GGST/May/Combos

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< GGST‎ | May
Revision as of 00:49, 30 November 2022 by Kodesu (talk | contribs) (Replaced 623K > 5P > [4]6S, too inconsistent and less useful compared to the safejump)
 May



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1


Read First

Charging Mr. Dolphin

Most of May's combos use Mr. Dolphin in the middle of the combo. In order to use these combos, May needs to begin charging Mr. Dolphin while using the other moves in her combo. In some cases, this is intuitive and very easy:

  • c.S > 2H > [2]8H: As long as you hold [2] for the entire duration of 2H, you will charge in time to use [2]8H.

In other cases, May needs to hold a direction in a situation where it will not affect her movement to charge Mr. Dolphin in time:

  • While May is attacking (attack animations are unaffected by directional inputs)
  • While May is jumping (Holding [4] or [2] will not affect May's jump arc)
  • During the time slow effect of a counterhit. While time appears to slow down, the rate at which Mr. Dolphin charges does not. This allows May to use Mr. Dolphin in ways that aren't normally possible and allows her to more easily charge Mr. Dolphin in general.

Remember that May can hold [1] to charge both horizontal and vertical Mr. Dolphin, but she can only use crouching attacks while doing this! In some situations, you need to hold [4] to use standing attacks that combo into horizontal Mr. Dolphin.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. BNB Close Range Slash Starter
  2. Close Range P Starter
  3. Mid Range Poke Confirm
  4. Close Range K Starter
  5. Command Grab Midscreen Safejump
  6. Charged Dust Starter

BNB A staple combo that is simple yet effective. Close Range Slash StarterCan Frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. while also providing a pressure extension on block!If the opponent does not mash their 6P :)
129 Damage
Very Easy

c.S > 2H > [2]8H
Make sure to read the read first section on how to Charge The act of holding a direction (usually back or down) for about one second, for the purposes of executing certain special moves like Guile's Sonic Boom. Because charge inputs take a bit of time to prepare before you execute them, they tend to be relatively powerful compared to special moves input using other methods, like a quarter circle, which can be input more quickly and in more situations. Mr Dolphin. It is required in order to perform these combos.

This combo is useful as it starts from Mays best pressure To attack the opponent continuously and leave little room for counter attacks. starter (c.SGGST May c.S.pngGuardAllStartup7Recovery8Advantage+3), and the 2H gatling can Frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. if slightly delayed (which is especially good because 2H frame traps lead to big damage combos). On block, you can end it with a Plus When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin. on block special move ([4]6HGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7) which can extend Mays pressure, but be aware that the gap between 2H and [4]6H can be challenged with moves such as 6P.

If May doesn't end with [4]6H on block, she is forced to end with [4]6S to avoid a punish. Luckily, this is gapless, but you can choose to delay the [4]6S if you want to try and catch a counterhit (although this is risky because of 6P).

On hit it gives a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. so that May can start her pressure game with Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.S. Read more about her pressure game here. She also gains access to a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. on hit by doing delay dashup > IAD j.H. Do note that this gives May weaker pressure on block, so if the opponent does not have a meterless DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., it may be safer to go for meaty c.S.

Close Range P StarterDoes not give very good okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
46-73 Damage (Depending on amount of Ps used)
Very Easy

(5P or 2P) xN > 3K
This combo is necessary due to [2]8H not being accessible from P normals, which are low risk pressure starters due to their safety on block and their ability to cancel into themselves. It gives a Soft Knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense. so you only get time for a Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 5K, it losses to wakeup back dash as a downside though. You will need to subtract the amount of P normals based on range. Generally, if you are touching the opponents collision box, you are able to land three P normals before needing to go into 3K. Make sure not to be too willy-nilly with this combo as 3K is very punishable on block so make sure to confirm that your P normals have actually hit.

Mid Range Poke ConfirmThe only way to confirm off of pokes in Footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.
58-81 Damage (Depends on starter)
Very Easy

Poke Starter > [4]6S
This combo does not give a very high reward on hit as it leaves May -2 on hit, but it allows Dolphin RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. to be played, for more information click here and scroll down. This combo allows May to get a decent reward in neutral for low commital options.

Notable starters include your primary long ranged Poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk.s, 2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7 and 5HGGST May 5H.pngGuardAllStartup13Recovery15Advantage-4. 2S has a longer range while having a few amount of active frames, 2S is usually used when you expect it to connect, due to the pushback it has on block it allows you to stay safe and possibly use it again even while it is -7, at range a special cancel into [4]6S is a frametrap, which can create a mixup for the opponent to guess if you will use 2S again or special cancel into [4]6S. 5H has more active frames but a shorter reach, which allows for it to be used as a wall to be put infront of the opponent, it also is less minus on block which allows it to be more times in a string due to it carrying a threat of a delayed special cancel into [4]6S for a frametrap.

Close Range K StarterTo get reward off of your non-commital low.
66-79 Damage (Depending on starter)
Easy

K Starter > 2D > [2]8S
This combo has 2 notable starters, 2K and 5K. 2K is used more due to 5K being slower, 5K does have more range but it requires a different combo at far distances that is listed in the other tab. It is assuming that when talking about this combo, the starter is 2K.

This combo is amazing due to its starter (2K) being a very safe low, allowing it to pressure opponents to jump and get caught by delay 2D. In addition on block 2D can also start [4]6S RPS, you can also delay the special cancel on block to create a Frame Trap. But where this combo really shines is after a throw when May performs a 4 way mixup in which one of these options is a crossup 2K, which can then be comboed into 2D > [2]8S. On hit this combo grants pressure with c.S.

