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Sol has an unusually strong option for dealing with May's Horizontal S Dolphin RPS in his {{clr|4|6H}}, which will beat attempts to jump out or backdash and counterhit May's {{clr|1|6P}} when used after a blocked dolphin. May can punish this choice on normal block with {{clr|2|5K}}, but can't get a meterless combo without using instant block. If May instant blocks Sol's {{clr|4|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 {{clr|2|5K}} allows him to mash out of three frame gaps, notably May's {{clr|3|c.S}} > {{clr|4|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 {{clr|3|c.S}} (CH) > block burst > {{clr|3|c.S}} > ... | |||
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Revision as of 04:39, 18 July 2022
Content here can be considered incomplete until expertise is given.
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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 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
Baiken
Chipp
Faust
Giovanna
- 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
Happy Chaos
I-No
Jack-O' (Mirror)
Ky
Leo
May
Millia
Nagoriyuki
Potemkin
Ramlethal
Sol
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 > ...
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Testament
Zato
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall