Airdash After H Vertical Dolphin
After May lands a c.S > 2H > [2]8H, she can do an airdash before touching the ground and hit the opponent with an air normal.
Hitting an airdash j.H allows her to continue her juggle if near the wall:
- c.S > 2H > [2]8H > AD > j.H > 5K > [4]6S
But when far from the wall, it ends the combo with the opponent pushed a good distance away. Airdash j.K to j.D does about 10 more damage than j.H, but it also gives fairly bad okizeme when farther than midscreen:
- c.S > 2H > [2]8H > AD > j.K > j.D
The j.H combo has a setup where May can IAD j.H to get a decent safejump if the opponent doesn't have their back to the corner, but it requires some timing depending on whether May has dash momentum or not.
If May lands a raw 2H into [2]8H, she can get an airdash j.S into a c.S:
- 2H > [2]8H > AD j.S > c.S
This is very situational, since 2H usually counterhits if it ever does hit, and May has much more damaging combos off of a counterhit 2H.
After long RC juggle combos, if there is a H Vertical Dolphin towards the end of the combo, May can generally get an airdash into an OTG j.S:
- c.S > 2H > [2]8H > [4]6S > RRC > dash > c.S > 2H > [2]8H > AD > j.S
She can potentially get a [2]8S in the same situation, but this gives slightly worse oki for about the same amount of damage.
Close Slash Juggles
When May has her opponent right above her, she can juggle c.S into itself by microdashing with good timing. After a regular RRC, she can get 2 c.S juggles before continuing the combo with 2H into her finishers. If she can hit RRC with upwards drift, she can juggle with c.S 4 times before ending the combo.
- 88RRC > dash > c.S > dash > c.S > dash > c.S > dash c.S > 2H > [2]8H
This combo requires extremely precise timing and spacing, otherwise her opponent will either cross-up or fall out. Hitting 3 c.S juggles is much easier, but it's slightly less optimal than the alternatives.
Another known situation where May can juggle c.S is her wall combo. After she hits 2H > [4]6H near the wall, she can juggle her opponent with c.S twice, before wallsplatting with 5H > [4]6H to earn even more damage than normal:
- c.S > 2H > [4]6H > c.S > dash > c.S > 5H > [4]6H
Blue Roman Cancel Slowdown State
Hitting or making the opponent block BRC puts them into a slowdown state that makes combos possible that would otherwise never be possible, even with counterhits. In BRC slowdown, 6K and 2K can combo into c.S or 2H, and c.S can combo into another dash-canceled c.S.
- BRC > 6K > 2H
- BRC > 2K > 2H
Can be used to catch opponents off guard after a blocked 5K.
Can be used as a whiff punish or punish combo using BRC drift.
Wall-bounces
Most of May's high-damage corner wallbreak combos rely on wall-bounce from the following moves:
The wall-bounce from 623K is very position dependent (specifically only works in combos from about half the distance between round start position and the corner), but allows May to convert 623K > [4]6H into a meterless wallbreak from further away than other combo routes starting with 623K. Other corner 623K combo routes do not rely on the wall-bounce from 623K itself.
5H and [4]6H only wall-bounce against airborne opponents, so usually May's combos will incorporate 2H as a launcher to force the opponent into the air and enable a wall-bounce. While some wallbreaks do not require the use of c.S, they tend to be more consistent and harder to burst when c.S is used to float an opponent after a wall-bounce or air hit. In many cases when the opponent bursts after c.S and whiffs, May can simply use c.S again before the opponent lands and continue the combo where she left off.
Strive's gatling system limits the number of ways that such a wallbounce can start. These are May's most powerful pressure/punish options in the corner
- 6P (counterhit): Used as a relatively safe anti-air or a counterpoke.
- 623K: Used as the throw part of a strike/throw mixup or after a counterhit horizontal Mr. Dolphin.
- c.S: Used in big punishes or as the strike part of a strike/throw mixup.
- 2H: Used as an anti-air or frametrap from c.S with a slight delay.
- 6H (counterhit): Used as an anti-air or frametrap from c.S with no delay. Since counterhit 6H floor-bounces and offers a large time slow effect, May can charge and use [4]6H in time to begin a wall-bounce combo.
- Deep jump-in j.S or j.H: The hitstun on these jump-ins lasts long enough to confirm into c.S on a deep jump-in. Very high risk, very high reward option.
- Anti-air j.H: Gives May a way to stuff jump-outs. May needs to connect at super-jump height or use counterhit time slow to recover in time to begin wall-bouncing.
- Anti-air j.D (counterhit): Gives May a way to stuff very high jump-outs. May needs the counterhit time slow to recover in time to begin wall-bouncing.
- RRC: The float from RRC's shockwave allows May to begin a juggle loop from most attacks. RRC will not allow you to continue a combo against an opponent that is teching after a soft knockdown (such as the tumble from a ground Mr. Dolphin hit). RRC causes substantial damage proration on any subsequent combo in addition to the normal proration of the previous attacks, so try not to use RRC in situations where May can break the wall without it.
Once the opponent is stuck to the wall, May's best normal for breaking the wall is 6H. While some wall sticks allow May to charge the move, many do not. Likewise, while some wall sticks last long enough to use Great Yamada Attack, many do not. The Wonderful and Dynamic Goshogawara is the safer super to use.
May's corner combos do absurdly high damage even without meter, so much of her game plan will revolve around pushing or maneuvering her opponent into the corner and using strike/throw pressure and reads to start a high-damage wallbreak combo.
The Wonderful and Dynamic Goshogawara
This attack (specifically j.632146H) can effectively turn any aerial corner push into a wallbreak. Common situations where this can happen include:
- (optional starter) > [2]8H (ascending air hit) > 66j.K > j.D > j.632146H
- j.K or j.S (air hit) > 66j.K > j.D > j.632146H: May pushes her opponent while airdashing and applying hitstun from j.K or j.S to connect the rest of the combo.
Goshogawara can also be used after any wall-stick (including wall-sticks too high for 6H to hit) to give May advantage after the wallbreak. In all cases, May wants to hit the opponent with the first part of the attack while the opponent is directly in front of May to maximize the chance that the second hit (splashdown on landing) actually confirms into a wallbreak.
Always keep track of how close May's opponent is to the wall. The Positive Bonus buff is almost always worth spending the meter to turn a corner pressure situation into a clean wallbreak, and in many cases using Goshogawara to break the wall can end the round outright.
RISC Scaling in May's Combos
May's two high-damage overdrives can suffer greatly from RISC combo scaling, especially when used late in the combo. If May's opponent has built up a lot of RISC from blocking her pressure, May can use her overdrives in a breakthrough combo to deal a lot more damage than her RRC extensions would deal under the same circumstances.
For instance, because of RISC scaling, Goshogawara is capable of dealing a lot of damage when used to confirm a frametrap. While the difference is small when Goshogawara is used on its own, the difference in RISC scaling from even a single blocked c.S can result in a large difference in damage if Goshogaware is RRC'd or PRC'd into a combo extension. This makes post-pressure Goshogawara > RRC/PRC extensions May's most efficient way to convert 100 meter into damage midscreen, usually resulting in finishing off the opponent in a match. Using a single c.S as a frametrap can result in an outright touch of death scenario against Chipp, Millia, and Zato when May has 100 meter.