GGST/May/Matchups

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May


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Matchups

Table of Contents
GGST Anji Mito Icon.png GGST Axl Low Icon.png GGST Baiken Icon.png GGST Bridget Icon.png GGST Chipp Zanuff Icon.png GGST Faust Icon.png GGST Giovanna Icon.png
GGST Goldlewis Dickinson Icon.png GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O' Icon.png GGST Ky Kiske Icon.png GGST Leo Whitefang Icon.png GGST May Icon.png
GGST Millia Rage Icon.png GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Valentine Icon.png GGST Sin Kiske Icon.png GGST Sol Badguy Icon.png GGST Testament Icon.png
GGST Zato-1 Icon.png
Detailed
  • Keep on Rockin' is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Anji Mito

AnjiPlay safe and take minimal risks.
Average


  • Anji controls space against May fairly well, so avoid risky approaches
    • KouGGST Anji Mito 236S.pngGuard:
      All
      Startup:
      12 [28]
      Recovery:
      14
      Advantage:
      -
      , 5P, and 6P are dangerous anti-airs, so avoid jumping if possible
  • Autoguard makes the risk-reward of S DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
    All
    Startup:
    7
    Recovery:
    11 (26 OH)
    Advantage:
    -5
    in neutral not favorable
  • Using IB against his blockstrings makes punishing FujinGGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -8 [-6]
    and its followups much easier

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
charged 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]

Notable Interactions


Neutral


Offense


Defense


Fuujin Followups

May can beat 3/4 Fuujin followups (the low being the exception) with Vertical S Dolphin. Note that it's very easy to do this on reaction against the two options that put Anji in the air, but will be hard doing the same with the overhead. It's generally safer to just block the overhead, as by the time you recognize it you'll likely trade with it at best, and it's very punishable on block anyway. In neutral, you should tend towards a more grounded approach, as Anji's pseudo DP can be tricky to deal with. 5K is an ideal poke as you can trigger the autoguard on his spin and still act before he can. When he has 50 meter, dolphin pressure becomes very unsafe due to his counter super. Use it sparingly and use more delayed followups to account for it.

Axl Low

Average


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-13
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Baiken

Slightly Unfavorable


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
Neutral Jump j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Bridget

Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense


Chipp Zanuff

Average


Chipp's exceptionally fast 5P allows him to mash out of three frame gaps, notably May's c.S > 6H frametrap.

Chipp's extreme movement speed and quick attacks let him easily whiff punish attacks from a safe distance. May should avoid using slow attacks pre-emptively in neutral in this matchup.

As a character with a meterless invulnerable reversal, Chipp has an exceptionally easy time escaping from May's larger frametraps. May should be more careful about her pressure strings in this matchup as a result, and should use throw okizeme early to beat it as a wakeup. Most Chipp players will attempt to burst out of a whiffed DP punish, so be prepared to bait the burst with c.S (CH) > block burst > c.S > ...

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Faust

Slightly Favorable


Same as Ram, an immediate f.S covers all of May's options after Horizontal S Dolphin is blocked, except for 5P or 6P, and can counterplay that with a delay or option that beats those moves, such as a low.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Giovanna

GiovannaRun your best gameplan while watching spacing
Average


  • May can choose to match Giovanna's aggression or play defensively and force her to approach
  • Giovanna's great anti-air options encourage a grounded playstyle
  • 5H is a fantastic counterpoke against her normals, but is easily whiff punishable.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5

Gio's roundstart options rarely directly beat yours unless you both take huge risks.

