GGST/May/Matchups: Difference between revisions

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<center>{{Character Label|GGST|{{#titleparts: {{BASEPAGENAME}}|1|2}}|45px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{MFlag|expert}}<!-- Missing a lot of information -->{{MFlag|stub}}
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<div style="float:right; margin-left:20px;">
 
{{TOC limit|3}}
</div>
== Matchups ==
== Matchups ==
* Keep on Rockin' is a great resource to find specific matchups played by good players: https://strive.keeponrock.in/#/?p1chars=may
__NOTOC__
* Character Strategy pages generally have basic, universal counterplay.
{{Matchup ToC}}
* Please keep in mind matchup charts are subjective and not all players will agree
** Current Matchup favorability is taken from [http://ratingupdate.info/matchups 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)


===<font style="visibility:hidden" size="0">Anji</font>===
==Anji Mito==
{{MatchupSummaryBox|character=Anji Mito
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
|favorability={{clr|3|Average}}
{{TheoryBox
|oneliner=Play safe and take minimal risks.
| Title      = {{Character Label|GGST|Anji|48px}}
|summary=&nbsp;
| 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|1|5P}}, and {{clr|1|6P}} are dangerous anti-airs, so avoid jumping if possible
** {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}}, {{clr|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|3|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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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}}}} ||  ||  || ||
|-
| charged {{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} ||  ||  || ||
|}
===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.


===<font style="visibility:hidden" size="0">Axl</font>===
</div></div>
{{MatchupSummaryBox|character=Axl Low
 
|favorability={{clr|3|Average}}
==Axl Low==
|oneliner=
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
|summary=&nbsp;
{{TheoryBox
* WIP
| 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]


===<font style="visibility:hidden" size="0">Baiken</font>===
===Round Start===
{{MatchupSummaryBox|character=Baiken
----
|favorability={{clr|5|Slightly Unfavorable}}
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|oneliner=
|+style=white-space:nowrap | Common Round Start Interaction Table
|summary=&nbsp;
! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs
* WIP
|-
|{{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==
<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]


===<font style="visibility:hidden" size="0">Chipp</font>===
===Round Start===
{{MatchupSummaryBox|character=Chipp Zanuff
----
|favorability={{clr|3|Average}}
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|oneliner=
|+style=white-space:nowrap | Common Round Start Interaction Table
|summary=&nbsp;
! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs
* WIP
|-
|{{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|S|j.S}}}} ||  ||  || ||
|}
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----
 
===Defense===
----
 
</div></div>
 
==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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Bridget's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
| ||  ||  || ||
|}
===Notable Interactions===
----


===<font style="visibility:hidden" size="0">Faust</font>===
===Neutral===
{{MatchupSummaryBox|character=Faust
----
|favorability={{clr|2|Slightly Favorable}}
 
|oneliner=
===Offense===
|summary=&nbsp;
----
* WIP
 
===Defense===
----
 
</div></div>
 
==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 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 {{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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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==
<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.
}}
}}
<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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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>


===<font style="visibility:hidden" size="0">Giovanna</font>===
==Giovanna==
{{MatchupSummaryBox|character=Giovanna
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
|favorability={{clr|3|Average}}
{{TheoryBox
|oneliner= Run your best gameplan while watching spacing
| Title      = {{Character Label|GGST|Giovanna|48px}}
|summary=&nbsp;
| 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|4|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 Options'''
===Round Start===
----
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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.


* {{clr|2|2S}}: a standard starter
* {{clr|S|2S}}: a standard starter
** Beats all {{clr|1|P}}/{{clr|2|K}} buttons and most special moves
** Beats all {{clr|P|P}}/{{clr|K|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|S|214S}}}}
** Trades with {{clr|3|f.S}}, {{clr|3|2S}}, and {{clr|4|5H}}
** Trades with {{clr|S|f.S}}, {{clr|S|2S}}, and {{clr|H|5H}}


* {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label={{clr|3|S Dolphin}}}}: slightly more risky
* {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label={{clr|S|S Dolphin}}}}: slightly more risky
** Beats Gio's {{clr|4|5H}}/{{clr|4|2H}} and all special moves except {{MiniMoveCard|game=GGST|chara=Giovanna|input=623S|label={{clr|3|623S}}}}
** Beats Gio's {{clr|H|5H}}/{{clr|H|2H}} and all special moves except {{MiniMoveCard|game=GGST|chara=Giovanna|input=623S|label={{clr|S|623S}}}}
** Loses to all {{clr|1|P}} and {{clr|2|K}} buttons
** Loses to all {{clr|P|P}} and {{clr|K|K}} buttons
** Trades with {{clr|3|f.S}} and {{clr|3|2S}}
** Trades with {{clr|S|f.S}} and {{clr|S|2S}}


