experiment with doing this command as slow and clean as possible so that you can do it in the heat of a match.

Neutral tips

May rewards a strong ground game. A thorough understanding of your poke / counter-poke options will go a long way. Once your opponent respect your ground game then you can sneak in the occasional IAD j.S to turn the tide.

May has two priorities when setting up her neutral game:

  • Get to a safe distance or a safe situation to call summons without being hit out of their startup
  • Approach to a safe mid-range distance where her pokes and counter pokes work best.

It can be tempting to play May similar to Sol, playing footsies and air footsies using normals, but always remember that her summons give improve her neutral game tremendously, sometimes turning an unwinnable footsies battle into a winnable one (e.g. Ky and Axl matchups). Try to avoid the common pitfall of new May players: forgetting about her projectile game and abuse her normals recklessly.

When you get the life lead and the situation is at neutral, some matchups will require you to get into a turtle mindset and not be a hero. Stay just aggressive enough that you have control of the situation at neutral (and have enough meter to FD specials), but don't get reckless trying to "kill" the opponent -- try to let them "kill" themselves trying to get the life lead back. Keep your distance and invite them to charge at you and get counter hit. If you get a knockdown, run setplay, but focus on low risk rather than high reward. Once the situation returns to neutral, accept it and back off. This is especially important in the Ky matchup. When you get the life lead on Ky, you need to defend it with your life. If you give him a stray knockdown because you got too greedy, he can and WILL run it back with his oki and pressure. Do not give him that opportunity.


Offense

Pressure / Blockstring

Watch this GG crash course episode

And this episode too

Read this too, particularly the section on defense and mindgames


When your opponent is locked in blockstun, in a close range situation, there are 6 main mixup options to keep in mind:

  • A true blockstring into a low attack
  • A frametrap with a small gap (2~3f)
  • A frametrap with a large gap
  • Pressure reset using dash / airdash / jump
  • Throw / OHK
  • Do nothing


Let’s take a few simple example to demonstrate how to apply this.

First example, against Chipp, after a ground throw, May does a H hoop and release immediately for a meaty, and dash in. Chipp does standing normal block against H hoop. At this point May can do:

  • A max range 2K. This is a true blockstring, and will beat opponents attempting to do reversal options after H hoop blockstun ends (e.g. backdash, standing blitz, super). It can beat an imperfectly inputted DP as well (i.e. stick does not end at 3 position when 2K hits). However, if your opponent is using fuzzy defense, this would be be a weak option. 2K does not have good gattlings, and is -3 itself.
  • A deeper 2K or a max range 5P. This is a frametrap with a small gap, and will beat opponents jumping immediately after blocking the hoop, or mashing opponents. Loses to reversals (possible to beat blitz). Usually blocked by fuzzy defense, however you’re closer to the opponent than the previous scenario, and 5P has good gattlings and is 0 on block).
  • Dash > FD brake > late 5P / 2K. This beats many fuzzy options, except for fuzzy abare using an invulnerable attack e.g. delayed DP. Depending on how late you press buttons, also blocks mashing and fast reversal like Sol VV / Elphelt super. Timing is a tricky issue here, usually requires a good read on your opponent’s fuzzy timing. For better reward, you can do dash 5H.
  • Dash > deep 2P / 5P for very close range pressure. Requires your opponent to be respecting, low risk low reward. Use the above options to train your opponent to respect.
  • Dash > throw / OHK. Requires your opponent to be respecting, high risk high reward. Throw has less risk than OHK since May 5H recovers pretty fast and has good vertical hitbox, and also less reward.
  • Dash > FD brake > do nothing. Hard baits reversal DP / blitz / super. If your opponent backdash they get away however (which can be dealt with using max range 2K). If your opponent is not pressing anything as well, you can OHK / 2P.

Another example, after a normal blocked 5H, you can:

  • Link to 2D for a true blockstring low.
  • 5K / micro dash 2K / delay 2D for a small gap frametrap.
  • 6H / dash 5H / 6[H] for a large gap frametrap
  • Dash 5P/2P to reset pressure, alternatively jump after 5H into jump-in j.S / IAD j.S.
  • Dash throw / dash OHK
  • Do nothing.

