(→Chipp) |
m (→Giovanna: Set 2S in roundstart options from blue to green) |
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Gio's roundstart options rarely directly beat yours unless you both take huge risks. | Gio's roundstart options rarely directly beat yours unless you both take huge risks. | ||
* {{clr| | * {{clr|3|2S}}: a standard starter | ||
** Beats all {{clr|1|P}}/{{clr|2|K}} buttons and most special moves | ** 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}}}} | ** Loses to {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label={{clr|3|214S}}}} | ||
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** 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. | ** 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 04:43, 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
Chipp's exceptionally fast 5P allows him to mash out of three frame gaps, notably May's c.S > 6H frametrap.
Chipp's extreme movement speed and quick attacks let him easily whiff punish attacks from a safe distance. May should avoid using slow attacks pre-emptively in neutral in this matchup.
As a character with a meterless invulnerable reversal, Chipp 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 Chipp 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
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
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
The mirror matchup presents May with the problem of dealing with her own kit.
Many of May's attacks will win or trade favorably with S Horizontal Mr. Dolphin, including:
- 6P: Beats cleanly from a distance, but the upper body initial invulnerability is not good enough at point blank range or in tight frametraps.
- 2K: Beats cleanly from a distance, but the low profile is not good enough at point blank range or in tight frametraps.
- [2]8S or [2]8H: Too slow to use on reaction or in abare against S dolphin, but the rising hitbox is disjoint enough to hit horizontal dolphin cleanly during the first few active frames when it is near the ground. From a distance, [2]8H may avoid the horizontal dolphin entirely if it is used too early to hit.
- 2H or 5H: Too slow to use on reaction or in abare against S dolphin, but both attacks are very disjoint and will counterhit if they collide with Mr. Dolphin. Only the initial frames of 2H are useful for hitting Horizontal Mr. Dolphin. These are more useful against H Horizontal Mr. Dolphin, where they can land huge counterhits on reaction.
- 3K: If both attacks are active at the same time, 3K will win, but will not score a knockdown (May is airborne while riding Mr. Dolphin).
Horizontal Mr. Dolphin will always trade with itself when both attacks are active. This is especially important when either player is low on hitpoints. The player who is at a life lead can use S Horizontal Dolphin more aggressively, while the player at a life defecit should avoid using the move in neutral or abare to avoid the unfavorable trade.
Unlike Horizontal Mr. Dolphin, Vertical Mr. Dolphin (particularly [2]8H) can cleanly counterhit itself, which makes using it in neutral exceptionally risky in the mirror matchup.
Because May counts as airborne from frame 1 while using any Mr. Dolphin attack, grabbing her out of RCs is riskier than it is for most characters, since it will result in a counterhit if the opponent used Mr. Dolphin.
Arisugawa Sparkle (214K) should not be used when the opponent could have a charged dolphin, since its effective range is almost the same as Horizontal Mr. Dolphin's range, and S Horizontal Mr. Dolphin will consistently counterhit on reaction if it is within range due to its speed.
6P is a strong counterpoke option in neutral against May because most of her longer-range pressure tools are vulnerable to it. In order to deal with 6P, the opponent will either need to get within range to use 2S, which can be poked with 5K, take a risk with 3K, which is punishable on block, or have a charged dolphin ready to punish on whiff, which is not always available if May is trying to play footsies.
May's many disjointed anti-airs, the huge damage May can get from them, and j.S's and j.H's slow startup make jump-ins in the mirror matchup exceptionally risky.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
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