GGST/May/Matchups: Difference between revisions

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Ky Kiske's Stun Dipper ({{clr|2|236K}}) is a risky, but unusually quick, roundstart option that will beat any of May's attacking options at round start. May should block on first round start as a low-risk start that punishes this option.
 
May can punish Ky's Stun Dipper on block, depending on whether or not she is in shock state and Ky's spacing when he uses the move. If May is not in shock state, she can punish Ky with {{clr|2|5K}}>{{clr|2|3K}} unless he is spaced well on normal block. If May is in shock state, the additional knockback makes Ky significantly safer. If May instant blocks one or both hits of this attack, she will be much closer - able to punish with {{clr|2|5K}}>{{clr|2|3K}} consistently in shock state, or even with {{clr|3|c.S}} in some cases.
 
{{clr|3|[4]6S}} is not going to be very good in this matchup. Ky's {{clr|3|2S}} punishes every offensive option May can use after it's blocked, at worst trading favorably with May's {{clr|1|2P}}. This leaves May with only backdash, block, or jump - none of which can punish {{clr|3|2S}}. Not only that, but if they wish to gamble, Stun Dipper will catch both backdash and jump, only losing to block. Its more favorable for May to close the distance with running or jumping and reserve {{clr|3|[4]6S}} for fast punishes where other buttons wouldn't reach or be fast enough.
 
May can interrupt Ky's Foudre Arc on reaction with {{clr|3|[4]6S}} or {{clr|1|5P}}. If Ky is close to May and May blocks Foudre Arc while standing and not in shock state, she is at a slight (1) frame advantage, which she can attempt to use to poke Ky out of his pressure extension with {{clr|2|2K}}. Beware that Ky gains frame advantage if Foudre Arc connects meaty, which always happens if May blocks it while crouching, and can also happen if Ky is well-spaced when he uses the move. Ky will also be at advantage if May is in shock state.
 
In general, Ky's pressure strings require very unsafe resets to extend without meter. If Ky is using meter to continue pressure, May should continue to hold defense until he ends his pressure string or goes for an unsafe reset without meter while watching for gaps and movement that can signal a throw attempt.
 
None of Ky's air attacks hit directly below or behind him. May can take advantage of this when Ky jumps at close range by running directly under him in neutral for an air throw or air counterattack from behind with {{clr|2|j.K}} or {{clr|5|j.D}}.
 
As a character with a meterless invulnerable reversal, Ky 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 Ky 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 04:40, 18 July 2022

 May



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
    • KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage-, 5P, and 6P are dangerous anti-airs, so avoid jumping if possible
  • Autoguard makes the risk-reward of S DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 in neutral not favorable
  • Using IB against his blockstrings makes punishing FujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] and its followups much easier

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Axl

Baiken

Chipp

Faust

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
    • Beats all P/K buttons and most special moves
    • Loses to 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5
    • Trades with f.S, 2S, and 5H
  • S DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3: slightly more risky
    • Beats Gio's 5H/2H and all special moves except 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15
    • Loses to all P and K buttons
    • Trades with f.S and 2S
  • 5H: a very risky opener
    • beats Giovanna's 5S/2S and 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5
    • Loses to 5H and 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]
    • Trades with 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4

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

Offense

  • Giovanna's VentaniaGGST Giovanna Ventania.pngGuardAllStartup5+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 DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (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

Average

  Ky Kiske's Stun Dipper (236K) is a risky, but unusually quick, roundstart option that will beat any of May's attacking options at round start. May should block on first round start as a low-risk start that punishes this option.

May can punish Ky's Stun Dipper on block, depending on whether or not she is in shock state and Ky's spacing when he uses the move. If May is not in shock state, she can punish Ky with 5K>3K unless he is spaced well on normal block. If May is in shock state, the additional knockback makes Ky significantly safer. If May instant blocks one or both hits of this attack, she will be much closer - able to punish with 5K>3K consistently in shock state, or even with c.S in some cases.

[4]6S is not going to be very good in this matchup. Ky's 2S punishes every offensive option May can use after it's blocked, at worst trading favorably with May's 2P. This leaves May with only backdash, block, or jump - none of which can punish 2S. Not only that, but if they wish to gamble, Stun Dipper will catch both backdash and jump, only losing to block. Its more favorable for May to close the distance with running or jumping and reserve [4]6S for fast punishes where other buttons wouldn't reach or be fast enough.

May can interrupt Ky's Foudre Arc on reaction with [4]6S or 5P. If Ky is close to May and May blocks Foudre Arc while standing and not in shock state, she is at a slight (1) frame advantage, which she can attempt to use to poke Ky out of his pressure extension with 2K. Beware that Ky gains frame advantage if Foudre Arc connects meaty, which always happens if May blocks it while crouching, and can also happen if Ky is well-spaced when he uses the move. Ky will also be at advantage if May is in shock state.

In general, Ky's pressure strings require very unsafe resets to extend without meter. If Ky is using meter to continue pressure, May should continue to hold defense until he ends his pressure string or goes for an unsafe reset without meter while watching for gaps and movement that can signal a throw attempt.

None of Ky's air attacks hit directly below or behind him. May can take advantage of this when Ky jumps at close range by running directly under him in neutral for an air throw or air counterattack from behind with j.K or j.D.

As a character with a meterless invulnerable reversal, Ky 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 Ky 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

Leo

May

Millia

Nagoriyuki

Potemkin

Ramlethal

Sol

Average

  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

Navigation

 May