Final example, after a normal blocked 5P:

  • Immediate gattling to 2K for a true blockstring low
  • Delay 5P / 2K for a small gap frametrap.
  • Gattling to 5H / 6H / 6[H] or a very late 5P / 2K for a large gap frametrap.
  • Dash 5P/2P to reset pressure, alternatively jump cancel into a jump-in j.S or IAD j.S.
  • OHK / dash throw.
  • Do nothing.


Overhead-wise, May does have standing overhead options that lead to knockdown (6[H] > HS-HD, 5D, 6K RC). While the former two are really slow and should be reserved to when your opponent is sleeping or clutch situations, 6K RC can be a strong option, especially in corner where you get a full HS-HD wallstick combo into okizeme.


In a midrange pressure situation, May's options are not as threatening as close-range. The usual options after a midrange string (usually 5K > f.S) are:

  • Ending pressure with P/S/H hoop, depending on range and reading opponent. Usually done from f.S due to its pushback, but you can surprise an opponent by summoning from 5K.
    • If you tag a jumping opponent with H hoop, this often gives enough advantage to summon a beach ball safely.
  • Ending pressure safely with S-HD / delayed S-HD for frametrap, against opponents trying to interrupt a summon / trying to jump. Mix this with summons to keep your opponent guessing.
  • Beach ball YRC for corner push or hoop YRC for pressure extension. Strongest option that cost meter.

With either summons on screen, May has the option to either play a safe and advantageous neutral game (refer to neutral section), or use summons as pressure extension.

The basic pressure extension involves making your opponent block the summon and use that extra blockstun to close distance. A common example would be 5K > f.S > blocked ball > IAD j.S j.H, or 5K > P hoop > dash 5K.

If your opponent blocks a projectile while you’re free to move (for example, after a 2D knockdown, May cancel 2D to P ball, do dash 6K, 2P, opponent blocks the ball), you can use this blockstun to get into close range and attempt the basic mixup detailed in the throw > meaty H hoop example. This can be very strong due to the massive frame advantage that a blocked projectile gives.


May’s Hop on Dolphin ability is another strong tool for pressure extension, due to her ability to cancel a blocked Hop on Dolphin to airdash or air normals. For example, when May have both summons on the screen, she can let the opponent block the ball and use 6K to get herself airborne, then Hop on Dolphin and airdash cancel into pressure. Another example would be having a P hoop on top of your opponent, and do 5K > f.S > S-HD > ]P[ > hop on dolphin > airdash string. After the airdash string, you're in close range and can attempt a basic close range mixup.

Okizeme

No mixup okizeme

  • After S-HD knockdown, you can use S hoop as a meaty, and summon a P ball from behind. If your opponent respect the S hoop meaty, you can choose not to release it, to have 2 summons on screen and control a ton of space. You can use H hoop similarly if you want 2 summons, usually safer since H hoop is faster and cover the ground space closer to May. Beware of fullscreen punishes (Sol’s Grand Viper, Potemkin’s Slide Head) if you go for the 2 summons route.Alternatively, you can summon a P ball right after the knockdown.Alternatively, you can opt for a safejump, by either delayed IAD j.S or dash jump > late j.S. Gets blown up by blitz unless you hard bait by land low. There’s a possible mixup here, by doing early IAD j.S (whiff) > land 2K, or early IAD j.S (whiff) > land OHK. It’s possible to fuzzy throw this mixup (block high for a bit > 4H), or just react to the IAD timing, so use sparingly.
  • After HS-HD knockdown, you won’t get a S hoop meaty, so you should can either opt for the 2 summons route, or safely summon a P ball / K ball (depending on matchup and preference).
  • After HS-VD knockdown, May won’t get any mixup without meter. H hoop meaty is the go-to choice here, after which you can attempt low / throw or start pressure (do note that your opponent can IB the hoop > reversal). There are some gimmicks such as release H hoop early for it to whiff, then run up OHK, or even not releasing the hoop at all to keep your opponent respecting, and run up OHK. Run up 6H is possible as well, once you trained your opponent to jump out. Gimmicks are gimmicks, however.Alternatively, you can use max range f.S as a safe meaty against many reversals, an example blockstring would be f.S > ]H[ > P ball.Or you can use the H hoop as pressure extender, by doing run up 5K > f.S > S-HD > ]H[ > hop on dolphin > pressure. This also leads to the dolphin cancel vortex to be covered later.
  • After a throw or airthrow, May can use H hoop similar to after HS-VD knockdown (except she can’t do the hoop whiff > OHK gimmick).
  • After ensenga knockdown midscreen, the go-to meterless oki would be P hoop meaty > pressure. Alternatively go for dolphin cancel vortex, covered below.


