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<center>{{Character Label|GGST| | <center>{{Character Label|GGST|Bridget|45px}}</center> | ||
{{#lst:{{BASEPAGENAME}}/Data|Links}} | {{#lst:{{BASEPAGENAME}}/Data|Links}} | ||
{{MFlag|expert}}<!-- Missing a lot of information -->{{MFlag|stub}} | {{MFlag|expert}}<!-- Missing a lot of information -->{{MFlag|stub}} | ||
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==Anji Mito== | ==Anji Mito== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Anji|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = Play safe and take minimal risks. | |||
| content = | |||
* 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|P|5P}}, and {{clr|P|6P}} are dangerous anti-airs, so avoid jumping if possible | ** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}}, {{clr|P|5P}}, and {{clr|P|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={{clr|S|S Dolphin}}}} in neutral not favorable | * Autoguard makes the risk-reward of {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label={{clr|S|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 | ||
}} | |||
<div class="mw-collapsible-content"> | |||
[[GGST/Anji Mito/Frame Data|Frame Data]] • [[GGST/Anji Mito/Strategy#Fighting_Anji|Counterstrategy]] • [[GGST/Anji Mito/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=anji Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
'''Fuujin Followups''' | '''Fuujin Followups''' | ||
Line 21: | Line 53: | ||
In neutral, you should tend towards a more grounded approach, as Anji's pseudo DP can be tricky to deal with. 5K is an ideal poke as you can trigger the autoguard on his spin and still act before he can. When he has 50 meter, dolphin pressure becomes very unsafe due to his counter super. Use it sparingly and use more delayed followups to account for it. | In neutral, you should tend towards a more grounded approach, as Anji's pseudo DP can be tricky to deal with. 5K is an ideal poke as you can trigger the autoguard on his spin and still act before he can. When he has 50 meter, dolphin pressure becomes very unsafe due to his counter super. Use it sparingly and use more delayed followups to account for it. | ||
</div></div> | |||
==Axl Low== | ==Axl Low== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Axl|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
Short Summary Goes Here. | |||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Axl Low/Frame Data|Frame Data]] • [[GGST/Axl Low/Strategy#Fighting_Axl|Counterstrategy]] • [[GGST/Axl Low/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=axl Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=2P|label={{clr|P|2P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=2H|label={{clr|H|2H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Axl Low|input=214H|label={{clr|H|214H}}}} || || || || | |||
|- | |||
|IADB {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Baiken== | ==Baiken== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Baiken|48px}} | ||
| | | Difficulty = {{clr|5|Slightly Unfavorable}} | ||
| Oneliner = | |||
| content = | |||
Short Summary Goes Here. | |||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Baiken/Frame Data|Frame Data]] • [[GGST/Baiken/Strategy#Fighting_Baiken|Counterstrategy]] • [[GGST/Baiken/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=baiken Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Baiken|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|Walk Back {{MMC|game=GGST|chara=Baiken|input=2H|label={{clr|H|2H}}}} || || || || | |||
|- | |||
|Neutral Jump {{MMC|game=GGST|chara=Baiken|input=j.S|label={{clr|D|j.S}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Bridget== | ==Bridget== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Bridget|48px}} | ||
| | | Difficulty = Favorability Goes Here | ||
| Oneliner = | |||
| content = | |||
Short Summary Goes Here. | |||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Bridget/Frame Data|Frame Data]] • [[GGST/Bridget/Strategy#Fighting_Bridget|Counterstrategy]] • [[GGST/Bridget/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=bridget Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Bridget's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Chipp Zanuff== | ==Chipp Zanuff== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Chipp|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
Chipp's exceptionally fast {{clr|P|5P}} allows him to mash out of three frame gaps, notably May's {{clr|S|c.S}} > {{clr|H|6H}} frametrap. | Chipp's exceptionally fast {{clr|P|5P}} allows him to mash out of three frame gaps, notably May's {{clr|S|c.S}} > {{clr|H|6H}} frametrap. | ||
Line 57: | Line 188: | ||
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 {{clr|S|c.S}} (CH) > block burst > {{clr|S|c.S}} > ... | 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 {{clr|S|c.S}} (CH) > block burst > {{clr|S|c.S}} > ... | ||
}} | |||
<div class="mw-collapsible-content"> | |||