* {{clr|4|5H}}: a very risky opener
* {{clr|H|5H}}: a very risky opener
** beats Giovanna's {{clr|3|5S}}/{{clr|3|2S}} and {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label={{clr|3|214S}}}}
** beats Giovanna's {{clr|S|5S}}/{{clr|S|2S}} and {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label={{clr|S|214S}}}}
** Loses to {{clr|4|5H}} and {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label={{clr|2|236K}}}}
** Loses to {{clr|H|5H}} and {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label={{clr|K|236K}}}}
** Trades with {{MiniMoveCard|game=GGST|chara=Giovanna|input=214K|label={{clr|2|214K}}}}
** Trades with {{MiniMoveCard|game=GGST|chara=Giovanna|input=214K|label={{clr|K|214K}}}}


'''Neutral'''
===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.
* Avoid whiffing buttons too often, as gio has a variety of tools to punish whiffed normals
* Avoid whiffing buttons too often, as gio has a variety of tools to punish whiffed normals
* May's {{clr|3|2S}} or {{clr|2|5K}} are great pokes to check Gio's dashes, but lose to Gio's {{clr|5|2D}} at a distance
* May's {{clr|S|2S}} or {{clr|K|5K}} are great pokes to check Gio's dashes, but lose to Gio's {{clr|D|2D}} at a distance
* May's {{clr|4|5H}} is a fantastic counterpoke against both her approaches and gio's {{clr|5|2D}}, but can be baited and whiff punished
* 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.
* After a blocked {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label={{clr|S|S Dolphin}}}}
** {{clr|P|6P}} beats {{clr|H|5H}} and dash {{clr|S|f.S}}, but loses to {{clr|D|2D}} and other dash buttons
** 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.
 
===Defense===
----
* The [[GGST/Giovanna/Strategy#Fighting_Giovanna Giovanna Counter Strategy]] section has plenty of advice on defense in this matchup.


'''Defense'''
</div></div>
* The [https://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy#Fighting_Giovanna Giovanna Counter Strategy] section has plenty of advice on defense in this matchup.


'''Offense'''
==Goldlewis Dickinson==
* 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.
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
* After a blocked {{MiniMoveCard|game=GGST|chara=May|input=[4]6S|label={{clr|3|S Dolphin}}}}
{{TheoryBox
** {{clr|1|6P}} beats {{clr|4|5H}} and dash {{clr|3|f.S}}, but loses to {{clr|5|2D}} and other dash buttons
| Title      = {{Character Label|GGST|Goldlewis|48px}}
** Backdash loss to dash {{clr|3|f.S}}/{{clr|4|5H}}, but will reset to neutral if she uses {{clr|5|2D}}
| Difficulty = {{clr|5|Slightly Unfavorable}}
** 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.
| 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.
}}
}}
<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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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===
----


===<font style="visibility:hidden" size="0">Goldlewis</font>===
===Neutral===
{{MatchupSummaryBox|character=Goldlewis Dickinson
----
|favorability={{clr|5|Slightly Unfavorable}}
 
|oneliner=
===Offense===
|summary=&nbsp;
----
* WIP
 
===Defense===
----
 
</div></div>
 
==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]