Jump-in into K StarterUtilize Mays powerful air mobility to get the drop on an opponent.
86 Damage
Very Easy

IAD j.H > 2K > 2D > dl.214K
This combo is Mays most consistent combo off of a IAD due to it not requiring any proximity normals that could make the combo drop if May is not very close to her opponent. This combo has trouble working off of a standard Jump-in unless the opponent is very close to May, so and IAD is recommended to use for this combo. May is not in range after 2D for [2]8S so she will have to settle for a 214K setup instead, which is safe to DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s.

Command Grab Midscreen SafejumpAutotimed, will beat Mashing, as well as DPs.
78 Damage
Easy

623K > Dash > (OTG) c.S > jc.7 > IAD > j.H
This combo is very important as 623KGGST May Overhead Kiss 1.pngGuardGround ThrowStartup6Recovery40AdvantageN/A is the core of Mays strike-throw mixup. It is not a techable grab, and can lead to high damage corner combos. Midscreen it still provides value as a way for May to catch wakeup DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. if timed correctly and the opponent blocking.

Be sure to do the airdash as soon as you're able to, or else the safejump will not work.


Charged Dust ComboFor big punishes, or just catching people sleeping.
253 Damage (287 on  Chipp)
Easy

5[D]8 > j.H > j.D > j.K > j.H > j.D > j.KK
A big damage Homing Jump combo from a Dust Attack (Hold) starter. Dust Attack (Hold) is slow at 28 frames of start-up and reactable as a mix-up, but neither of those factor into its usage as a reliable reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. punish. Since the wall isn't broken during this combo, May does not gain Positive Bonus afterwards, but the Finish Blow ender gives her enough time to run forward for a meaty c.S.

For this combo to work on  Chipp, the j.KK sequence will need to be swapped for j.PP.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Close Range Corner LoopObliterate the opponents lifebar with little effort.
258 Damage
Easy

Starter > 2H/6H > [4]6H > 5H, (5H > [4]6H WS) > 6[H]
This is the simplest and most consistent variation of May's meterless corner combos. As long as you use a launcher such as 2H or 6H at the start, you can loop 5H and [4]6H until the wall splats. Due to the simple nature of this loop, you can get to it through several ways, such as a Red RCRed Roman Cancel or an air hit [4]6H. But the most common is c.S due to its role as a great pressure tool (that becomes even more powerful in corner due to not having to run as far to reset pressure) and its ability to catch backdashes. Both 5H and [4]6H give you enough time to charge 6[H] wall break, which makes existing wall damage not as impactful.

Close Range K Corner LoopDo some good damage from an otherwise unremarkable starter.
161 Damage
Easy

2K > 2D > [2]8H, 5H > [4]6H, 2S > 5H WS > 6H WB
This is a variation of the prior combo that starts from a 2K which can be good from a dash in once the opponent is cornered for a quick low to catch them off guard. Threatening a throw after the 2K can make the opponent want to jump, which lets a delay canceled 2D hit into the combo as well. In addition, when very close, [2]8H is plus on block, which allows pressure to continue even if you do not catch the opponent off guard. Be aware that at range [2]8H might whiff.

