zand Posted July 13, 2006 Posted July 13, 2006 space out 2k and she can't DP you either with her shitty DP
K2 Posted July 13, 2006 Posted July 13, 2006 2K is the safest attack you could use one wake-up vs. Jam. You could also do a really meaty 2D and get frame advantages. @K2: space out 2K and you won't get thrown. a~ right~ yes, that will trick her one or twice than u can bait out a ohk hartori, 2s will not work, may's hit box is too big to eat dp and is also parryable ( is it?), ur combo will work as long as u sapce out 2k like shinquickman said one disadvantage from 2k is low in dmg for combo, so apply it and bait out for a big combo
poon Posted July 13, 2006 Posted July 13, 2006 a combo is a combo. if all your combos start off a 2k but you land lots of 2ks then you should take them as you get them, not be upset that your combos are prorating
K2 Posted July 14, 2006 Posted July 14, 2006 anyone tried to whiff opponent's DAA with 2hs? like how sol uses his 2d to dodge a burst and DAA?
pulsr Posted July 15, 2006 Author Posted July 15, 2006 try 6p on jams wake up and say bi bi jam, uhh more often then not 2hs gets stuffed on da. probably still better to just bait and jump or do what i do 6p them rofl i forget on which characters but mays 6p stuffs a few DA clean. i know you can 2hs bridget out of her DA though.
K2 Posted July 15, 2006 Posted July 15, 2006 do u mean 6p on wake from a distace? and it will beat her wake up dp? o_O i am pretty sure u will get thrown if u do it in her face about daa =\....yes i will perfer just jump over it and do a 2jhs afterward, that move is a lot faster now, unlike #R, too slow to actually get a reward
pulsr Posted July 16, 2006 Author Posted July 16, 2006 obviously you do things out of throw range ;p, i fall down with s hs, just because i hate how anal 2hs can be if you get a ground hit it or not
Oyo Posted July 19, 2006 Posted July 19, 2006 I've been getting better with May. Some of my matchup suggestions. I really have only been playing Chetan and some local players that don't post here; so I've been getting the most experience against Johnny and Sol. I've also been playing against Bridget a lot. Sol is pretty annoying for several reasons. Next to Johnny his hitbox makes him second hardest to land the B&B combo on. He can outpoke you very easily (his standing kick is twice as fast as May's standing punch), and he can reaction DP your longer-range pokes if he is watching for them. If you try to combo into vertical dolphin he can just reaction DP you. I try to very rarely use dolphins because he can so easily punish them. Against crappier Sol players you can usually vertical dolphin on reaction over a gunflame and get cheap overheads with them, but once he finds out how to play May he will just wait for you to dolphin and DP you all day. If he does Bandit Revolver and you are buffering you can reaction vertical dolphin and hit him clean out of the startup. On knockdown you are best off summoning a dolphin hoop or jumping over him and mixing it up. You can't really cross him up and make him fuck up his DP, because if he messes it up he will just get grand viper and hit you anyway. I still get crossup to work on him fairly often simply because he is worried you are just going to cross up and bait. If he doesn't DP you'll usually be able to land a j.2H or a j.S. After landing a j.2HS you should bait most of the time because he can simply DP between the j.2HS connecting and the following 2K or whatever you are following up with. Don't ever vert dolphin afterward. On a cleanly baited dragonpunch I like to go in for a close slash, if he does the followup and you hit it with slash you'll counterhit. You can also wait until he lands and command grab. Make sure you take advantage of baited DP's because that is when you will likely get a good amount of your damage in. If he stops DPing as much then you'll be able to rush him down easier. I'm having a really hard time against Johnny. The only time you can get in from the air is if you bait his 6P. The 6P will counterhit vertical and horizontal dolphins as well as j.2HS and j.S usually. From here he will just rape you. The 6p will actually counterhit you out of 2HS and I think even 3K if he gets you early enough. May's pokes are really slow, her fastest aside from jabs are 2S, 2D, and 2K which are all 7 frame startup. Landing 2D and 2K will obviously lead to a lot of damage while 2S has nice range. Unfortunately all of Johnny's ground pokes can outrange you, and you can't really go in the air or dolphin because of his 6P. If you start a dolphin hoop he just has to immediately jacklehound and you'll get hit out of it. My universal 5K tick to command grab worked almost every time for a while. If he wises up and just FD's the first hit on wakeup you can't tick him at all and he is pushed back into Johnny range. Once he gets you into the corner and starts his pressure you need to block well and watch out for grabs or you're likely going to take about 80% damage. I'm really at a bit of a loss as to what to do, the biggest opening seems to me that he doesn't have a dragon punch, so if you can get some solid rushdown and mixup and command grabs in after knockdown and prevent him from cornering you it could be winnable. I'm landing a fair amount of 5HS counterhits which leads to nice damage, but it's not often winning the match for me. I'm trying to play safer and more pokey than I usually do, but if you are too conservative and don't rush down enough you'll quickly end up in the corner. Anyone have any suggestions?