===<font style="visibility:hidden" size="0">Happy Chaos</font>===
===Round Start===
{{MatchupSummaryBox|character=Happy Chaos
----
|favorability={{clr|5|Slightly Unfavorable}}
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|oneliner=
|+style=white-space:nowrap | Common Round Start Interaction Table
|summary=&nbsp;
! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs
* WIP
|-
|{{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==
<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 {{clr|P|6P}} has both quick startup and good horizontal reach, which lets it beat May's forward jump or {{clr|S|2S}} after May uses {{clr|S|[4]6S}}. Its reach means it will usually connect with May if she immediately crouch-blocks and will counterhit May's {{clr|P|6P}}. I-No's high and narrow {{clr|S|f.S}} hitbox causes it to whiff against May's {{clr|K|3K}}, while its disjoint means it will clash with {{clr|P|6P}}. Stroke the Big Tree ({{clr|S|236S}}) is quick and difficult to react to, but it will lose to May's {{clr|K|2K}} in this situation, it will trade with May's {{clr|K|3K}}, and it can be punished if blocked with {{clr|K|2K}}>{{clr|K|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 {{clr|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 {{clr|P|6P}} is an unusually good option for I-no to choose in dolphin RPS. For May, jumping forward, {{clr|P|6P}} and {{clr|S|2S}} are unusually poor options. May's {{clr|P|6P}} doesn't beat anything I-no is likely to do, I-no's {{clr|P|6P}} will reach May if she jumps forward, and May's {{clr|S|2S}} will lose to most of I-no's options. The strength of I-no's {{clr|P|6P}} also makes {{clr|K|5K}} and {{clr|S|[4]6S}} excessively risky options for May. Additionally, {{clr|H|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 {{clr|K|2K}}>{{clr|K|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 {{clr|P|6P}}, {{clr|D|2D}}, {{clr|S|236S}}
* Trades with: I-no's {{clr|S|2S}}
* Counterhit by: I-no's {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|D|2D}}
 
May's {{clr|K|3K}} offers the following:
* Punishable on block
* Can be whiff punished
* Leads to a knockdown on hit
* Beats: I-no's {{clr|P|6P}}, {{clr|S|f.S}}
* Trades with: I-no's {{clr|S|236S}}
* Counterhit by: I-no's {{clr|S|2S}}, {{clr|H|2H}}, {{clr|D|2D}}
 
May's {{clr|S|2S}} offers the following:
* Safe on block
* Can be whiff-punished
* Doesn't lead to much without meter
* Beats: I-no's {{clr|S|236S}}
* Counterhit by: I-no's {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|2H}}, {{clr|D|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 {{clr|K|2K}}>{{clr|K|3K}}): I-no's {{clr|P|6P}}, {{clr|D|2D}}
* May can whiff punish (with {{clr|K|5K}}>{{clr|S|[4]6S}}): I-no's {{clr|P|6P}}, {{clr|D|2D}}, {{clr|H|2H}}
* Whiff punish requires quick reaction
* Whiff punish against I-no's {{clr|H|2H}} requires a slightly longer walk back than the others that jeopardizes the {{clr|S|236S}} fuzzy block
* {{clr|K|5K}} can combo into {{clr|K|3K}} when I-no is in the corner, but this combo will not work elsewhere
* 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}}
}}
}}
<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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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>


===<font style="visibility:hidden" size="0">I-No</font>===
==Jack-O==
{{MatchupSummaryBox|character=I-No
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
|favorability={{clr|3|Average}}
{{TheoryBox
|oneliner=
| Title      = {{Character Label|GGST|Jack-O|48px}}
|summary=&nbsp;
| Difficulty = {{clr|3|Average}}
* WIP
| 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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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==
<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.
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|K|5K}}>{{clr|K|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|K|5K}}>{{clr|K|3K}} consistently in shock state, or even with {{clr|S|c.S}} in some cases.
{{clr|S|[4]6S}} is not going to be very good in this matchup. Ky's {{clr|S|2S}} punishes every offensive option May can use after it's blocked, at worst trading favorably with May's {{clr|P|2P}}. This leaves May with only backdash, block, or jump - none of which can punish {{clr|S|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|S|[4]6S}} for fast punishes where other buttons wouldn't reach or be fast enough.


===<font style="visibility:hidden" size="0">Jack-O' (Mirror)</font>===
May can interrupt Ky's Foudre Arc on reaction with {{clr|S|[4]6S}} or {{clr|P|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|K|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.
{{MatchupSummaryBox|character=Jack-O'
 
|favorability={{clr|3|Average}}
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.
|oneliner=
 
|summary=&nbsp;
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|K|j.K}} or {{clr|D|j.D}}.
* WIP
 
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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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=236K|label={{clr|K|236K}}}} ||  ||  || ||
|}
===Notable Interactions===
----


===<font style="visibility:hidden" size="0">Ky</font>===
===Neutral===
{{MatchupSummaryBox|character=Ky Kiske
----
|favorability={{clr|3|Average}}
 
|oneliner=
===Offense===
|summary=&nbsp;
----
* WIP
 
===Defense===
----
 
</div></div>
 
==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}} > ...
}}
}}
<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]


===<font style="visibility:hidden" size="0">Leo</font>===
===Round Start===
{{MatchupSummaryBox|character=Leo Whitefang
----
|favorability={{clr|3|Average}}
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|oneliner=
|+style=white-space:nowrap | Common Round Start Interaction Table
|summary=&nbsp;
! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs
* WIP
|-
|{{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==
<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.
 