Combo List

  • All damage values tested on Ky.
5P/2P/6P/5K/2K Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[5P]x3 > [4]6S Anywhere 73 Everyone [1] [1] Very Easy Tension Gain: ~12%
Simple scramble/mash combo. Can start with 2P as well. You may need to reduce the number of punches depending on how far away the opponent is.
Youtube 34081
(PC)
??
[5P]x3 > 3K Anywhere 73 Everyone [1] [1] Very Easy Tension Gain: ~11%
Simple scramble/mash hit confirm into soft knockdown, which leads to 5K oki. Can start with 2P as well. Using 3K as soon as a hit is confirmed helps to avoid pushing the opponent out of 5P range.
1.22
6P (CH) > 214P or 214K > [2]8H (whiff) Anywhere 77 Everyone [2] [2] Easy Tension Gain: ~10%
6P counterhit setup. Use 214P if the opponent is very close when 6P connects, otherwise use 214K. The ball should hit the opponent OTG. If May uses [2]8H as soon as possible after the ball, she will be within throw range of her opponent at about +8 frame advantage at the end of this setup.
Youtube 48057
(PC)
1.22
6P (CH) > [2]8H > [5H > [4]6H]x2 > WS 6[H] Corner 206 Everyone [3] [3] Medium Tension Gain: ~32%
Counter-hit 6P in the corner wall break. Works on both grounded and jumping opponents. Connect the [2]8H as soon as possible to get the juggle.
Youtube 1.22
6P (CH) > [4]6H > [5H > [4]6H]x2 > WS 6[H] Corner 242 Everyone [4] [4] Hard Tension Gain: ~34%
Optimal counter-hit 6P in the corner wall break. Works on both grounded and jumping opponents. Connect the [4]6H as soon as possible to get the juggle. Use 2S before any 5H if the [4]6H connects later to not drop the combo. a simple variation would be 6P (CH) > [4]6H > 2S > 5H > [4]6H > 5H > WS 6[H] for 232 damage.
Youtube ??
6P (CH) > 66PRC > [5H > [4]6H]x2 > 2S > 5H > WS 6[H] Corner 252 Everyone [3] [3] Medium Tension Gain: ~-39%
Optimal 6P counterhit in corner if no charge was held. Confirm counterhit into PRC on reaction.
youtube ??
2K > 2D > [4]6S Anywhere 64 Everyone [1] [1] Very Easy Tension Gain: ~14%
Low combo route. Delay 2D a bit to add ambiguity between this and 2K > 5D and catch fuzzy blockers, or cancel into 2D as quickly as possible to stuff mash attempts. Leave out the Mr. Dolphin on hit for less damage in exchange for a hard knockdown.
Youtube ??
2K > 2D > [2]8H > [2]8H (whiff) Anywhere 71 Everyone [1] [1] Very Easy Tension Gain: ~13%
Low combo route okizeme setup. GIves up damage for better frame advantage.
Youtube ??
2K > 2D > [2]8H > 6H Anywhere 96 Everyone [1] [1] Very Easy Tension Gain: ~20%
Max damage OTG from low route. Usually not worth giving up okizeme for this route unless the extra damage will end the round.
Youtube ??
2K > 2D > [2]8H > dl.[4]6S > 66RRC > 6[H] > [4]6H > 5H > WS 6[H] Midscreen 163 Everyone [3] [3] Medium Tension Gain: ~-45%
Low combo route that wallbreaks from midscreen. Delay the [4]6S or it might sideswitch and the next attack will be aimed towards the wrong direction. Note that video is slightly outdated, uses one dolphin more than currently possible.
Youtube 48066
(PC)
??
2K > 2D > [2]8H > 5H > [4]6H > 2S > 5H > WS 6[H] Corner 169 Everyone [3] [3] Medium Tension Gain: ~32%
Low combo route in corner. If blocked, do 2K > 2D > [4]6S or any vertical dolphin to end pressure safely. Good combo for low/high/throw mixup. Video is slightly outdated, uses one more dolphin than currently possible.
Youtube 34240
(PC)
??
214P/214K > 66PRC ~ 3K > (beachball hits) > c.S > [5H > [4]6H]x2 > WS 6H Corner 243 Everyone [5] [5] Very Hard Tension Gain: ~ -40%
Fast PRC low wallbreak setup in corner. Arisugawa Sparkle needs to connect high enough to link the first c.S. The spacing has to be farther away to get the 3K before the beachball or c.S will not pick up the combo in time.
Youtube 48062
(PC)
??
214P > 66PRC ~ 6K > 2H > [4]6H > 5H > [4]6H > WS 6[H] Corner 221 Everyone [5] [5] Very Hard Tension Gain: ~ -40%
Fast PRC high wallbreak setup in corner. Arisugawa Sparkle needs to connect high enough to link the first c.S.
Youtube ??
c.S/f.S/2S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > [2]8H Anywhere 129 Everyone [1] [1] Very Easy Tension Gain: ~18%
May's bread and butter combo.
Youtube ??
c.S > 6H > [2]8H > 2K > 6H > [2]8H Anywhere 192 Everyone except lightweights [4] [4] Hard Tension Gain: 45%
High damage midscreen c.S combo, difficult. OTG 6H can be used at the end for max damage. Does not work if started from dash c.S.
Youtube ??
c.S > 2H > 236236S May in corner 237 Everyone [2] [2] Easy Tension Gain: ~ -39%
Whiff punish when May is in the corner. Deals a lot more damage when the opponent has a lot of RISC built up.
Youtube 34361
(PC)
??
c.S > 6H > [4]6H > c.S > [4]6H > 5H WS > 6[H] Corner 264 Everyone [3] [3] Medium Tension Gain: ~42%
Meterless c.S wallbreak combo. You need to walk forward or microdash after the first [4]6H to hit the c.S. The timing to start holding the 6[H] after the 5H can be tight, but if you know you won't be able to hit the charge, you can just release it early.
Streamable 1.22
c.S > 6H > [4]6H > dash c.S jc j.D jc j.D, j.D WS [j.D/6H] Corner 265 Everyone [4] [3] Medium Tension Gain: ~45%
Nearly optimal meterless c.S wallbreak combo. j.D and 6H both do the same damage, or end with orca for max damage
1.22
c.S > 6H > [4]6H > dash c.S jc j.D jc j.D, j.H WS 6[H] Corner 269 Everyone [4] [4] Hard Tension Gain: ~45%
