GGACR/May/Okizeme

From Dustloop Wiki
< GGACR‎ | May
 May



Frame Traps (beating mashers)

  • May doesn't have any mixup really. Generally I (ukujiku) go for frame traps.
  • 5K -> 5H (there is a small gap where opponents can mash)
  • (meaty) 5K -> 6P
  • You can also just do something like 5K jump j2H or 5K jump jH
  • 5K -> 5H -> 5H -> micro dash -> 5H
  • 5K -> 5H -> 6[[HS]] -> HVD FRC
  • 2D (meaty) -> OHK (this beats any mash unless they IB the 2D). Loses to throw/Command throws

Baiting Wakeup Throw

  • Get right in their face and jump j2H at the last second to bait their wakeup throw mash. You should get a j2H CH which leads into
  1. (25% meter midscreen) 2D -> HHD FB combo
  2. (meterless corner) 2D -> HHD -> fS -> HHD in the corner
  3. (25% meter corner) 2D -> HHD FB -> Dash 5SH -> HVD
  • Backup slightly (to avoid wakeup throw) and 2K -> 2D (hit confirm) -> HHD FB
  • Slightly out of range (to avoid wakeup throw) meaty 2D into another 2D. Meaty 2D can be up to +8 on block because it has 10 active frames... Obviously that requires perfect timing and you're more likely to get +5 or so.

Double Overhead

  • 5K jump j2H 623S FRC for double overhead

Tech Traps

  • If the opponent is in the corner I like to go for an OTG hit (e.g. 2P) and then charge a 6[[HS]] fully. If they tech you can unleash it on reaction to hit them (they have to FD). If they don't tech then they have to block an overhead. If they tech and you hit them you can HVD after and jackhound to pick them up for a combo

Other oki

  • 5K -> 5H -> 5D
  • If you get a knockdown at your feet then SVD over them then SVD or 2D for mixup
  • If you get a corner air throw you can do an IAD j2H/jS which is actually a cross up
  • If you get a random 2D -> HHD hit confirm mid screen you can do a dashing HHD after to cross up their wakeup. (The input is 2D -> HHD -> hold back -> 66 -> H)
  • You can also do lots of this stuff into OHK but doing OHK from a blockstring is easily reactable to high level opponents


Systems Pages