[[GGST/Chipp Zanuff/Frame Data|Frame Data]] • [[GGST/Chipp Zanuff/Strategy#Fighting_Chipp|Counterstrategy]] • [[GGST/Chipp Zanuff/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=chipp Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|IAD {{MMC|game=GGST|chara=Chipp Zanuff|input=j.H|label={{clr|H|j.H}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Faust== | ==Faust== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Faust|48px}} | ||
| | | Difficulty = {{clr|2|Slightly Favorable}} | ||
| Oneliner = | |||
| content = | |||
Same as Ram, an immediate {{clr|S|f.S}} covers all of May's options after Horizontal S Dolphin is blocked, except for {{clr|P|5P}} or {{clr|P|6P}}, and can counterplay that with a delay or option that beats those moves, such as a low. | Same as Ram, an immediate {{clr|S|f.S}} covers all of May's options after Horizontal S Dolphin is blocked, except for {{clr|P|5P}} or {{clr|P|6P}}, and can counterplay that with a delay or option that beats those moves, such as a low. | ||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Faust/Frame Data|Frame Data]] • [[GGST/Faust/Strategy#Fighting_Faust|Counterstrategy]] • [[GGST/Faust/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=faust Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=2H|label={{clr|H|2H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Giovanna== | ==Giovanna== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Giovanna|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = Run your best gameplan while watching spacing | |||
| content = | |||
* May can choose to match Giovanna's aggression or play defensively and force her to approach | * 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 | * Giovanna's great anti-air options encourage a grounded playstyle | ||
* {{clr|H|5H}} is a fantastic counterpoke against her normals, but is easily whiff punishable. | * {{clr|H|5H}} is a fantastic counterpoke against her normals, but is easily whiff punishable. | ||
}} | |||
<div class="mw-collapsible-content"> | |||
[[GGST/Giovanna/Frame Data|Frame Data]] • [[GGST/Giovanna/Strategy#Fighting_Giovanna|Counterstrategy]] • [[GGST/Giovanna/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=giovanna Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Giovanna|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|66 {{MMC|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} || || || || | |||
|} | |||
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. | ||
Line 95: | Line 312: | ||
** Trades with {{MiniMoveCard|game=GGST|chara=Giovanna|input=214K|label={{clr|K|214K}}}} | ** Trades with {{MiniMoveCard|game=GGST|chara=Giovanna|input=214K|label={{clr|K|214K}}}} | ||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
* May can switch between matching Gio's aggression or playing defensively at will | * 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. | * Air approaches are discouraged due to Gio's great anti-air options. | ||
Line 102: | Line 323: | ||
* May's {{clr|H|5H}} is a fantastic counterpoke against both her approaches and gio's {{clr|D|2D}}, but can be baited and whiff punished | * May's {{clr|H|5H}} is a fantastic counterpoke against both her approaches and gio's {{clr|D|2D}}, but can be baited and whiff punished | ||
===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. | * 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|S|S Dolphin}}}} | * After a blocked {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label={{clr|S|S Dolphin}}}} | ||
Line 111: | Line 330: | ||
** Backdash loss to dash {{clr|S|f.S}}/{{clr|H|5H}}, but will reset to neutral if she uses {{clr|D|2D}} | ** Backdash loss to dash {{clr|S|f.S}}/{{clr|H|5H}}, but will reset to neutral if she uses {{clr|D|2D}} | ||
** Jumping can be caught by {{clr|H|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|H|5H}}, but otherwise puts you in the air above Giovanna. Use this to escape or commit to an attack. | ||
===Defense=== | |||
---- | |||
* The [[GGST/Giovanna/Strategy#Fighting_Giovanna Giovanna Counter Strategy]] section has plenty of advice on defense in this matchup. | |||
</div></div> | |||
==Goldlewis Dickinson== | ==Goldlewis Dickinson== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Goldlewis|48px}} | ||
| | | Difficulty = {{clr|5|Slightly Unfavorable}} | ||
| Oneliner = | |||
| content = | |||
Goldlewis has high health and is very strong at close range, which necessitates a different playstyle from May. May should strive to maintain a mid-range position and zone Goldlewis via pokes / counterpokes. Try to use Dolphins sparingly when they aren't a safe punish, as a blocked Dolphin will put you into his preferred range. Goldlewis's {{clr|P|6P}} and {{clr|D|j.D}} are strong anti-jump in options, further restricting May's usual offense. | Goldlewis has high health and is very strong at close range, which necessitates a different playstyle from May. May should strive to maintain a mid-range position and zone Goldlewis via pokes / counterpokes. Try to use Dolphins sparingly when they aren't a safe punish, as a blocked Dolphin will put you into his preferred range. Goldlewis's {{clr|P|6P}} and {{clr|D|j.D}} are strong anti-jump in options, further restricting May's usual offense. | ||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Goldlewis Dickinson/Frame Data|Frame Data]] • [[GGST/Goldlewis Dickinson/Strategy#Fighting_Goldlewis|Counterstrategy]] • [[GGST/Goldlewis Dickinson/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=goldlewis Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Goldlewis's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=69874H|label={{clr|H|684H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Happy Chaos== | ==Happy Chaos== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Happy Chaos|48px}} | ||