  • 2S: a standard starter
    • Beats all P/K buttons and most special moves
    • Loses to 214SGGST Giovanna Sol Poente 1.pngGuard:
      All, High
      Startup:
      [4] 27
      Recovery:
      21
      Advantage:
      -5
    • Trades with f.S, 2S, and 5H
  • S DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
    All
    Startup:
    7
    Recovery:
    11 (26 OH)
    Advantage:
    -5
    : slightly more risky
    • Beats Gio's 5H/2H and all special moves except 623SGGST Giovanna Sol Nascente.pngGuard:
      All
      Startup:
      7
      Recovery:
      21
      Advantage:
      -15
    • Loses to all P and K buttons
    • Trades with f.S and 2S
  • 5H: a very risky opener
    • beats Giovanna's 5S/2S and 214SGGST Giovanna Sol Poente 1.pngGuard:
      All, High
      Startup:
      [4] 27
      Recovery:
      21
      Advantage:
      -5
    • Loses to 5H and 236KGGST Giovanna Trovao.pngGuard:
      All
      Startup:
      27
      Recovery:
      13
      Advantage:
      +4
    • Trades with 214KGGST Giovanna Sepultura.pngGuard:
      All
      Startup:
      13
      Recovery:
      20
      Advantage:
      -4

Notable Interactions


Neutral


  • May can switch between matching Gio's aggression or playing defensively at will
  • Air approaches are discouraged due to Gio's great anti-air options.
  • Avoid whiffing buttons too often, as gio has a variety of tools to punish whiffed normals
  • May's 2S or 5K are great pokes to check Gio's dashes, but lose to Gio's 2D at a distance
  • May's 5H is a fantastic counterpoke against both her approaches and gio's 2D, but can be baited and whiff punished

Offense


  • Giovanna's VentaniaGGST Giovanna Ventania.pngGuard:
    All
    Startup:
    5+4
    Recovery:
    49
    Advantage:
    -37
    is a 7 frame reversal, which means many safe jumps will not work against her if she has meter.
  • After a blocked S DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
    All
    Startup:
    7
    Recovery:
    11 (26 OH)
    Advantage:
    -5
    • 6P beats 5H and dash f.S, but loses to 2D and other dash buttons
    • Backdash loss to dash f.S/5H, but will reset to neutral if she uses 2D
    • Jumping can be caught by 5H, but otherwise puts you in the air above Giovanna. Use this to escape or commit to an attack.

Defense


Goldlewis Dickinson

Slightly Unfavorable


Goldlewis has high health and is very strong at close range, which necessitates a different playstyle from May. May should strive to maintain a mid-range position and zone Goldlewis via pokes / counterpokes. Try to use Dolphins sparingly when they aren't a safe punish, as a blocked Dolphin will put you into his preferred range. Goldlewis's 6P and j.D are strong anti-jump in options, further restricting May's usual offense.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
14
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Happy Chaos

Slightly Unfavorable


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


I-No

Average


I-No's unusual attack hitboxes significantly change the S Dolphin RPS situation in the May - I-No matchup.

I-No's 6P has both quick startup and good horizontal reach, which lets it beat May's forward jump or 2S after May uses [4]6S. Its reach means it will usually connect with May if she immediately crouch-blocks and will counterhit May's 6P. I-No's high and narrow f.S hitbox causes it to whiff against May's 3K, while its disjoint means it will clash with 6P. Stroke the Big Tree (236S) is quick and difficult to react to, but it will lose to May's 2K in this situation, it will trade with May's 3K, and it can be punished if blocked with 2K>3K. Many of I-no's attacks will whiff if May simply walks backwards after using the dolphin, which lets May whiff-punish them. I-no's 236S can threaten at this range, so May will need to fuzzy block if she intends to watch for whiffs to punish by walking back.

Overall, this means 6P is an unusually good option for I-no to choose in dolphin RPS. For May, jumping forward, 6P and 2S are unusually poor options. May's 6P doesn't beat anything I-no is likely to do, I-no's 6P will reach May if she jumps forward, and May's 2S will lose to most of I-no's options. The strength of I-no's 6P also makes 5K and [4]6S excessively risky options for May. Additionally, 2H is a strong option for I-no, since it will beat all of May's abare options. May can adjust in the matchup by changing her S dolphin follow-ups.

May's 2K>3K offers the following:

  • Will safely whiff if I-no attempts to block
  • Hard to whiff-punish
  • Leads to a knockdown on hit
  • Beats: I-no's 6P, 2D, 236S
  • Trades with: I-no's 2S
  • Counterhit by: I-no's f.S, 2H, 2D

May's 3K offers the following:

  • Punishable on block
  • Can be whiff punished
  • Leads to a knockdown on hit
  • Beats: I-no's 6P, f.S
  • Trades with: I-no's 236S
  • Counterhit by: I-no's 2S, 2H, 2D

May's 2S offers the following:

  • Safe on block
  • Can be whiff-punished
  • Doesn't lead to much without meter
  • Beats: I-no's 236S
  • Counterhit by: I-no's 6P, f.S, 2S, 2H, 2D
  • As seen above, this is a bad choice in the matchup.

Walking back offers the following:

  • Resets to neutral if I-no blocks
  • May can whiff punish (with 2K>3K): I-no's 6P, 2D
  • May can whiff punish (with 5K>[4]6S): I-no's 6P, 2D, 2H
  • Whiff punish requires quick reaction
  • Whiff punish against I-no's 2H requires a slightly longer walk back than the others that jeopardizes the 236S fuzzy block
  • 5K can combo into 3K when I-no is in the corner, but this combo will not work elsewhere
  • May will block: I-no's f.S, 2S, 2H (if in range)
  • May needs to react or fuzzy block: I-No's 236S

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
236SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
-
/ j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Jack-O

Average


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19

Notable Interactions


Neutral


Offense


Defense


Ky Kiske

Average


Ky Kiske's Stun Dipper (236K) is a risky, but unusually quick, roundstart option that will beat any of May's attacking options at round start. May should block on first round start as a low-risk start that punishes this option.

May can punish Ky's Stun Dipper on block, depending on whether or not she is in shock state and Ky's spacing when he uses the move. If May is not in shock state, she can punish Ky with 5K>3K unless he is spaced well on normal block. If May is in shock state, the additional knockback makes Ky significantly safer. If May instant blocks one or both hits of this attack, she will be much closer - able to punish with 5K>3K consistently in shock state, or even with c.S in some cases.

[4]6S is not going to be very good in this matchup. Ky's 2S punishes every offensive option May can use after it's blocked, at worst trading favorably with May's 2P. This leaves May with only backdash, block, or jump - none of which can punish 2S. Not only that, but if they wish to gamble, Stun Dipper will catch both backdash and jump, only losing to block. Its more favorable for May to close the distance with running or jumping and reserve [4]6S for fast punishes where other buttons wouldn't reach or be fast enough.

May can interrupt Ky's Foudre Arc on reaction with [4]6S or 5P. If Ky is close to May and May blocks Foudre Arc while standing and not in shock state, she is at a slight (1) frame advantage, which she can attempt to use to poke Ky out of his pressure extension with 2K. Beware that Ky gains frame advantage if Foudre Arc connects meaty, which always happens if May blocks it while crouching, and can also happen if Ky is well-spaced when he uses the move. Ky will also be at advantage if May is in shock state.

In general, Ky's pressure strings require very unsafe resets to extend without meter. If Ky is using meter to continue pressure, May should continue to hold defense until he ends his pressure string or goes for an unsafe reset without meter while watching for gaps and movement that can signal a throw attempt.

None of Ky's air attacks hit directly below or behind him. May can take advantage of this when Ky jumps at close range by running directly under him in neutral for an air throw or air counterattack from behind with j.K or j.D.

As a character with a meterless invulnerable reversal, Ky has an exceptionally easy time escaping from May's larger frametraps. May should be more careful about her pressure strings in this matchup as a result, and should use throw okizeme early to beat it as a wakeup. Most Ky players will attempt to burst out of a whiffed DP punish, so be prepared to bait the burst with c.S (CH) > block burst > c.S > ...

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]

Notable Interactions


Neutral


Offense


Defense


Leo Whitefang

Average


Leo's flashkick meterless reversal allows him to easily escape from May's frametraps and left/right crossups. May should be very careful about using frametraps in her pressure strings in this matchup as a result, and should use throw okizeme early to beat it as a wakeup. Additionally, May should avoid using j.2H to cross up, since it will not mix up Leo's reversal input. Most Leo players will attempt to burst out of a whiffed flashkick punish, so be prepared to bait the burst with c.S (CH) > block burst > c.S > ...

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Notable Interactions


Neutral


Offense


Defense


May

Average


The mirror matchup presents May with the problem of dealing with her own kit.

6P is a strong counterpoke option in neutral against May because most of her longer-range pressure tools are vulnerable to it. In order to deal with 6P, the opponent will either need to get within range to use 2S, which can be poked with 5K, take a risk with 3K, which is punishable on block, or have a charged dolphin ready to punish on whiff, which is not always available if May is trying to play footsies.

May's many disjointed anti-airs, the huge damage May can get from them, and j.S's and j.H's slow startup make jump-ins in the mirror matchup exceptionally risky.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
-
DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (26 OH)
Advantage:
-5

Notable Interactions


Many of May's attacks will win or trade favorably with S Horizontal Mr. Dolphin, including:

  • 6P: Beats cleanly from a distance, but the upper body initial invulnerability is not good enough at point blank range or in tight frametraps.
  • 2K: Beats cleanly from a distance, but the low profile is not good enough at point blank range or in tight frametraps.
  • [2]8S or [2]8H: Too slow to use on reaction or in abare against S dolphin, but the rising hitbox is disjoint enough to hit horizontal dolphin cleanly during the first few active frames when it is near the ground. From a distance, [2]8H may avoid the horizontal dolphin entirely if it is used too early to hit.
  • 2H or 5H: Too slow to use on reaction or in abare against S dolphin, but both attacks are very disjoint and will counterhit if they collide with Mr. Dolphin. Only the initial frames of 2H are useful for hitting Horizontal Mr. Dolphin. These are more useful against H Horizontal Mr. Dolphin, where they can land huge counterhits on reaction.
  • 3K: If both attacks are active at the same time, 3K will win, but will not score a knockdown (May is airborne while riding Mr. Dolphin).

Horizontal Mr. Dolphin will always trade with itself when both attacks are active. This is especially important when either player is low on hitpoints. The player who is at a life lead can use S Horizontal Dolphin more aggressively, while the player at a life defecit should avoid using the move in neutral or abare to avoid the unfavorable trade.

Unlike Horizontal Mr. Dolphin, Vertical Mr. Dolphin (particularly [2]8H) can cleanly counterhit itself, which makes using it in neutral exceptionally risky in the mirror matchup.

Because May counts as airborne from frame 1 while using any Mr. Dolphin attack, grabbing her out of RCs is riskier than it is for most characters, since it will result in a counterhit if the opponent used Mr. Dolphin.

Arisugawa Sparkle (214K) should not be used when the opponent could have a charged dolphin, since its effective range is almost the same as Horizontal Mr. Dolphin's range, and S Horizontal Mr. Dolphin will consistently counterhit on reaction if it is within range due to its speed.

Neutral


Offense


Defense


Millia Rage

Average


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
22
Advantage:
-11

Notable Interactions


Neutral


Offense


Defense


Nagoriyuki

Average


Nago is a tough matchup. In neutral he outranges May and gets higher reward off his neutral wins. May also doesn't want to be put on the defensive, especially against Nago's pressure. So, May's goal is to play a safe neutral, wait for an opening, use the opportunity to get in, and do her best to stay in. Getting him to the corner is ideal, even more than usual. May's damage will match his, his slow super jump and lack of airdash makes it especially hard to escape, and he won't be able to corner carry like he can from midscreen. He lacks a good option to cover the space directly above him and he prefers to stay grounded in neutral, so an airdash into j.2H at the right distance can be a good way to get in quick. Just don't be doing it without reason - present other options that he needs to watch for, and look for big whiffs to take advantage of.