Optimal meterless c.S wallbreak combo. The j.Ds need a slight delay so May gains enough height for j.H to go active.
Youtube 1.22
c.S > 2H > [2]8H > AD > j.K > j.D > (632146H) Anywhere (Midscreen-Corner) 165 (246) Everyone [3] [3] Medium Tension Gain: ~21% (~ -28)
High damage, bad oki midscreen combo. The airdash is a bit difficult to time, but helps in a lot of combos. If you're near the wall by the end, you can Orca super after the j.D for a wallbreak.
Youtube ??
c.S (CH) > Dash > c.S > 2H > [2]8H > AD > j.K > j.D Anywhere 186 Everyone [3] [3] Medium Tension Gain: ~29%
CH c.S combo. Can be done both from an anti-air or grounded hit, though its harder to get the last two hits from a grounded start. People often burst after a CH c.S, so you may want to block and then 2H into the rest of the combo (unless you got the anti-air starter, in which case you can continue the combo minus the dash). You can do the same if they burst after the second c.S.
Youtube ??
c.S (CH) > Dash > c.S > c.S > 2H > [2]8H > AD > j.K > j.D > (WS 6H) Anywhere 198 (WS 242) Everyone but Anji [3] [3] Medium Tension Gain: ~33%
Anti-air CH c.S combo. Serves as an optimal DP punish. You want some distance on the dash so the rest of the combo connects properly. Will wallsplat if close enough to the wall. Against Anji, the j.D is the only part that won't connect, so just j.H after the AD for max damage.
Youtube ??
c.S > 2H > whiff [4]6S > 66PRC > c.S > dash > c.S > 2H > [2]8H > AD > j.S > (WS 6H) Anywhere 202 (WS 244) Everyone [3] [3] Medium Tension Gain: ~ -40%
Slightly un-optimal meter dump combo off of c.S, but very useful because it side-switches. You can also PRC backwards if you don't want to side-switch but still want to do this combo. Wallsplats if started with May in corner (or enemy in corner if you don't switch sides). Can do a single c.S juggle if second one looks like it won't hit.
Youtube ??
c.S (CH) > 2H > 236236S > PRC > Dash c.S > 2H > [4]6H > 2K > 6P > WS 6[H] Midscreen 350 Everyone [3] [3] Medium Tension Gain: -100%
100-meter kill combo. Deals 392 damage from a c.S frametrap. May wants to avoid hitting her opponent with the PRC burst in this combo to avoid proration. Combo doesn't quite corner-to-corner, but works from near May's own corner to near the opponent's corner. If the combo is started on the half of the stage opposite the wall, the wallsplat will occur after [4]6H, in which case May can end the combo early with 6[H].
Youtube ??
c.S > 2H > [2]8H > AD > 66BRC > j.D > c.S > dash > c.S > 2H > [2]8H > AD > j.S Anywhere 211 Everyone [4] [4] Hard Tension Gain: ~ -25%
Optimal meter dump combo off of c.S. Combo pattern is the same as your normal c.S combo so you can confirm very late, also naturally transitions into her wall combo if close enough. The BRC slowdown needs to hit for this to work, so it's a very different timing between dash momentum c.S and standing c.S. If you end up at a weird spacing after j.D, you can do one c.S to stay safe.
Youtube ??
c.S > 2H > 632146H > 22RRC or 22PRC > Dash > c.S > 2H > [4]6H > c.S > 5H > WS 6[H] Not corner 337 Everyone [5] [5] Very Hard Tension Gain: ~ -95%
100-meter kill combo. Doesn't quite corner-to-corner, but works from almost anywhere outside the corner. RC down on the rising orca hit and dash to the wall (or as far as possible if not near the wall) to complete the combo. If May dashes too soon and for too long, she may end up switching sides and ruining the combo. Due to RISC scaling, this combo can be a touch of death against characters with a lot of RISC (ex. Ky at 40% RISC).
Youtube ??
c.S > 5H > 632146H > 66RRC > Dash > c.S > 2H > [4]6H > 5H > [4]6H > WS 6[H] Back to corner 309 Everyone [4] [4] Hard Tension Gain: ~ -97%
Meter dump side switch wallbreak. You want to hit c.S before the 2nd hit of Orca connects. If they get sent away from the wall, you need to dash further.
??
c.S > 2H > [2]8H > 66RRC ~ j.H > j.D > j.D > AD > j.H > WS 6[H] Anywhere 251 Everyone [5] [5] Very Hard Tension Gain: ~ -29%
50 meter corner to corner wallbreak combo. The only hard part is the fast cancelled drifting RRC, focus on getting that down. Sometimes it will not wallsplat if the juggle occurs lower to the ground or slower.
Youtube ??
c.S (AA) > jc.9 > j.H > j.D > adc > j.H > 5H > [4]6H > 5H > WS 6[H] (632146H) Midscreen - Corner 279 (290) Everyone [4] [4] Hard Tension Gain: ~35% (-44%)
Optimal 50 meter c.S anti-air starter form midscreen. You want them to be a little closer to the wall than round start in order for this to work. You can dash and use c.S to catch them instead of 5H if you're too far.
Youtube ??
f.S (air CH) > [4]6S (whiff) > c.S > 2H > [2]8H > 66 j.K > j.D Anywhere 166 Everyone [2] [2] Easy Tension Gain: ~30%
Situational air counterhit combo. Requires a hit at the tip of May's f.S so that [4]6S will whiff.
Youtube ??
2S (CH) > 5H > [4]6S > RRC > 6[H] > [4]6H > 5H > [4]6H > WS 6[H] Corner 242 Everyone [3] [3] Medium Tension Gain: ~ -29%
Consistent 2S counterhit 50 meter in corner. 5H will miss if 2S is done at max range. Video shows a drifting RRC but a normal one works fine.
Youtube ??
f.S > 66RRC, dash > c.S jc > j.D jc j.D > j.D > j.P > 5P > WS 6[H] Midscreen 234 Everyone [3] [3] Medium Tension Gain: ~ -10%
f.S RRC confirm into wallbreak. Tested from round start position, can replace j.P with j.K for one more damage. Only tested on Ky for now.