| | | Difficulty = {{clr|5|Slightly Unfavorable}} | ||
| Oneliner = | |||
| content = | |||
Short Summary Goes Here. | |||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Happy Chaos/Frame Data|Frame Data]] • [[GGST/Happy Chaos/Strategy#Fighting_Happy_Chaos|Counterstrategy]] • [[GGST/Happy Chaos/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=chaos Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Happy Chaos|input=236P|label={{clr|P|236P}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==I-No== | ==I-No== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|I-No|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
I-No's unusual attack hitboxes significantly change the S Dolphin RPS situation in the May - I-No matchup. | I-No's unusual attack hitboxes significantly change the S Dolphin RPS situation in the May - I-No matchup. | ||
Line 173: | Line 472: | ||
* May will block: I-no's {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|2H}} (if in range) | * May will block: I-no's {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|2H}} (if in range) | ||
* May needs to react or fuzzy block: I-No's {{clr|S|236S}} | * May needs to react or fuzzy block: I-No's {{clr|S|236S}} | ||
}} | |||
<div class="mw-collapsible-content"> | |||
[[GGST/I-No/Frame Data|Frame Data]] • [[GGST/I-No/Strategy#Fighting_I-No|Counterstrategy]] • [[GGST/I-No/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=ino Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! I-No's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=2H|label={{clr|H|2H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=I-No|input=236S|label={{clr|S|236S}}}} || || || || | |||
|- | |||
|66 {{MMC|game=GGST|chara=I-No|input=j.S|label={{clr|S|j.S}}}} / {{MMC|game=GGST|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Jack-O== | ==Jack-O== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Jack-O|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
Short Summary Goes Here. | |||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Jack-O/Frame Data|Frame Data]] • [[GGST/Jack-O/Strategy#Fighting_Jack-O|Counterstrategy]] • [[GGST/Jack-O/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=jacko Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Jack-O's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Jack-O|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Ky Kiske== | ==Ky Kiske== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Ky|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
Ky Kiske's Stun Dipper ({{clr|K|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. | Ky Kiske's Stun Dipper ({{clr|K|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. | ||
Line 202: | Line 568: | ||
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|S|c.S}} (CH) > block burst > {{clr|S|c.S}} > ... | 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|S|c.S}} (CH) > block burst > {{clr|S|c.S}} > ... | ||
}} | |||
<div class="mw-collapsible-content"> | |||
[[GGST/Ky Kiske/Frame Data|Frame Data]] • [[GGST/Ky Kiske/Strategy#Fighting_Ky|Counterstrategy]] • [[GGST/Ky Kiske/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=ky Videos] | |||
}} | ===Round Start=== | ||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Ky's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ky Kiske|input=236K|label={{clr|K|236K}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Leo Whitefang== | ==Leo Whitefang== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Leo|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
Leo's flashkick meterless reversal allows him to easily escape from May's frametraps and left/right crossups. May should be very careful about using frametraps in her pressure strings in this matchup as a result, and should use throw okizeme early to beat it as a wakeup. Additionally, May should avoid using {{clr|H|j.2H}} to cross up, since it will not mix up Leo's reversal input. Most Leo players will attempt to burst out of a whiffed flashkick punish, so be prepared to bait the burst with {{clr|S|c.S}} (CH) > block burst > {{clr|S|c.S}} > ... | Leo's flashkick meterless reversal allows him to easily escape from May's frametraps and left/right crossups. May should be very careful about using frametraps in her pressure strings in this matchup as a result, and should use throw okizeme early to beat it as a wakeup. Additionally, May should avoid using {{clr|H|j.2H}} to cross up, since it will not mix up Leo's reversal input. Most Leo players will attempt to burst out of a whiffed flashkick punish, so be prepared to bait the burst with {{clr|S|c.S}} (CH) > block burst > {{clr|S|c.S}} > ... | ||
}} | |||
<div class="mw-collapsible-content"> | |||