P/H hoop oki

The most basic okizeme, done from a 2D / 6H knockdown cancelled into P or H hoop. Follow-ups are:

  • Low: 2K > c.S > 2D > S-HD > ]P[ > hop on dolphin > AD j.S j.H, land > 6H / air combo.
  • High: 6K > ]P[ > hop on dolphin > AD j.K j.H, land > c.S > 2D.
  • Straight up OHK.
  • Dash > FD cancel > 2K/OHK for hard baiting reversals. You will want to FD cancel without using the P button.


Replace P with H in the combos above for the H hoop variation.

P ball oki

Another basic okizeme, usually done from a 2D knockdown midscreen. Follow-ups are:

  • Low: 2P > 2K > 2D > ball hits, dash c.S > air combo,
  • High: 2P > 2K > 6K > ball hits, c.S > 2D.
  • Straight up OHK.
  • Dash > FD cancel, late 2K > 2D for baiting reversals.
  • Dash > 2H > 6K > ball hits. Used for hard reading backdashes in some matchups such as Millia. If the opponent backdashed, you get an aircombo from this.
  • 6[H] > H hoop. Not strictly a mixup but gives pretty good positioning.


You can choose not to mixup and do a blockstring and cancel into hoop, using the ball block stun to make the hoop summon safe, and keep up the pressure from there.

P ball YRC oki

One of May’s strongest midscreen okizeme option. Can be done anywhere except corner (close to corner is fine too), after ensenga, HS-VD and 2D (no cancel) knockdown. Done by running towards opponent, P ball > YRC, then either:

  • Non cross-up: super jump > Jump on Ball 2, or early IAD > Jump on Ball 1.
  • Cross-up: IAD > Jump on Ball 2 / 3, or late IAD > Jump on Ball 1.
  • Since reversal standing blitz will beat both of the ball options, sneak in a meaty 2D from time to time to beat this. Combo with 2D > ball hits > dash c.S > air combo.
  • Meaty 6K will work in clutch situations, especially if you have meter to RC for a combo. Use very sparingly, save it for clutch.

Basic confirms are:

  • P ball yrc > IAD > ball jump (3) > falling j.H land IAD j.SH or j.KH land dash j.KHDHDE (j.KH if the falling j.H hit high, j.SH if hit at lowest point possible)
  • P ball yrc > IAD > ball jump (1/2) > falling j.H dash j.SH land j.KHDHDE
  • P ball yrc > 9 jump > ball jump (2) > falling j.H dash j.SH land j.KHDHDE
  • P ball yrc > 2D > ball hits > dash c.S j.SHDHDE or dash c.S 2H HS-VD (beats reversal standing blitz shield)

K hoop oki (from 2D / 6H)

A basic okizeme that’s somewhat stronger than P hoop oki due to how K hoop has faster startup, leading to better ability to meaty. However, it's also more techinical execution-wise. Follow-ups are similar to P hoop, however combos are different (Example):

  • Low: 2D/6H > K hoop (not held) > dash tap 2K > 2D > S-HD immediate hop on dolphin > AD late j.H, land > dash c.S > air combo (note that S-HD will immediately becomes hop on dolphin during startup).
  • High: 2D/6H > K hoop (held) > dash ]K[ > 6K > hop on dolphin > AD j.K j.H > land c.S 2D.
  • Straight up OHK. Let go of K hoop such that you won’t accidentally hop on dolphin and drop the follow up combo.
  • Dash > FD cancel to hard bait reversals. You will want to FD cancel without using the K button.