1.22
2S > [4]6S > 66RRC, dash > c.S jc > j.D jc j.D > j.D > j.K > WS 6[H] Midscreen 228 Everyone [3] [3] Medium Tension Gain: ~ -15%
2S [4]6S RRC confirm into wallbreak. Tested from round start position, j.P is slightly easier for 1 less damage. Only tested on Ky for now.
1.22
5H/2H/6H Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H (CH) > [4]6H > 2S > [4]6S Anywhere 156 Everyone [2] [2] Easy Tension Gain: ~25%
Youtube ??
5H (CH) > [4]6H > RRC > 6[H] > [4]6H > 5H > [4]6H > WS 6[H] Corner 274 Everyone [3] [3] Medium Tension Gain: ~-31%
Consistent 50 meter 5H counterhit in corner. 66 the RRC if you need to reach the corner, but its not necessary otherwise.
??
5H (CH) > 5H > [4]6S > RRC > 6[H] > [4]6H > 5H > [4]6H > WS 6[H] Corner 283 Everyone [3] [3] Medium Tension Gain: ~-26%
Optimal 50 meter 5H counterhit in corner. Works best after a blocked c.S in the corner. Dashing the roman cancel is again optional.
??
5H (CH) > [4]6H > 2S > [4]6S > 66RRC > c.S > 5H > [4]6H > 5H > WS 6[H] Midscreen 254 Everyone [3] [3] Medium Tension Gain: ~-22%
Consistent 50 meter 5H counterhit midscreen. You can do a quick dash into an uncharged 6H for wallbreak if you didn't get close enough to the corner for the charged version to reach.
??
5H (CH) > 5H > [4]6S > 66RRC > c.S > 5H > [4]6H > 2S > 5H > [4]6H > WS 6[H] Midscreen 271 Everyone [3] [3] Medium Tension Gain: ~-25%
Optimal 50 meter 5H counterhit midscreen. Second 5H will whiff if first one done at max range.
Youtube ??
6H (CH) > [4]6H Anywhere 116 Everyone [1] [1] Very Easy Tension Gain: ~15%
Easy 6H counterhit combo that leads to a knockdown. Use the counterhit time slow to charge the dolphin. Can follow up the knockdown with Arisugawa Sparkle (K).
Youtube 1.22
6H (CH) > dash > 5K > 6H > [2]8[H Anywhere 162 Everyone [2] [2] Easy Tension Gain: ~ 25%
Midscreen 6H counterhit combo that has less damage and carry, but has a hard knockdown and is easier. Be careful to not hold forward when inputting the 5K.
Streamable 1.22
6H (CH) > dash > 2K > 6H > [2]8H > j.D > airdash > j.H > ([4]6[S]) Anywhere 198 Everyone [3] [3] Medium Tension Gain: ~ 25%
Midscreen 6H counterhit combo that has great damage and decent carry, but only has a soft knockdown. The dash 2K can be tricky if you like to hold forward while dashing, so try to reset the stick to neutral before inputting the 2K.
Streamable 1.22
6H (CH) > dash > 2K > 6H > [2]8H > j.D > airdash > j.H > j.D > W! > 6H Midscreen (roundstart distance) 252 Everyone [3] [3] Medium Tension Gain: ~ 25%
If you're close enough to the wall (round start distance works) you can extend into a wallbreak.
1.22
6H > [2]8H > dash > 2K > 6H > [2]8H Anywhere 165 Everyone [5] [5] Very Hard Tension Gain: ~ 27%
Hard 6H far-hit combo that requires you to hold down (or down back) incredibly early into the 6H, but rewards you with good damage and a hard knockdown. You NEED to microdash the 2K for the second [2]8H to hit consistently at all ranges.
Streamable 1.22
5H (AA) > 5H > 5H > [4]6H > c.S > 6H > [4]6H WS > 6[H] Corner 272 Everyone [3] [3] Medium Tension Gain: ~37%
Corner 5H combo on a jumping opponent. If you have trouble with the cS 6H 46h input you can replace it with 5H for 8 less damage.
1.22
6H > [4]6H > 5H > 5H > [4]6H > c.S > 5H > WS 6[H] Corner 269 Everyone [3] [3] Medium Tension Gain: ~45%
Meterless wallbreak combo from 6H. Counterhit starter will make this combo easy, since you get far more time to charge that first dolphin.
1.22
6H > [4]6H > 66 2H > 236236S > 66 c.S > 5H > [4]6H > WS 6[H] Corner 357 Everyone [5] [5] Very Hard Tension Gain: ~ -25%
50 meter kill combo in the corner. First microdash causes 2H to hit the opponent away from the wall, which allows 236236S to combo.
Youtube (old video, last 5H in notation is 6H in vid) 1.22
2H > [2]8H > AD > j.K > j.D Not Corner 147 Everyone [3] [3] Medium Tension Gain: ~17%
Basic 2H combo, works on grounded or air hit. You want to hit them with dolphin when they're high up to be sure you get the full combo, so delay the [2]8H if you hit them grounded or low in the air.
Youtube 1.22
2H (CH) > dl.[4]6S (whiff) > c.S > 5[D] > 2K > 6H > [2]8[H] Anywhere 212 Everyone [3] [3] Medium Tension Gain: ~40%
Consistent 2H counterhit combo. The only real note is to let go of [4]6S when you're under the enemy, and to start charging [2]8[H] as soon as you input 6H.
Streamable 1.21
2H (CH) > dl.[4]6S (whiff) > c.S > 2H > [4]6S (whiff) > c.S > 2H > [2]8H Anywhere 217 Everyone [4] [4] Hard Tension Gain: ~44%
More optimal but more difficult and inconsistent 2H counterhit combo. Avoid holding down too early before the c.S, as doing one 2S will make the combo drop. Can either sideswitch or not depending on how long you choose to hold the first [4]6S.
Streamable 1.21
2H (CH) > dl.[4]6S (whiff) > c.S > 6H > [4]6H > walk > c.S > 6H > [4]6H WS > 6[H] May in corner 275 Everyone [3] [3] Medium Tension Gain: ~48%
Anti-air/grounded wallbreak combo when May is cornered. You usually need to walk to land the second c.S, but besides that, this combo is consistent and simple.
Streamable 1.21
2H (CH) > 236236S > PRC > Dash c.S > 2H > [4]6H > 2K > 6P > WS 6H Midscreen 354 Everyone [3] [3] Medium Tension Gain: -100%