[[GGST/Leo Whitefang/Frame Data|Frame Data]] • [[GGST/Leo Whitefang/Strategy#Fighting_Leo|Counterstrategy]] • [[GGST/Leo Whitefang/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=leo Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|66 {{MMC|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==May== | ==May== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|May|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
The mirror matchup presents May with the problem of dealing with her own kit. | The mirror matchup presents May with the problem of dealing with her own kit. | ||
{{clr|P|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 {{clr|P|6P}}, the opponent will either need to get within range to use {{clr|S|2S}}, which can be poked with {{clr|K|5K}}, take a risk with {{clr|K|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 {{clr|S|j.S}}'s and {{clr|H|j.H}}'s slow startup make jump-ins in the mirror matchup exceptionally risky. | |||
}} | |||
<div class="mw-collapsible-content"> | |||
[[GGST/May/Frame Data|Frame Data]] • [[GGST/May/Strategy#Fighting_May|Counterstrategy]] • [[GGST/May/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=may Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! May's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=May|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=May|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=May|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|IADB {{MMC|game=GGST|chara=May|input=j.H|label={{clr|H|j.H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=May|input=[4]6S|label=Dolphin}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
Many of May's attacks will win or trade favorably with S Horizontal Mr. Dolphin, including: | Many of May's attacks will win or trade favorably with S Horizontal Mr. Dolphin, including: | ||
Line 237: | Line 697: | ||
Arisugawa Sparkle ({{clr|K|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. | Arisugawa Sparkle ({{clr|K|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. | ||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Millia Rage== | ==Millia Rage== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Millia|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
Short Summary Goes Here. | |||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Millia Rage/Frame Data|Frame Data]] • [[GGST/Millia Rage/Strategy#Fighting_Millia|Counterstrategy]] • [[GGST/Millia Rage/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=millia Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Millia's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Nagoriyuki== | ==Nagoriyuki== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Nagoriyuki|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
Nago is a tough matchup. In neutral he outranges May and gets higher reward off his neutral wins. May also doesn't want to be put on the defensive, especially against Nago's pressure. So, May's goal is to play a safe neutral, wait for an opening, use the opportunity to get in, and do her best to stay in. Getting him to the corner is ideal, even more than usual. May's damage will match his, his slow super jump and lack of airdash makes it especially hard to escape, and he won't be able to corner carry like he can from midscreen. He lacks a good option to cover the space directly above him and he prefers to stay grounded in neutral, so an airdash into {{clr|H|j.2H}} at the right distance can be a good way to get in quick. Just don't be doing it without reason - present other options that he needs to watch for, and look for big whiffs to take advantage of. | Nago is a tough matchup. In neutral he outranges May and gets higher reward off his neutral wins. May also doesn't want to be put on the defensive, especially against Nago's pressure. So, May's goal is to play a safe neutral, wait for an opening, use the opportunity to get in, and do her best to stay in. Getting him to the corner is ideal, even more than usual. May's damage will match his, his slow super jump and lack of airdash makes it especially hard to escape, and he won't be able to corner carry like he can from midscreen. He lacks a good option to cover the space directly above him and he prefers to stay grounded in neutral, so an airdash into {{clr|H|j.2H}} at the right distance can be a good way to get in quick. Just don't be doing it without reason - present other options that he needs to watch for, and look for big whiffs to take advantage of. | ||