Note that a 6H knockdown done when the opponent is high enough can lead to a safejump situation (6H > K hoop > jump forward > late j.S). An example would be corner c.S > 5H > HS-HD, IAD j.K j.P j.P j.H, land 6H > K hoop on Sol. This can be invaluable in some matchups.

Dolphin cancel vortex

Perfect dolphin cancel (referred to as dolphin cancel from now on) refer to the technique of cancelling a blocked/hit hop on dolphin to an air normal at the earliest possible timing. This will let May retain her forward moving momentum, allowing for instant overheads using j.P/K/S/H, or whiff j.2H > land 2K/2D for a very quick fake out low. This is an advanced May technique that can be extremely rewarding when mastered.

The basic plan is to

  1. Get a hoop out after a knockdown.
  2. Get opponent to block something.
  3. Go airborne, usually using S-HD, and immediately hop on dolphin
  4. Do dolphin cancel after the blocked hop on dolphin for the vortex.


The technique to do immediate S-HD > hop on dolphin is to setup an unheld hoop, then do [4]6S+K (replace K with whichever button the hoop is on). Tap S+K and release buttons immediately and you should immediately do hop on dolphin. This technique will be referred to as immediate hop on dolphin from now on. Note 1: Some players prefer to hold the hoop and let go of K after tapping S. Note 2: A straight blocked hop on dolphin after a meaty attack has more forward momentum than blocked S-HD > blocked hop on dolphin. Experiment with timing such that hop on dolphin occurs during S-HD startup frames, instead of during its active frames.

There are many ways to achieve this vortex, here are the common scenarios:

  • Corner Ensenga knockdown, K hoop, then
    • Meaty 2D > immediate hop on dolphin > vortex (beats wake up standing blitz)
    • Meaty S-HD > immediate hop on dolphin > vortex (beats wake up crouching blitz)
    • Meaty 2S > immediate hop on dolphin > vortex (beats wake up crouching blitz)
    • Example
  • Midscreen Ensenga knockdown
    • H hoop, then dash meaty 2K/2P > 2D > immediate hop on dolphin > vortex.
    • Alternatively, dash K hoop (412366K), meaty 2D > immediate hop on dolphin, vortex.
  • 6H > K hoop,
    • Jump forward late j.S > ]K[ > hop on dolphin > vortex,
    • Jump forward late j.S, land c.S > immediate hop on dolphin > vortex.
  • 2D / 6H > K hoop, tap 6K > hop on dolphin meaty > vortex. You may want to vary the 6K timing depending on your opponent’s wake-up timing.
  • For the P/H hoop oki and the K hoop oki setups listed above, you can add an extra layer to them by utilizing dolphin cancel vortex, should the opponent block the initial meaty hit. Example


The more common dolphin cancel options are:

  • j.S / j.H overhead, then
    • Land c.S > HS-HD > IAD combo in corner
    • Land c.S > 2D midscreen
  • j.2H whiff, then
    • Land 2D low > HS-HD > IAD combo in corner
    • Land 2K low > (optional c.S) > 2D midscreen
    • Dash OHK
    • Land 6K clutch overhead
  • j.P overhead, gattling to
    • j.K > j.D for fuzzy overhead, late jump cancel after j.D for air combo or make yourself safer on block.
    • j.K > land 2K for low
    • j.K > dash 2K/OHK (throwable option, risky)
    • Whiff j.S/j.H, land OHK (throwable option but really fast, somewhat gimmicky)
  • j.K overhead, gattling to
    • j.P > j.P for triple overhead.
    • j.P > whiff j.K > land 2K for double overhead to low
    • j.P > j.D for fuzzy overhead
    • Whiff j.S/j.H, land OHK (throwable option but really fast, somewhat gimmicky)


A trick to improve your execution of dolphin cancel on an arcade stick would be to double tap whichever button you’re doing dolphin cancel with (j.H, j.2H, etc.) slightly before hop on dolphin reach your opponent.