pulsr Posted July 19, 2006 Author Posted July 19, 2006 make him block a hs and never ever let him escape, his pokes are slow get in and storm him with standing hs and dash quickly with p, bait his 2hs and punish accordingly. the bnb still works just remember its hori dolphin frc (high float) fall hs etc.
PhaethonH Posted July 20, 2006 Posted July 20, 2006 I can post more in-depth stuff later, but once you get the hang of 6P and the hang of Johnny, you can 6P through a ridiculous number of Johnny's moves, including but not limited to: JO 5S.f, 6P, 5K, 6K, instant Ensenga, high MF (maybe mid?), coin, his OD (but only beyond point-blank range!). I find most Johnny players get shaken up a bit after the third May 6P hit. Against JO corner pressure, IB and/or FD, then slip in a 3K. You can even do 3K as Reversal (wonderfully shruken hitbox!). The hard part is getting the IB. Against Sol, I typically wait for Sol to make a mistake. Usual tactics include: * set up P hoop and wait for Sol to rush into it * if Sol comes running in from full screen, 2D way early. Her foot lingers, and Sol runs right into the active frames. It looks retarded, but tends to work. * as oki, run up, and at about OHK range, jump straight up (668). The physics causes May to still move forward a little bit with the momentum from running, for crossup opportunity (and throwing off VV input). Added bonus, this kind of jump doesn't cause your character to change direction on crossup, denying the other player visual cue. * pretend oki with early 5K (whiffs), backdash away from VV. * (pulr's) Magic Oki Jump-in: The theory behind this is something like this: (1) players getting up from knockdown get one frame of invulnerability (Reversal opportunity); Sol's VV gets 8 (more) frames of invulnerability before hitting; therefore, Sol's VV has at least 9 frames of delay before hitting. (2) The instant you land from a normal jump, you can block. (3) Time your jump-in j.H (and hold back during the attack so you block the instant you land) such that the active frames nail Sol during frames 2-7, and also such that you land on the ground (you are holding back, right?) on or before the 8th frame of Sol's recovery. If Sol does nothing, you get j.H oki and ground pressure. if Sol does VV... well, you're already on the ground (frame 8, holding back and guarding) just as VV is about to hit (frame 9), so you block, as Sol flies off into outer space. Gutsier tactics against Sol include: * 6P through the Gunflame, exchanging hits (but he's 66% dizzy!) * 6P through Bandit Bringer (requires IB'ing the pre-Gatlings) * Try to bait a Riot Stomp == 6P, 5S(JI), 5H[2], 8H == 95% +/- 10% dizzy. How do you bait it, though? I dunno. * Sol corner pressure can sometimes be stuffed with a mere 5P. Your mileage may vary. * random Restive Roller; it tends to have magical random crossup properties. She also moves like a frickin' bullet on the first hit; I've managed to hit a rushing Sol (no knockdown) from half a screen away pulling off a RR by accident.
shinquickman Posted July 20, 2006 Posted July 20, 2006 Isn't it better to jump-in w/ j.S to bait VV and crap like that? I dunno, I just feel safer throwing out a j.S instead of a j.H. Some notes: -A gatling into BR can be beaten out by a reaction 5P. -You don't have to IB to beat out a BB w/ a 6P, you just can't FD.