Once in, there's the dolphin minigame as always. Nago's best answer to {{clr|S|[4]6S}} is {{clr|H|214H}}, though it costs him some blood. May's best answer to this is {{clr|P|2P}} or {{clr|K|2K}}. Note that May should use less {{clr|K|5K}} than normal in her dolphin pressure as its a fairly bad option vs Nago, who has a faster {{clr|K|5K}} that gives him far better reward. {{clr|S|2S}} is a more reliable alternative. Backdash is also a worse option than usual as Nago can catch it with a few options, including the aforementioned {{clr|H|214H}}. | Once in, there's the dolphin minigame as always. Nago's best answer to {{clr|S|[4]6S}} is {{clr|H|214H}}, though it costs him some blood. May's best answer to this is {{clr|P|2P}} or {{clr|K|2K}}. Note that May should use less {{clr|K|5K}} than normal in her dolphin pressure as its a fairly bad option vs Nago, who has a faster {{clr|K|5K}} that gives him far better reward. {{clr|S|2S}} is a more reliable alternative. Backdash is also a worse option than usual as Nago can catch it with a few options, including the aforementioned {{clr|H|214H}}. | ||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Nagoriyuki/Frame Data|Frame Data]] • [[GGST/Nagoriyuki/Strategy#Fighting_Nagoriyuki|Counterstrategy]] • [[GGST/Nagoriyuki/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=nagoriyuki Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Nagoriyuki's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}}~6 {{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Potemkin== | ==Potemkin== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Potemkin|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
Potemkin has two ranges May can abuse - just outside of his {{clr|H|5H}}, and right in his face. If May stays outside {{clr|H|5H}} range, she can look to whiff punish his buttons, she can punish Hammerfall ({{clr|H|[4]6H}}), and she can punish Slidehead ({{clr|S|236S}}) with an IAD {{clr|H|j.H}} or {{clr|S|j.S}}. Note: Do not use the Beach Ball ({{clr|K|214K}}) in neutral. It is easily reactable with Flick ({{clr|S|63214S}}) and this will allow Potemkin to close the gap. Speaking of that, once May manages to close the gap from this range, she should stay there. Potemkin's fastest option is his 5 frame {{clr|P|5P}}, but this will whiff on crouching, so his second best options are {{clr|S|c.S}} and {{clr|P|2P}}, both coming out frame 8. May has two options that tie Potemkin's fastest (her {{clr|P|5P}} and {{clr|P|2P}}), and two more that keep under 8 frames ({{clr|K|2K}} and {{clr|S|c.S}}). In short, May has the faster framedata up close if she sticks with these buttons, and time spent pressuring Potemkin is time spent not under his pressure. As usual, May's Horizontal S Dolphin ({{clr|S|[4]6S}}) is punishable after an instant block with Potemkin's 5 frame normal ({{clr|P|5P}}), but if the dolphin is initiated from a very close distance, Potemkin can get an extremely damaging punish after an instant block with Potemkin Buster. | Potemkin has two ranges May can abuse - just outside of his {{clr|H|5H}}, and right in his face. If May stays outside {{clr|H|5H}} range, she can look to whiff punish his buttons, she can punish Hammerfall ({{clr|H|[4]6H}}), and she can punish Slidehead ({{clr|S|236S}}) with an IAD {{clr|H|j.H}} or {{clr|S|j.S}}. Note: Do not use the Beach Ball ({{clr|K|214K}}) in neutral. It is easily reactable with Flick ({{clr|S|63214S}}) and this will allow Potemkin to close the gap. Speaking of that, once May manages to close the gap from this range, she should stay there. Potemkin's fastest option is his 5 frame {{clr|P|5P}}, but this will whiff on crouching, so his second best options are {{clr|S|c.S}} and {{clr|P|2P}}, both coming out frame 8. May has two options that tie Potemkin's fastest (her {{clr|P|5P}} and {{clr|P|2P}}), and two more that keep under 8 frames ({{clr|K|2K}} and {{clr|S|c.S}}). In short, May has the faster framedata up close if she sticks with these buttons, and time spent pressuring Potemkin is time spent not under his pressure. As usual, May's Horizontal S Dolphin ({{clr|S|[4]6S}}) is punishable after an instant block with Potemkin's 5 frame normal ({{clr|P|5P}}), but if the dolphin is initiated from a very close distance, Potemkin can get an extremely damaging punish after an instant block with Potemkin Buster. | ||
Roundstart is extremely advantageous for May with her {{clr|K|5K}}, maxing out at a 192 damage combo with a wallbreak, and at worst trading with {{clr|P|2P}} or being forced to block a {{MiniMoveCard|game=GGST|chara=Potemkin|input=2146K~P|label=kara BMF}}. Nearly all in-between situations leave May with a slightly advantageous state, or with corner oki after a combo. | Roundstart is extremely advantageous for May with her {{clr|K|5K}}, maxing out at a 192 damage combo with a wallbreak, and at worst trading with {{clr|P|2P}} or being forced to block a {{MiniMoveCard|game=GGST|chara=Potemkin|input=2146K~P|label=kara BMF}}. Nearly all in-between situations leave May with a slightly advantageous state, or with corner oki after a combo. | ||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Potemkin/Frame Data|Frame Data]] • [[GGST/Potemkin/Strategy#Fighting_Potemkin|Counterstrategy]] • [[GGST/Potemkin/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=potemkin Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Potemkin|input=2P|label={{clr|P|2P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Potemkin|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Potemkin|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Ramlethal Valentine== | ==Ramlethal Valentine== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Ramlethal|48px}} | ||
| | | Difficulty = {{clr|5|Slightly Unfavorable}} | ||
| Oneliner = | |||