Once in, there's the dolphin minigame as always. Nago's best answer to [4]6S is 214H, though it costs him some blood. May's best answer to this is 2P or 2K. Note that May should use less 5K than normal in her dolphin pressure as its a fairly bad option vs Nago, who has a faster 5K that gives him far better reward. 2S is a more reliable alternative. Backdash is also a worse option than usual as Nago can catch it with a few options, including the aforementioned 214H.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
2SNo results
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7

Notable Interactions


Neutral


Offense


Defense


Potemkin

Average


Potemkin has two ranges May can abuse - just outside of his 5H, and right in his face. If May stays outside 5H range, she can look to whiff punish his buttons, she can punish Hammerfall ([4]6H), and she can punish Slidehead (236S) with an IAD j.H or j.S. Note: Do not use the Beach Ball (214K) in neutral. It is easily reactable with Flick (63214S) and this will allow Potemkin to close the gap. Speaking of that, once May manages to close the gap from this range, she should stay there. Potemkin's fastest option is his 5 frame 5P, but this will whiff on crouching, so his second best options are c.S and 2P, both coming out frame 8. May has two options that tie Potemkin's fastest (her 5P and 2P), and two more that keep under 8 frames (2K and c.S). In short, May has the faster framedata up close if she sticks with these buttons, and time spent pressuring Potemkin is time spent not under his pressure. As usual, May's Horizontal S Dolphin ([4]6S) is punishable after an instant block with Potemkin's 5 frame normal (5P), but if the dolphin is initiated from a very close distance, Potemkin can get an extremely damaging punish after an instant block with Potemkin Buster.

Roundstart is extremely advantageous for May with her 5K, maxing out at a 192 damage combo with a wallbreak, and at worst trading with 2P or being forced to block a kara BMFGGST Potemkin Mega Fist Back.pngGuard:
High
Startup:
26-27
Recovery:
12
Advantage:
-2
. Nearly all in-between situations leave May with a slightly advantageous state, or with corner oki after a combo.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
21
Advantage:
-11

Notable Interactions


Neutral


Offense


Defense


Ramlethal Valentine

Slightly Unfavorable


Ram can f.S after a blocked Horizontal S Dolphin and it'll beat all of May's options except 5P and 6P. With a simple delay or a low hitting move though, Ram can beat these options. While that delay can allow May to do other things, overall this is a far more favourable situation for Ram compared to others, as May is taking a risk if she chooses anything other than those P options.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


Sol Badguy

Average


Sol has an unusually strong option for dealing with May's Horizontal S Dolphin RPS in his 6H, which will beat attempts to jump out or backdash and counterhit May's 6P when used after a blocked dolphin. May can punish this choice on normal block with 5K, but can't get a meterless combo without using instant block. If May instant blocks Sol's 6H in this situation, she has many punish options, including run up and OHK, which is particularly effective when Sol is in the corner.

Sol's S Volcanic Viper makes applying OTG and okizeme setups against him more difficult than for most characters. In this matchup, May should favor strike/throw pressure setups and use throws early in the set to condition Sol out of using Volcanic Viper as a reversal. The fast startup of S Volcanic Viper makes landing OHK against Sol exceptionally difficult during okizeme. Normal throws are a safer choice for May in this matchup.

Sol's exceptionally fast 5K allows him to mash out of three frame gaps, notably May's c.S > 6H frametrap.

As a character with a meterless invulnerable reversal, Sol has an exceptionally easy time escaping from May's larger frametraps. May should be more careful about her pressure strings in this matchup as a result, and should use throw okizeme early to beat it as a wakeup. Most Sol players will attempt to burst out of a whiffed DP punish, so be prepared to bait the burst with c.S (CH) > block burst > c.S > ...

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-26

Notable Interactions


Neutral


Offense


Defense


Testament

Not enough data


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
236SGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
j.236HGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
Walk Back

Notable Interactions


Neutral


Offense


Defense


Zato-1

Average


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9

Notable Interactions


Neutral


Offense


Defense



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