100-meter kill combo from counterhit 2H. Deals 392 damage from a c.S frametrap. Depending on distance to wall and where the counterhit connects, May sometimes needs to use a 66PRC to catch up to her opponent after Yamada connects. May wants to avoid hitting her opponent with the PRC burst in this combo to avoid proration. Combo doesn't quite corner-to-corner, but works from near May's own corner to near the opponent's corner.
Youtube ??
c.S (blocked) > 2H (CH) > [4]6S (whiff) > c.S > 2H > 236236S~PRC~[2]8H > 66 j.K > j.D > WS 6H Blocked c.S, May in corner 383 Everyone [4] [4] Hard Tension Gain: -100%
100-meter kill combo from a frametrap when May is in the corner. Yamada usually breaks the wall if a raw CH 2H is landed when May is all the way in the corner, so avoid using PRC in this case.
Youtube ??
Aerial Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.P (AA) > j.H > [5H > [4]6H]x2 > WS 6[H] (Corner) 213 Everyone [4] [4] Hard Tension Gain: ~27%
j.P air-to-air conversion in corner. Beats aerials in the corner and IAD. Do j.P very soon after the jump to be able to connect j.H. Insert c.S after landing if j.P connects late to pick up the combo, but know this means the 2nd 5H will be the move that wallsplats.
??
j.K (AA) > j.D > j.D > (j.632146H) Anywhere (Corner) 104 (215) Everyone [1] [1] Very Easy Tension Gain: ~6%
Basic air-to-air combo. Need to hit j.K very high for this to work. If you end it in the corner, add Orca super for extra damage + wallbreak.
Youtube ??
j.K (AA) > j.D > dl.AD > j.K > j.D Anywhere 115 Everyone [2] [2] Easy Tension Gain: ~8%
Possibly optimal j.K air to air combo. Timing of airdash can vary. Can super at the end for wallbreak if you reach the corner, anywhere else the first hit of Orca whiffs.
??
j.K (AA) > AD > j.K > j.D > (j.632146H) Anywhere (Midscreen-Corner) 82 (198) Everyone [2] [2] Easy Tension Gain: ~6%
Pretty much universal air-to-air combo. Spacing dependent. Aim to hit them with the tip of j.K. Carries to corner from midscreen. Can super at the end if the opponent was carried to the corner, resulting in a wallbreak.
Youtube ??
j.H / j.S > 5K > 3K Anywhere 90 Everyone [1] [1] Very Easy Tension Gain: ~9%
Simple air-to-ground combo with knockdown. 3K only whiffs if the aerial is max reach, at which range you can use [4]6S instead. Damage/tension is from j.H starter.
Youtube ??
j.H / j.S > 2S > [4]6S Anywhere 94 Everyone [1] [1] Very Easy Tension Gain: ~12%
Simple air-to-ground combo that trades knockdown for damage. 2S links as long as the aerial doesn't hit extremely high. Damage/tension is from j.H starter.
Youtube ??
j.H (ground CH) / j.S (ground CH) > j.D > AD > dl.j.S > c.S > 6H > [2]8H Anywhere 175 Everyone [3] [3] Medium Tension Gain: ~24%
Air-to-ground CH combo that has great corner carry and oki, but can only be done when you don't airdash in to land the j.H. Can swap out the vertical dolphin for a horizontal one + 2H WS + 6H if it ends at the corner. The most important part is delaying the air dash and the j.S so that the string connects.
Streamable ??
j.H (ground CH) / j.S (ground CH) > j.D > AD > dl.j.S > c.S > 2H > [4]6S > 5P > ([4]6S) Anywhere 169 Everyone (untested) [5] [5] Very Hard Tension Gain: ~22%
Air-to-ground CH combo that has great corner carry and (optionally) leaves you right next to the opponent, but can only be done when you don't airdash in to land the j.H. Can swap out the 2H for a 5H + [4]6H + 5H WS if it ends at the corner. You want to land the j.S > c.S ASAP so that the opponent is launched high enough for 5P to hit, but doing it too soon will cause the j.S to whiff.
Streamable ??
j.S > 5P > 5P > 3K Anywhere 82 Everyone [1] [1] Very Easy Tension Gain: ~10%
Optimal j.S air-to-ground combo. The j.S must be landed close. Can work with j.H starter, but only off an IAD.
Youtube ??
j.2H > 2K > 3K Anywhere 79 Everyone [1] [1] Very Easy Tension Gain: ~10%
Air-to-ground route that results in knockdown. Can cross up fairly easily.
Youtube ??
IAD > j.H / j.S > c.S > f.S > [4]6S Anywhere 119 Everyone [1] [1] Very Easy Tension Gain: ~17%
IAD jump-in. This combo relies on forward momentum from an airdash. Also works with no IAD if opponent is in corner. Damage/tension is from j.H starter.
Youtube ??
j.K > j.D > 66RRC~j.K > j.D > j.D Anywhere 140 Everyone [4] [4] Hard Tension Gain: ~ -45%
Air-to-air with a difficult fast RRC confirm. Gives you a ton of corner carry and can follow-up after depending on corner positioning.
Youtube ??
j.K (air hit) > j.D > 66RRC~j.K > j.D > 66 j.H > j.D , j.D , WS j.D Midscreen 223 See Notes [3] [3] Medium Tension Gain: ~ -40%
Requires a roughly level initial hit. Easier to use on non-lightweights.
??
j.H > RRC > c.S > 2H > [4]6H > dl.c.S > 5H > [4]6H > WS [6]H Corner 194 Everyone [3] [3] Medium Tension Gain: ~ -45%
Converts a corner air-to-air j.H into a wallbreak. You need to delay the second c.S a little bit to allow the opponent to wall-bounce into its range. The general formula of RRC > (corner wallbreak) in this combo can apply to any corner hit.
Youtube ??
j.H > RRC > Dash > c.S > 2H > [2]8H > AD > j.K > j.D Anywhere 143 Everyone [4] [4] Hard Tension Gain: ~ -42%
Converts a stray air-to-air j.H into more damage. Not very resource efficient, but can end the round from a common neutral situation.
Youtube ??
j.H (AA) > j.D > adc > j.H > [5H > [4]6H]x2 > WS 6[H] Corner 246 Everyone [3] [3] Medium Tension Gain: ~30%
Meterless air-to-air j.H corner wallbreak combo. Do second j.H early to be able to land and get 5H