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Ram can {{clr|S|f.S}} after a blocked Horizontal S Dolphin and it'll beat all of May's options except {{clr|P|5P}} and {{clr|P|6P}}. With a simple delay or a low hitting move though, Ram can beat these options. While that delay can allow May to do other things, overall this is a far more favourable situation for Ram compared to others, as May is taking a risk if she chooses anything other than those {{clr|P|P}} options. | Ram can {{clr|S|f.S}} after a blocked Horizontal S Dolphin and it'll beat all of May's options except {{clr|P|5P}} and {{clr|P|6P}}. With a simple delay or a low hitting move though, Ram can beat these options. While that delay can allow May to do other things, overall this is a far more favourable situation for Ram compared to others, as May is taking a risk if she chooses anything other than those {{clr|P|P}} options. | ||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Ramlethal Valentine/Frame Data|Frame Data]] • [[GGST/Ramlethal Valentine/Strategy#Fighting_Ramlethal|Counterstrategy]] • [[GGST/Ramlethal Valentine/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=ramlethal Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2K|label={{clr|K|2K}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|IADB {{MMC|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Sol Badguy== | ==Sol Badguy== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Sol|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
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Sol has an unusually strong option for dealing with May's Horizontal S Dolphin RPS in his {{clr|H|6H}}, which will beat attempts to jump out or backdash and counterhit May's {{clr|P|6P}} when used after a blocked dolphin. May can punish this choice on normal block with {{clr|K|5K}}, but can't get a meterless combo without using instant block. If May instant blocks Sol's {{clr|H|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 has an unusually strong option for dealing with May's Horizontal S Dolphin RPS in his {{clr|H|6H}}, which will beat attempts to jump out or backdash and counterhit May's {{clr|P|6P}} when used after a blocked dolphin. May can punish this choice on normal block with {{clr|K|5K}}, but can't get a meterless combo without using instant block. If May instant blocks Sol's {{clr|H|6H}} in this situation, she has many punish options, including run up and OHK, which is particularly effective when Sol is in the corner. | ||
Line 291: | Line 896: | ||
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|S|c.S}} (CH) > block burst > {{clr|S|c.S}} > ... | 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|S|c.S}} (CH) > block burst > {{clr|S|c.S}} > ... | ||
}} | |||
<div class="mw-collapsible-content"> | |||
[[GGST/Sol Badguy/Frame Data|Frame Data]] • [[GGST/Sol Badguy/Strategy#Fighting_Sol|Counterstrategy]] • [[GGST/Sol Badguy/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=sol Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Sol's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Sol Badguy|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|Dash {{MMC|game=GGST|chara=Sol Badguy|input=623H|label={{clr|H|623H}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Testament== | ==Testament== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Testament|48px}} | ||
| | | Difficulty = '''Not enough data''' | ||
| Oneliner = | |||
| content = | |||
Short Summary Goes Here. | |||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Testament/Frame Data|Frame Data]] • [[GGST/Testament/Strategy#Fighting_Testament|Counterstrategy]] • [[GGST/Testament/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=testament Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Testament's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=236S|label={{clr|S|236S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Testament|input=236H|label={{clr|H|j.236H}}}} || || || || | |||
|- | |||
|Walk Back || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Zato-1== | ==Zato-1== | ||
{{ | <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> | ||
| | {{TheoryBox | ||
| | | Title = {{Character Label|GGST|Zato|48px}} | ||
| | | Difficulty = {{clr|3|Average}} | ||
| Oneliner = | |||
| content = | |||
Short Summary Goes Here. | |||
}} | }} | ||
<div class="mw-collapsible-content"> | |||
[[GGST/Zato-1/Frame Data|Frame Data]] • [[GGST/Zato-1/Strategy#Fighting_Zato|Counterstrategy]] • [[GGST/Zato-1/Matchups#May|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=may&p2chars=zato Videos] | |||
===Round Start=== | |||
---- | |||
{| class="mw mw wikitable" style=text-align:center | |||
! Zato's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|Walk Back {{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|D|2S}}}} || || || || | |||
|- | |||
|{{MMC|game=GGST|chara=Zato-1|input=236H|label={{clr|S|236H}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
</div></div> | |||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|GGST| | <center>{{Character Label|GGST|Bridget|45px}}</center> | ||
{{#lst:{{BASEPAGENAME}}/Data|Links}} | {{#lst:{{BASEPAGENAME}}/Data|Links}} | ||
{{#lst:GGST/Navigation}} | {{#lst:GGST/Navigation}} |
Revision as of 12:00, 14 August 2022
Content here can be considered incomplete until expertise is given.