Oyo Posted July 21, 2006 Posted July 21, 2006 Hmm some excellent suggestions that I will be sure to try out tonight.
zand Posted July 21, 2006 Posted July 21, 2006 another vs sol thing on riot stomp, if you're in may's half of the corner im pretty sure you can do something like 6P 5H whale or 6P 2S whale and its instant dizzy :-D
pulsr Posted July 21, 2006 Author Posted July 21, 2006 this always gets sol to do riot stomp, get him into the corner k s s hs, wait a splitttt moment and yeahhell do riot stomp ;p
K2 Posted July 25, 2006 Posted July 25, 2006 arg.....lost to Flash's jam in loser final ok, 1st!! jam's IAD jhs cross over cannot be countered with may's 5hs and 6p, she simply fly above u i tried to backdash, but her jhs last long enough to hit u before u land here is wt u can do, 1)airthrow! this will work well as long as u can predict her IAD, yes...predict....her IAD is FAST, but u can still throw by reaction, just prepare to airthrow when u play jam than ur reaction will come along^^" 2) back jump and run away, but jam will simple stop IAD and run in or jump in, but u don't get hit, which is safe 3) i find this one works the best, RUN FORWARD!, if u doing want to risk eating a jhs>combo from a fail airthrow, just run forward 2nd, jam's 6hs... this move simple owns this little Loli, jam's 6hs counter every move may has, do not think to counter when u see the move is out, u can only counter it when u have predicted this move and counter with a early 6p and 5hs, 3k will go under but jam moves 1st and combo u back 3rd, everyone should know this, DO NOT attack from Air to GROUND, it is very simple for jam to parry and combo our cute Loli once again, with out IAD and jump in attacks, is hard for May to attack Jam, and a lot of tricks are sealed, such as any air attack in to 2d or j623hs>rc or any running OHK afterward 4th, when jam abuse 2p and 2s, starting using 5hs to counter and stop her before u get own, and run in ohk simple gets counter by her mashing 2p and 2s example, 2p>ohk is no good, but 2p>5hs will buy u a counter 5th, another basic knowlegde, do not play air battle with jam, eventhough may is pretty strong in the air, jam's js and jhs just owns u( how many time i have used the word "OWN"??little loli cannot mess with big sister?) 6th, when u see any frc flashing from jam, prepare to counter her throw by throwing her back^^ finally.....5hs is ur only move that give u greatest return.....her 2s will counter all the move u do, so... poke smartly^^" i have review some sigihara's matches video against jam, but he does not win =\ ararar, i hate 7:3 games, but it is better than #R era, jam does too much dmg before sry for typo, i am too lazy to check
shinquickman Posted July 25, 2006 Posted July 25, 2006 Some of what you just said applies only to Flash's playstyle (mainly the airgame part) but for the most part, yeah, that's how a May vs. Jam match should look like. Oh and good job at the tourney K2!
Purrin Posted July 25, 2006 Posted July 25, 2006 When Jam does her block string which is then usually follow by an iad to continue the pressure, a dolphin to the face usually got me out of it. But I haven't played too many Jams in Slash honestly, so dunno if that's still the case.