{{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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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}} ||  ||  || ||
|}


===<font style="visibility:hidden" size="0">May</font>===
===Notable Interactions===
{{MatchupSummaryBox|character=May
----
|favorability={{clr|3|Average}}
Many of May's attacks will win or trade favorably with S Horizontal Mr. Dolphin, including:
|oneliner=
 
|summary=&nbsp;
* {{clr|P|6P}}: Beats cleanly from a distance, but the upper body initial invulnerability is not good enough at point blank range or in tight frametraps.
* WIP
* {{clr|K|2K}}: Beats cleanly from a distance, but the low profile is not good enough at point blank range or in tight frametraps.
* {{clr|S|[2]8S}} or {{clr|H|[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, {{clr|H|[2]8H}} may avoid the horizontal dolphin entirely if it is used too early to hit.
* {{clr|H|2H}} or {{clr|H|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 {{clr|H|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.
* {{clr|K|3K}}: If both attacks are active at the same time, {{clr|K|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 {{clr|H|[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 ({{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==
<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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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}}}} ||  ||  || ||
|}


===<font style="visibility:hidden" size="0">Millia</font>===
===Notable Interactions===
{{MatchupSummaryBox|character=Millia Rage
----
|favorability={{clr|3|Average}}
 
|oneliner=
===Neutral===
|summary=&nbsp;
----
* WIP
 
===Offense===
----
 
===Defense===
----
 
</div></div>
 
==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.
 
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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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==
<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.


===<font style="visibility:hidden" size="0">Nagoriyuki</font>===
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.
{{MatchupSummaryBox|character=Nagoriyuki
|favorability={{clr|3|Average}}
|oneliner=
|summary=&nbsp;
* WIP
}}
}}
<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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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}}}} ||  ||  || ||
|}


===<font style="visibility:hidden" size="0">Potemkin</font>===
===Notable Interactions===
{{MatchupSummaryBox|character=Potemkin
----
|favorability={{clr|3|Average}}
 
|oneliner=
===Neutral===
|summary=&nbsp;
----
* WIP
 
===Offense===
----
 
===Defense===
----
 
</div></div>
 
==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  =  
| content    =
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]


===<font style="visibility:hidden" size="0">Ramlethal</font>===
===Round Start===
{{MatchupSummaryBox|character=Ramlethal Valentine
----
|favorability={{clr|5|Slightly Unfavorable}}
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|oneliner=
|+style=white-space:nowrap | Common Round Start Interaction Table
|summary=&nbsp;
! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs
* WIP
|-
|{{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==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{TheoryBox
| Title      = {{Character Label|GGST|Sol|48px}}
| Difficulty = {{clr|3|Average}}
| Oneliner  =  
| content    =
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's S Volcanic Viper makes applying OTG and okizeme setups against him more difficult than for most characters. In this matchup, May should favor strike/throw pressure setups and use throws early in the set to condition Sol out of using Volcanic Viper as a reversal. The fast startup of S Volcanic Viper makes landing OHK against Sol exceptionally difficult during okizeme. Normal throws are a safer choice for May in this matchup.
 
Sol's exceptionally fast {{clr|K|5K}} allows him to mash out of three frame gaps, notably May's {{clr|S|c.S}} > {{clr|H|6H}} frametrap.
 
As a character with a meterless invulnerable reversal, Sol has an exceptionally easy time escaping from May's larger frametraps. May should be more careful about her pressure strings in this matchup as a result, and should use throw okizeme early to beat it as a wakeup. Most Sol players will attempt to burst out of a whiffed DP punish, so be prepared to bait the burst with {{clr|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]