You can help by editing it.
Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
- 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
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Fuujin Followups
May can beat 3/4 Fuujin followups (the low being the exception) with Vertical S Dolphin. Note that it's very easy to do this on reaction against the two options that put Anji in the air, but will be hard doing the same with the overhead. It's generally safer to just block the overhead, as by the time you recognize it you'll likely trade with it at best, and it's very punishable on block anyway. In neutral, you should tend towards a more grounded approach, as Anji's pseudo DP can be tricky to deal with. 5K is an ideal poke as you can trigger the autoguard on his spin and still act before he can. When he has 50 meter, dolphin pressure becomes very unsafe due to his counter super. Use it sparingly and use more delayed followups to account for it.
Axl Low
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Baiken
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Bridget
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offense
Defense
Chipp Zanuff
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 > ...
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Faust
Same as Ram, an immediate f.S covers all of May's options after Horizontal S Dolphin is blocked, except for 5P or 6P, and can counterplay that with a delay or option that beats those moves, such as a low.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Gio's roundstart options rarely directly beat yours unless you both take huge risks.
- 2S: a standard starter
- 5H: a very risky opener
Notable Interactions
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
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.
Defense
- The GGST/Giovanna/Strategy#Fighting_Giovanna Giovanna Counter Strategy section has plenty of advice on defense in this matchup.
Goldlewis Dickinson
Goldlewis has high health and is very strong at close range, which necessitates a different playstyle from May. May should strive to maintain a mid-range position and zone Goldlewis via pokes / counterpokes. Try to use Dolphins sparingly when they aren't a safe punish, as a blocked Dolphin will put you into his preferred range. Goldlewis's 6P and j.D are strong anti-jump in options, further restricting May's usual offense.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Happy Chaos
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
I-No
I-No's unusual attack hitboxes significantly change the S Dolphin RPS situation in the May - I-No matchup.
I-No's 6P has both quick startup and good horizontal reach, which lets it beat May's forward jump or 2S after May uses [4]6S. Its reach means it will usually connect with May if she immediately crouch-blocks and will counterhit May's 6P. I-No's high and narrow f.S hitbox causes it to whiff against May's 3K, while its disjoint means it will clash with 6P. Stroke the Big Tree (236S) is quick and difficult to react to, but it will lose to May's 2K in this situation, it will trade with May's 3K, and it can be punished if blocked with 2K>3K. Many of I-no's attacks will whiff if May simply walks backwards after using the dolphin, which lets May whiff-punish them. I-no's 236S can threaten at this range, so May will need to fuzzy block if she intends to watch for whiffs to punish by walking back.
Overall, this means 6P is an unusually good option for I-no to choose in dolphin RPS. For May, jumping forward, 6P and 2S are unusually poor options. May's 6P doesn't beat anything I-no is likely to do, I-no's 6P will reach May if she jumps forward, and May's 2S will lose to most of I-no's options. The strength of I-no's 6P also makes 5K and [4]6S excessively risky options for May. Additionally, 2H is a strong option for I-no, since it will beat all of May's abare options. May can adjust in the matchup by changing her S dolphin follow-ups.
May's 2K>3K offers the following:
- Will safely whiff if I-no attempts to block
- Hard to whiff-punish
- Leads to a knockdown on hit
- Beats: I-no's 6P, 2D, 236S
- Trades with: I-no's 2S
- Counterhit by: I-no's f.S, 2H, 2D
May's 3K offers the following:
- Punishable on block
- Can be whiff punished
- Leads to a knockdown on hit
- Beats: I-no's 6P, f.S
- Trades with: I-no's 236S
- Counterhit by: I-no's 2S, 2H, 2D
May's 2S offers the following:
- Safe on block
- Can be whiff-punished
- Doesn't lead to much without meter
- Beats: I-no's 236S
- Counterhit by: I-no's 6P, f.S, 2S, 2H, 2D
- As seen above, this is a bad choice in the matchup.
