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* Anji controls space against May fairly well, so avoid risky approaches | * Anji controls space against May fairly well, so avoid risky approaches | ||
** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}}, {{clr|1|5P}}, and {{clr|1|6P}} are dangerous anti-airs, so avoid jumping if possible | ** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}}, {{clr|1|5P}}, and {{clr|1|6P}} are dangerous anti-airs, so avoid jumping if possible | ||
* Autoguard makes the risk-reward of {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label=S Dolphin}} in neutral not favorable | * Autoguard makes the risk-reward of {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label={{clr|3|S Dolphin}}}} in neutral not favorable | ||
* Using [https://www.dustloop.com/wiki/index.php?title=GGST/Defense#Instant_Block IB] against his blockstrings makes punishing {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H|label=Fujin}} and its followups much easier | * Using [https://www.dustloop.com/wiki/index.php?title=GGST/Defense#Instant_Block IB] against his blockstrings makes punishing {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236H|label=Fujin}} and its followups much easier | ||
}} | }} | ||
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{{MatchupSummaryBox|character=Giovanna | {{MatchupSummaryBox|character=Giovanna | ||
|favorability={{clr|3|Average}} | |favorability={{clr|3|Average}} | ||
|oneliner= | |oneliner= Run your best gameplan while watching spacing | ||
|summary= | |summary= | ||
* | * 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 | |||
* {{clr|4|5H}} is a fantastic counterpoke against her normals, but is easily whiff punishable. | |||
'''Round Start Options''' | |||
Gio's roundstart options rarely directly beat yours unless you both take huge risks. | |||
* {{clr|2|2S}}: a standard starter | |||
** Beats all {{clr|1|P}}/{{clr|2|K}} buttons and most special moves | |||
** Loses to {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label={{clr|3|214S}}}} | |||
** Trades with {{clr|3|f.S}}, {{clr|3|2S}}, and {{clr|4|5H}} | |||
* {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label={{clr|3|S Dolphin}}}}: slightly more risky | |||
** Beats Gio's {{clr|4|5H}}/{{clr|4|2H}} and all special moves except {{MiniMoveCard|game=GGST|chara=Giovanna|input=623S|label={{clr|3|623S}}}} | |||
** Loses to all {{clr|1|P}} and {{clr|2|K}} buttons | |||
** Trades with {{clr|3|f.S}} and {{clr|3|2S}} | |||
* {{clr|4|5H}}: a very risky opener | |||
** beats Giovanna's {{clr|3|5S}}/{{clr|3|2S}} and {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label={{clr|3|214S}}}} | |||
** Loses to {{clr|4|5H}} and {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label={{clr|2|236K}}}} | |||
** Trades with {{MiniMoveCard|game=GGST|chara=Giovanna|input=214K|label={{clr|2|214K}}}} | |||
'''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 {{clr|3|2S}} or {{clr|2|5K}} are great pokes to check Gio's dashes, but lose to Gio's {{clr|5|2D}} at a distance | |||
* May's {{clr|4|5H}} is a fantastic counterpoke against both her approaches and gio's {{clr|5|2D}}, but can be baited and whiff punished | |||
'''Defense''' | |||
* The [https://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy#Fighting_Giovanna Giovanna Counter Strategy] section has plenty of advice on defense in this matchup. | |||
'''Offense''' | |||
* Giovanna's {{MiniMoveCard|game=GGST|chara=Giovanna|input=632146H|label=Ventania}} is a 7 frame reversal, which means many safe jumps will not work against her if she has meter. | |||
* After a blocked {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label={{clr|3|S Dolphin}}}} | |||
** {{clr|1|6P}} beats {{clr|4|5H}} and dash {{clr|3|f.S}}, but loses to {{clr|5|2D}} and other dash buttons | |||
** Backdash loss to dash {{clr|3|f.S}}/{{clr|4|5H}}, but will reset to neutral if she uses {{clr|5|2D}} | |||
** Jumping can be caught by {{clr|4|5H}}, but otherwise puts you in the air above Giovanna. Use this to escape or commit to an attack. | |||
}} | }} | ||
===<font style="visibility:hidden" size="0">Goldlewis</font>=== | ===<font style="visibility:hidden" size="0">Goldlewis</font>=== |
Revision as of 15:25, 12 April 2022
This page covers advanced topics which require competitive expertise to confirm.
Content here can be considered incomplete until expertise is given.
This page is missing significant information.
You can help by editing it.
Matchups
- Keep on Rockin' is a great resource to find specific matchups played by good players: https://strive.keeponrock.in/#/?p1chars=may
- Character Strategy pages generally have basic, universal counterplay.
- Please keep in mind matchup charts are subjective and not all players will agree
- Current Matchup favorability is taken from Rating Update high rated matches. (<41% is unfavorable, 41%-45% is slightly unfavorable, 45%-55% is average, 55%-59% is slightly favorable, >59% is favorable)
Anji
Anji MitoPlay safe and take minimal risks.
Average
- Anji controls space against May fairly well, so avoid risky approaches
- Autoguard makes the risk-reward of S DolphinGuardAllStartup7Recovery20 (24 OH)Advantage-3 in neutral not favorable
- Using IB against his blockstrings makes punishing FujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] and its followups much easier
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Axl
Average
Baiken
Slightly Unfavorable
Chipp
Average
Faust
Slightly Favorable
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.
Round Start Options Gio's roundstart options rarely directly beat yours unless you both take huge risks.
- 2S: a standard starter
- 5H: a very risky opener
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
Defense
- The Giovanna Counter Strategy section has plenty of advice on defense in this matchup.
Offense
- Giovanna's VentaniaGuardAllStartup5+4Recovery49Advantage-37 is a 7 frame reversal, which means many safe jumps will not work against her if she has meter.
- After a blocked S DolphinGuardAllStartup7Recovery20 (24 OH)Advantage-3
- 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.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Goldlewis
Slightly Unfavorable
Happy Chaos
Slightly Unfavorable
I-No
Jack-O' (Mirror)
Average
Ky
Average
Leo
Average
May
Millia
Average
Nagoriyuki
Average
Potemkin
Average
Ramlethal
Slightly Unfavorable
Sol
Average
Testament
Not enough data
Zato
Average