??
j.H (air CH) > j.D > jc9 j.D > 66RRC~j.K > j.D , j.K > j.D , [j.P]x1-2 , WS land 6[H] Anywhere 235 See Notes [4] [4] Hard Tension Gain: ~ -35%
Air-to-air counterhit combo for relatively low j.H hits. Generally works better against midweight and heavier characters, but can work against lightweights if the counterhit connects low. Only works against GO during his super jump. Can corner-to-corner. A second j.P is needed to wall stick from longer distances.
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j.H (air CH) > j.D > jc9 j.D > 66RRC~j.H > dl j.D , j.D > j.H > WS 6[H] Midscreen 254 See Notes [5] [5] Very Hard Tension Gain: ~ -35%
Air-to-air counterhit combo for high j.H hits. Works against lightweight's normal jumps and mid-heavy character super jumps. May needs to adjust the delay following RRC~j.H depending on the height of the initial attack and distance to the wall so that subsequent attacks can connect.
??
j.D (CH) > Dash > c.S > 5H > [4]6H > Walk > c.S > 5H > [4]6H > 6[H] Midscreen-Corner 233 Everyone [5] [5] Very Hard Tension Gain: ~35%
Converts an air-to-air counterhit j.D into a wallbreak from the opponent's starting position. Ideal followup to BRC/PRC while someone is up-backing, makes the combo much easier. Without BRC/PRC, you'll want to land j.D after the peak of May's jump so you can quickly land and dash. Much easier to execute when near the corner, where the wall breaks after the second Mr. Dolphin and most of the landing movement is not needed.
Youtube ??
j.H (ground CH) > j.D > AD > j.K > j.D > 66RRC~j.S > j.H > j.D > j.K WS > Walk > 6[H] May in Corner 235 Everyone [4] [4] Hard Tension Gain: -~38%
Niche wall-to-wall combo that can be used after jumping a grab in the corner. You must walk a tiny bit forward after landing to hit the 6[H] wallbreak.
Streamable ??
j.2H > 236236S > 44PRC > c.S > 5H > [4]6H > 2S > 2H > [4]6H > 2K > 2D > [4]6S > WS [6]H May in corner 307 Everyone [4] [5] Very Hard Tension Gain: -100%
Begins off of a j.2H cross up where May lands behind the opponent. You need to do 236236S in mid-air but finish the input on the ground to maintain your direction. You also need to delay the 2K very slightly or else 2D might miss. Lastly, if your opponent is too close to the corner with you, 236236S will cause a wallbreak.
Youtube ??
2D/5D Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 > j.H > j.D > AD > j.H > j.H Anywhere 204 Everyone [1] [1] Very Easy Tension Gain: ~20%
Beginner dust combo.
Youtube ??
5[D]8 > j.H > j.D > j.K > j.H > j.D > j.K > j.K Anywhere 241 Everyone except Chipp [2] [2] Easy Tension Gain: ~20%
Optimal combo for everybody but Chipp. For Chipp, change j.K > j.K to j.P > j.P and the combo will work and do 287 damage to Chipp.
Youtube 1.22
5[D]8 > 44 > j.D > j.H > 66 > j.K > j.K Anywhere 150 Everyone [4] [4] Hard Tension Gain: ~20%
Burst-bait combo. Use this version when the opponent bursts immediately after 5[D]. You need to backdash as soon as possible to avoid the burst, and may need to slightly delay the j.D to connect after the burst. Timing to connect the entire combo is finicky for characters with small airborne hitboxes (i.e. Ky, Millia). Using j.P instead of j.K is more consistent in this case.
Youtube ??
5[D]8 > 44 > j.H > 66 > j.K > j.K Anywhere 166 Everyone [4] [4] Hard Tension Gain: ~15%
Burst-bait combo. Use this version if the opponent doesn't burst immediately after 5[D]. Both dashes need to happen as soon as possible to connect the combo. Very hard to connect against Ky and Chipp.
Youtube ??
2D (CH) > [4]6H > 5H > 5H > [4]6H> 5H > [4]6H > WS 6[H] Corner 229 Everyone [3] [3] Medium Tension Gain: ~40%
Catches fuzzy guard after 2K if 2D is slightly delayed. 2D counterhit can easily be confirmed into [4]6H.
[youtube] 1.21
2D (CH) > [4]6H > c.S > jc j.D > j.D > j.H > WS 6[H] Corner 228 Everyone [3] [3] Medium Tension Gain: ~40%
The j.Ds seem to need a slight delay so May gains enough height for j.H to go active.
[youtube] 1.21
2D (CH) > [4]6H > dash c.S > 6H > [4]6H > c.S > 5H > WS 6[H] Corner 227 Everyone [3] [3] Medium Tension Gain: ~40%
Another corner route, slightly harder, slightly more optimal
[youtube] 1.21
2D > [2]8H > 5H > [4]6H > 5H > [4]6H > WS 6[H] Corner 200 Everyone [3] [3] Medium Tension Gain: ~35%
Need to be charging before the 2D hits.
[youtube] 1.21
Throw/Overhead Kiss 623K Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
623K > 2S > [4]6S Anywhere 91 Everyone [2] [2] Easy Tension Gain: ~18%
Command grab combo from anywhere. Slightly less damage than 6H OTG, but sends opponent much further.
Youtube ??
623K > dash > 6H Anywhere 94 Everyone [2] [2] Easy Tension Gain: ~18%
Command grab into max damage OTG. Good if you need to close out a round.
Youtube ??
623K > c.S > 6H > [4]6H > dash c.S > 5H > WS 6[H] Corner 171 Everyone [3] [3] Medium Tension Gain: ~38%
Meterless wallbreak combo. Can finish with 6H > WS 6[H] instead for 172 but the timing is a lot more strict.
[Youtube] 66991
(PC)
1.21
623K > dl.2H > 236236S > c.S > 5H > [4]6H > WS 236236S Corner 237 Everyone [4] [4] Hard Tension Gain: ~ -99%
Optimal meter dump from command grab at corner with good RISC scaling. Make sure you input the motions for the second 236236S before you touch the ground so you can immediately perform it upon touching the ground, otherwise the whale will likely barely not wall break in time. If the wall splats early, just finish with [4]6H or 236236S.