Walking back offers the following:
- Resets to neutral if I-no blocks
- May can whiff punish (with 2K>3K): I-no's 6P, 2D
- May can whiff punish (with 5K>[4]6S): I-no's 6P, 2D, 2H
- Whiff punish requires quick reaction
- Whiff punish against I-no's 2H requires a slightly longer walk back than the others that jeopardizes the 236S fuzzy block
- 5K can combo into 3K when I-no is in the corner, but this combo will not work elsewhere
- May will block: I-no's f.S, 2S, 2H (if in range)
- May needs to react or fuzzy block: I-No's 236S
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Jack-O
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Ky Kiske
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 > ...
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Leo Whitefang
Leo's flashkick meterless reversal allows him to easily escape from May's frametraps and left/right crossups. May should be very careful about using frametraps in her pressure strings in this matchup as a result, and should use throw okizeme early to beat it as a wakeup. Additionally, May should avoid using j.2H to cross up, since it will not mix up Leo's reversal input. Most Leo players will attempt to burst out of a whiffed flashkick punish, so be prepared to bait the burst with c.S (CH) > block burst > c.S > ...
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
May
The mirror matchup presents May with the problem of dealing with her own kit.
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
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.
Neutral
Offense
Defense
Millia Rage
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Nagoriyuki
Nago is a tough matchup. In neutral he outranges May and gets higher reward off his neutral wins. May also doesn't want to be put on the defensive, especially against Nago's pressure. So, May's goal is to play a safe neutral, wait for an opening, use the opportunity to get in, and do her best to stay in. Getting him to the corner is ideal, even more than usual. May's damage will match his, his slow super jump and lack of airdash makes it especially hard to escape, and he won't be able to corner carry like he can from midscreen. He lacks a good option to cover the space directly above him and he prefers to stay grounded in neutral, so an airdash into j.2H at the right distance can be a good way to get in quick. Just don't be doing it without reason - present other options that he needs to watch for, and look for big whiffs to take advantage of.
Once in, there's the dolphin minigame as always. Nago's best answer to [4]6S is 214H, though it costs him some blood. May's best answer to this is 2P or 2K. Note that May should use less 5K than normal in her dolphin pressure as its a fairly bad option vs Nago, who has a faster 5K that gives him far better reward. 2S is a more reliable alternative. Backdash is also a worse option than usual as Nago can catch it with a few options, including the aforementioned 214H.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Potemkin
Potemkin has two ranges May can abuse - just outside of his 5H, and right in his face. If May stays outside 5H range, she can look to whiff punish his buttons, she can punish Hammerfall ([4]6H), and she can punish Slidehead (236S) with an IAD j.H or j.S. Note: Do not use the Beach Ball (214K) in neutral. It is easily reactable with Flick (63214S) and this will allow Potemkin to close the gap. Speaking of that, once May manages to close the gap from this range, she should stay there. Potemkin's fastest option is his 5 frame 5P, but this will whiff on crouching, so his second best options are c.S and 2P, both coming out frame 8. May has two options that tie Potemkin's fastest (her 5P and 2P), and two more that keep under 8 frames (2K and c.S). In short, May has the faster framedata up close if she sticks with these buttons, and time spent pressuring Potemkin is time spent not under his pressure. As usual, May's Horizontal S Dolphin ([4]6S) is punishable after an instant block with Potemkin's 5 frame normal (5P), but if the dolphin is initiated from a very close distance, Potemkin can get an extremely damaging punish after an instant block with Potemkin Buster.
Roundstart is extremely advantageous for May with her 5K, maxing out at a 192 damage combo with a wallbreak, and at worst trading with 2P or being forced to block a kara BMFGuardHighStartup25~27Recovery12Advantage-2. Nearly all in-between situations leave May with a slightly advantageous state, or with corner oki after a combo.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Ramlethal Valentine
Ram can f.S after a blocked Horizontal S Dolphin and it'll beat all of May's options except 5P and 6P. With a simple delay or a low hitting move though, Ram can beat these options. While that delay can allow May to do other things, overall this is a far more favourable situation for Ram compared to others, as May is taking a risk if she chooses anything other than those P options.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Sol Badguy
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 > ...
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Testament
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Zato-1
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
- 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
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Detailed & Advanced Information
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- Attack Level
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