K2 Posted July 26, 2006 Posted July 26, 2006 When Jam does her block string which is then usually follow by an iad to continue the pressure, a dolphin to the face usually got me out of it. But I haven't played too many Jams in Slash honestly, so dunno if that's still the case. in #R definitly, but in slash, i have been encountering Jam's IAD fly behind my 28hs and cause my 28hs to miss. can someone remind me wt happened to 28hs in slash? i knew there was a differernt
pulsr Posted July 26, 2006 Author Posted July 26, 2006 its angled more so it travels like 20% further
hatorri hanzo Posted July 26, 2006 Posted July 26, 2006 How is the Matchup against Zappa. Cuz i just got Beasted by KBnova's Zappa and i noticed that any good zappa owns me for free. Zappa's that have owned me. KBnova, Chunlispimp, Purrin. Maybe im just not use to the matchup, but whatever it is i can't win against a zappa.. he's too weird and he has to many overheads that im not use to. And once Raoh comes out i learned to stay out of the air, cuz he can kill you in one combo. SO yeah any tips on fighting Zappa?
K2 Posted July 26, 2006 Posted July 26, 2006 i have played A LOT of za with pui, so i have good experience , and pui is our T7 winner so he is professional, therefore i think i know wt i am doing since we are 50/50 ok, hope this will help here i go~ 1st u have to understand za does no dmg, so don't be stupid and fall for random shit, stay calm, he is tiny so most of ur rush in will not work, remember one combo u basicly wins the game here is wt i do for all this summon #1 - when he is naked do NOT think he sucks cuz he has nothing, za still has good invisable normals, such as 6p and 5k, his 6p they can counter ur 46 and 28 dolphin, or simple he just run forward and u will miss also. And his 5k has low body invis., this will counter ur low pokes such as 2k when u try to stop his poke, and 3k, so do 2p when u try to poke him back when he is close. jhs cross over, this is easy, we love za attack from the air with his tiny reach hands and retarded kick, just counter it with 5hs, basicly counter with 5hs for any flying za, if he is already behind, u can still throw him, he is slow now the worst, his worms. this gives him 3souls, and more nightmare when he has tension for RC. za will abuse the worm most of the time becuz of the big return, do NOT random 28 and 46 dolphin, is dangerous.Worm acts like a upper cut that will counter ur pokes, when u try to rush he will just mash and hope for a counter. thats the hint, so bait it out, don't try to counter it, as long as u don't get hit by that u are doing a very good job, (who tries to counter a uppercut??) run in fd>run in fd and see wt he will do. if u are brave and u know when za will worm, u can OHK it, this comes from experience. ohk will grab him even u see the worm is out ^^ but risky, BUT it works well :D just to put this last so u know....ABUSE 5hs!! this move owns za for life and even when he was born! yes, he is born to get own by may's 5hs #2 Dog STAY CALM! dog sucks bad in /, doggie's start up and recovery is SLOW, u can always hit it before he does a move or after. don't be stupid and trying to IAD or jump in when za tries to turtle, za likes to do 8D as anti air. use ur f.s and 5k to attack from a distance, both are fast enough to hit za or kill the dog he za tries to do anything, run in 2p also works well. if u want to be safe, hoop>frc than run in, call up ur dolphin frds to balance a 2 vs 2 equal match. when u are rushed, stay calm and block, IB it and jump away, a lot of ppl tries to mash and hope for a counter, but good za player will bait u out and wt u get is 50% life byebye. if za is being convervative, just run in and ohk. i put this last again, za with dog tends to focus on controling the doggie, so ur mind such be set as OHK that shit. here is wt u can do against za sacrific his dog for worm, 5hs destory the dog and do a 63214hs right after to counter za ^^ omg i only wrote 2 from za.....i am tried, i type up the rest later za is not a low tier, he is 5 against one XD haha worst than eddie with 2 against 1 again, sry for typo, lazy to check
pulsr Posted July 26, 2006 Author Posted July 26, 2006 run infront of zappa outside of his poke range and spam hs and laugh thats what i do to chunlispimp lol, IB and throw his 236p when he has ghosts out hes pretty prone to 6p, the swordddddd isn't all that bad if you a bit carefully.
angemonandtk Posted July 26, 2006 Posted July 26, 2006 Hey all. I'm a rather new May player but I've been playing her since GGXX =) Hope I can offer some advice that is useful and ask for some as well... VS Zappa I dont play alot of Zappas but I found that 3k, May's slide, works really well against Zappa because its really low and can slip underneath alot of what Zappa has. Now a question for you experienced players, any advice against Bridget? I play against a good Bridget player back home alot and its very frusterating for me to play May against him. Bridget's 6p and starships knocks May out of hte air too effectively for me to come in from the air. Dolphins are punished on block, if not, alot of Bridget's moves beat them out (no surprise). Bridget outpokes May and I can't rush down Bridget without being punished. I admit to not having the best execution or experience here so there are probably things that I haven't tried yet.. but any advice here?