Youtube ??
6D or 4D > RRC > 2H > [2]8H > 5H > [4]6H > WS 6H Corner 160 Everyone [2] [2] Easy Tension Gain: ~ -40%
Easy corner throw wallbreak combo. Throw opponent away from corner (4D when opponent is in corner or 6D when May is in corner) and RC immediately.
Youtube ??
6D or 4D > delay 66PRC > c.S > c.S > 2H > [4]6H > 6[H] Midscreen-Corner 173 Everyone [3] [3] Medium Tension Gain: ~ -35%
Midscreen-corner wallbreak from a throw. Throw opponent towards corner and wait until the opponent is above May's head to PRC so they don't get hit by it. Can use vertical or horizontal dolphin, vertical dolphin is easier from midscreen while horizontal dolphin allows you to charge the 6H wallbreak. In the corner the PRC doesn't need to be dashed, and the combo is far easier.
Youtube ??
6D or 4D > RRC~c.S > c.S > 5H > [4]6H > 5H > WS 6H Corner 176 Everyone [4] [4] Hard Tension Gain: ~ -40%
Fast Red RC throw wallbreak combo. May has to RRC as early as possible or the first c.S will whiff. Throw opponent towards corner.
Youtube ??
j.6D or j.4D> RRC > c.S > 2H > [4]6H > WS 6[H] Corner 161 Everyone [3] [3] Medium Tension Gain: ~ -40%
Air throw wallbreak combo. Throw opponent towards corner.
Youtube ??
Horizontal Mr. Dolphin ([4]6S/[4]6H) Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[4]6S (CH) > 3K Anywhere 60 Everyone [2] [2] Easy Tension Gain: ~12%
Counterhit combo. Just mash 3K after confirming the counterhit. Gives a close soft knockdown, but less damage than the alternatives.
Youtube 1.22
[4]6S (CH) > 2S > [4]6S Anywhere 80 Everyone [2] [2] Easy Tension Gain: ~17%
Counterhit combo. More damage, but won't end in knockdown like the other two.
Youtube 1.22
[4]6S (CH) > Dash > 6D or 4D Anywhere 95 Everyone [3] [3] Medium Tension Gain: ~19%
Counterhit combo. Press and hold the dash button when May's feet touch the ground after hopping off Mr. Dolphin until just inside throw range. This combo allows May to continue pressure with her after throw setups. Practice this combo in training mode by setting the counterattack settings to jump after hit, and stagger recovery to fast.
Youtube 1.22
[4]6H (CH) > Dash > c.S > 2H > [4]6H > [4]6H (whiff) Anywhere 140 Everyone [2] [2] Easy Tension Gain: ~28%
Oki setup and good corner carry. Meaty with 5P or 2P to setup a knockdown with 3K. If in the corner 2K > 2D low route will meaty. Setup is +6.
Youtube 1.22
[4]6H (CH) > Dash > c.S > 2H > [2]8H > IAD > j.K > j.D Anywhere 169 Everyone [3] [3] Medium Tension Gain: ~30%
Counterhit combo. Press and hold the dash button when May's feet touch the ground after hopping off Mr. Dolphin until in range of c.S. This combo pushes the opponent very far (into the corner from starting position), so it's useful to gain a good position from mid-screen.
Youtube 1.22
[4]6H (CH) > Dash > 623K > [5H]x2 > [4]6H > WS 6[H] Corner 180 Everyone [3] [3] Medium Tension Gain: ~53%
Meterless wallbreak counterhit combo. Can also work from [4]6S counterhit, but it's possible for the opponent to escape stagger quickly enough to avoid the OHK follow-up using backdash.
Youtube 1.22
[4]6S > RRC > dash > 5[D] > c.S > 2H > [2]8H > AD > j.S Anywhere 165 Everyone [4] [4] Hard Tension Gain: ~ -40%
Optimal RRC combo off an S dolphin. Ends with an OTG j.S for maximum damage, good if you want to close a round.
Youtube ??
[4]6S > RRC > 5[D] > 5H > [4]6H > 5H > [4]6H > WS 6[H] Corner 210 Everyone [3] [3] Medium Tension Gain: ~ -40%
Optimal corner meter dump combo off a stray confirm.
Youtube ??
[4]6S > 44RRC > 214K > Dash > c.S > 5H > [4]6H > 5H > [4]6H > WS 6[H] Corner 215 Everyone [4] [4] Hard Tension Gain: ~ -40%
If you are prepared to 44RRC hit confirm, you can opt for this combo instead to get a bit more damage.
Streamable ??
[4]6S (crouching block) > 88RRC~j.H > c.S > 2H > [4]6H > 2S > 2H > [4]6H > WS 6H Corner 234 Everyone [5] [5] Very Hard Tension Gain: ~ -40%
Dolphin high fast RRC setup in the corner. May needs to carry the forward momentum from Horizontal Mr. Dolphin to confirm the combo. If May uses RRC too late, she will lose this momentum and jump too high to confirm the combo. Nearly impossible to combo into j.H > c.S from a standing [4]6S hit.
Youtube ??
[4]6S (standing block) > 66RRC~2D > [2]8H > 5H > [4]6H > 5H > [4]6H > WS 6[H] Corner 221 Everyone [5] [5] Very Hard Tension Gain: ~ -35%
Dolphin low fast RRC setup in the corner. May needs to use RRC while still on the ground during the Mr. Dolphin hit. If May uses RRC too late, she will use j.D instead.
Youtube ??

Combo Theory

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.

  • 66.BRC > c.S > dc > c.S

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:

  • 623K
  • 5H
  • [4]6H

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.

(623K > c.S > 2H > [4]6H (wall-bounce) > dl.c.S > 5H > 6H)

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

Started from a counterhit into RRC midscreen

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.

(c.S > 2H > 632146H > 22RRC or 22PRC > Dash > c.S > 2H > [4]6H > c.S > 5H > 6H) Deals 355 damage to Zato-1
(c.S (blocked) > 2H (CH) > 632146H > 22RRC or 22PRC > Dash > c.S > 2H > [4]6H > c.S > 5H > 6H) Deals 425 damage to Zato-1 because of the RISC gained from the blocked c.S

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