Defense

May doesn’t have strong defense. At 1.06 defense, she dies pretty quickly, although 3 guts do help a lot at low health. Without any meterless reversal specials, on defense she’s just a little girl. Use your universal options wisely. This will go through some of the more important universal options and unique options.

Universal options

Faultless Defense is probably May’s most important defense option. Due to her jump being fast (3f) and gain height very fast, a common defense tactic that’s especially effective using May is to push block the opponent away and super jump > airdash out of corner

Backdash with a total duration of 13f and 9f of invulnerability, and covering a great distance, May has one of the best backdashes in the game. Backdash your opponent’s meaty and throw them into corner if you’re feeling gutsy. While hard to bait, experienced opponents will have specific methods to punish your backdash, so use it wisely.

Throw your go-to OS button is c.S. Front throw your opponent into corner feels pretty great.

Air throw sometimes you just gotta do it.

Blitz Shield May has a command grab, utilize it in the blitz - counter blitz minigame.

Dead Angle Attack is a somewhat good option, since it has 6P animation and hence a decent amount of horizontal range. Possible to use to get out of unblockable setup, if not spaced properly.

Block and Instant Block are exactly as you expect. Mix IB with FD to confuse your opponent and let them slip up their blockstrings.

Unique options

Ultimate Whiner is your only true reversal attack, using 50 meter. Gives your opponent 25 meter on hit (why Pachi), a sizable chunk of burst meter if they don't have it stocked, and does mediocre damage. Punishable on block at -13. Knocks down, but you don’t get much advantage off of this. Usually you will want to get a ball or hoop out. Cute animation, but not very rewarding. 32 total hits does mean it can easily kill opponents with a flashing life bar.

Abare normals: Tou have 2P, 2K, 2D, 5K - from fastest & shortest to slowest & longest.

Abare S-HD deserves special mention. This move is airborne on frame 3, can go over a lot of low attacks, and has absurd range for a 5f move. Use it wisely and your opponent will call you a scrub (they are wrong).

Great Yamada Attack...used to be good in older games. Now you can use it sparingly as an anti air when your back is facing the corner.

Tips & Tricks

  • Your projectiles continue to move during Great Yamada Attack’s startup animation. This leads to a hilarious “unblockable” setup where you summon K ball and do Great Yamada Attack when the ball is about to reach the opponent. If they were not already blocking before the animation starts, they will get hit by the ball, and subsequently the whale, resulting in massive damage. Example
  • Burst safe combo idea: 2H leaves May really low profile so it can be used for burst safe combos in some situations. A common burst safe combo is OHK, dash early c.S > 2H > K hoop (immediate release) > j.P (2 hits) > j.P (2 hits) > j.K > j.D > ensenga. Experiment with this.
  • Another burst safe combo idea: c.S > delay j.6K+H will OS throw your opponent burst should they choose to burst at that spot.
  • Yet another burst safe combo idea: j.H > j.D is a staple gattling in May’s air combos. Due to j.H’s massive untechable time, you can delay j.D a lot, making this part somewhat burst safe (your opponent’s burst will be too high up).
  • May has an easy safejump using 25 meter by doing 2D/6H > H hoop, delay S-HD YRC > j.K. This naturally leads into her dolphin cancel vortex. Vary S-HD timing according to your opponent’s wake-up timing.Example
  • Dash hoop summon: input is 412366 + button. Useful to get better positioning on hoop oki after ensenga knockdown.
  • Safe jump / backdash OS (especially useful in Sin matchup). Example 1 Example 2



Guilty Gear Xrd -REVELATOR-e
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