K2 Posted July 27, 2006 Posted July 27, 2006 i am back, here i go #3 sword sword is ur most frdly summon, ur 3k just owns him. do NOT jump in, his uppercut makes no sense, and his 2hs is far and pretty strong. ur 6p can beat his 236s only if u do it early enough. watch out for high low, but is easy to block. when playing sowrd, use 3k #4 ghost 1st i will t(^^t) to the ghost, they are annoying piece of #@X#%, somehow his ghost toss always hits if u try to do something against it when they are coming, just block them, or jump away, when za does his hj ghost k toss, don't rush in, he can move after he toss. u can do 2 things, block until he runs out of ghost, or jump high and time a nice J66 jhs to give him a scoop. don't panic, block, don't get huanted, once the random shit come, those glof ball, banana and pots, don't rush in toward za and tries to hit him , wait for a chances, cuz this is the time za does most of his pokes on u. And about his hs, while his ghost are retreating back to him, he can still hs and pops it, so don't get bait out. when u block his jhs, u can throw him after he lands, becuz in / za has longer recovery after he does the jhs. ghost za is the only one u can really rush safely with out being punish hard. but on the other hand, ghost za can zone u out good. gaining tension, once u see za tosses ghost, call up Yama San. don't rush like a mad bull and eat ghost, ghost does no dmg no matter how many fancy frc he does #5 Raoh The end..... don't be naive and try to attack, his s2 and uppercut is god, this thing is GOD. uppercut>rc>6hs 3x>236s>6hs 3x >gg here are some tips, when he rush in, the best for counter is ur 3k, 3k as in the very tip of 3k, the hit box is small enough so u don't get uppercut counter. the best za can do is poke a 2s,only if u do 3k far enough with the least recovery. other than that, don't attack! his moves are lighting speed!! however, u can poke with f.s, cuz za will not spam uppercut, he has huge recovery, take advantage from it. after u make him feel is not safe to spam uppercut. than u can poke. edit. don't poke when he has tension to rc, only poke when he cannot cancel. DON"T JUMP IN period. if u happen to be in the air, ALWAYS FD before u land, or else u will get hit as high as our CN tower once u block well, prepare to block his dust. watch ur tension!, becuz by this time with all his rush down he will have 75-100% for hammer of thor. this thing takes out A LOT of block dmg if u cannot fd. once u have no life, no tension, run in and gain tension, YES! RUN IN, after all the running u should have already given tension penality. atleast gain a bit tension to fd his hammer of thor in this situation, if u are lucky and stnad in front of his face, his supper can't hit u. if u land a combo, do the combo that takes the most time, finish it with a js623s to waste 2 more sec. lastly, in / his uppercut has more recovery time, once u bait out one uppercut, u can run in and OHK. #6 wake up games aaginst za's wake up worm and super, just run in and j2hs, or delay ur run and do ohk to grab his worm. finally, keep in mind that once u poke him he is back to normal and za like to mash worm, so when u poke him when u are close, don't continue, u will get worm, block it and ohk it. remember, once u land a good combo, u win, he will be the one frusrated and tries to catch up with the life.
pulsr Posted July 27, 2006 Author Posted July 27, 2006 bridget is one of those matches where you kinda play around her range and make her whiff a far slash and go in and beat him senseless. his far slash will be the big thing that is a problem for you. keep the fight on the ground you will not win in the air.
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