===<font style="visibility:hidden" size="0">Sol</font>===
===Round Start===
{{MatchupSummaryBox|character=Sol Badguy
----
|favorability={{clr|3|Average}}
{| class="mw-collapsible mw-collapsed wikitable" style=text-align:center
|oneliner=
|+style=white-space:nowrap | Common Round Start Interaction Table
|summary=&nbsp;
! Sol's Button !! Loses To !! Beats !! Trades !! Whiffs
Sol has an unusually strong option for dealing with May's Horizontal S Dolphin RPS in his {{clr|4|6H}}, which will beat attempts to jump out or backdash and counterhit May's {{clr|1|6P}} when used after a blocked dolphin. May can punish this choice on normal block with {{clr|2|5K}}, but can't get a meterless combo without using instant block. If May instant blocks Sol's {{clr|4|6H}} in this situation, she has many punish options, including run up and OHK, which is particularly effective when Sol is in the corner.
|-
|{{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}}}} ||  ||  || ||
|}


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.
===Notable Interactions===
----
 
===Neutral===
----
 
===Offense===
----


Sol's exceptionally fast {{clr|2|5K}} allows him to mash out of three frame gaps, notably May's {{clr|3|c.S}} > {{clr|4|6H}} frametrap.
===Defense===
----


As a character with a meterless invulnerable reversal, Sol has an exceptionally easy time escaping from May's larger frametraps. May should be more careful about her pressure strings in this matchup as a result, and should use throw okizeme early to beat it as a wakeup. Most Sol players will attempt to burst out of a whiffed DP punish, so be prepared to bait the burst with {{clr|3|c.S}} (CH) > block burst > {{clr|3|c.S}} > ...
</div></div>


==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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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===
----


===<font style="visibility:hidden" size="0">Testament</font>===
</div></div>
{{MatchupSummaryBox|character=Testament
 
|favorability='''Not enough data'''
==Zato-1==
|oneliner=
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
|summary=&nbsp;
{{TheoryBox
* WIP
| 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-collapsible mw-collapsed wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! 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}}}} ||  ||  || ||
|-
|{{MMC|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}} ||  ||  || ||
|-
|Walk Back {{MMC|game=GGST|chara=Zato-1|input=5H|label={{clr|H|5H}}}} ||  ||  || ||
|}
===Notable Interactions===
----
===Neutral===
----
===Offense===
----
===Defense===
----
</div></div>


===<font style="visibility:hidden" size="0">Zato</font>===
{{MatchupSummaryBox|character=Zato-1
|favorability={{clr|3|Average}}
|oneliner=
|summary=&nbsp;
* WIP
}}


==Navigation==
==Navigation==
<center>{{Character Label|GGST|May|45px}}</center>
<center>{{Character Label|GGST|{{#titleparts: {{BASEPAGENAME}}|1|2}}|45px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}
{{#lst:GGST/Navigation}}

Revision as of 14:17, 2 September 2022

 May



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • 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

 AnjiPlay 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

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]

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

 Axl
Average


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-

Notable Interactions


Neutral


Offense


Defense


Baiken

Slightly Unfavorable


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)

Notable Interactions


Neutral


Offense


Defense


Bridget

Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense


Chipp Zanuff

Average


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD)

Notable Interactions


Neutral


Offense


Defense


Faust

Slightly Favorable


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-

Notable Interactions


Neutral


Offense


Defense


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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5

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

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 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.

Defense


Goldlewis Dickinson

Slightly Unfavorable


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)

Notable Interactions


Neutral


Offense


Defense


Happy Chaos

Slightly Unfavorable


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-

Notable Interactions


Neutral


Offense


Defense


I-No

Average


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage-

Notable Interactions


Neutral


Offense


Defense


Jack-O

Average


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19

Notable Interactions


Neutral


Offense


Defense


Ky Kiske

 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 > ...

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]

Notable Interactions


Neutral


Offense


Defense


Leo Whitefang

 Leo
Average


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense


May

 May
Average


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3

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

Average


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense


Nagoriyuki

Average


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2
2S
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7

Notable Interactions


Neutral


Offense


Defense


Potemkin

Average


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 BMFGGST Potemkin Mega Fist Back.pngGuardHighStartup25~27Recovery12Advantage-2. Nearly all in-between situations leave May with a slightly advantageous state, or with corner oki after a combo.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8

Notable Interactions


Neutral


Offense


Defense


Ramlethal Valentine

Slightly Unfavorable


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 DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

Notable Interactions


Neutral


Offense


Defense


Sol Badguy

 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 > ...

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26

Notable Interactions


Neutral


Offense


Defense


Testament

Not enough data


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back

Notable Interactions


Neutral


Offense


Defense


Zato-1

Average


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Notable Interactions


Neutral


Offense


Defense



Navigation

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