WhattayaBrian Posted June 17, 2015 Posted June 17, 2015 Is there anything you can do off an OHK when you are in the corner? They seem to just fly away because they hit the wall immediately.
raisedbyfinches Posted June 17, 2015 Posted June 17, 2015 Is there anything you can do off an OHK when you are in the corner? They seem to just fly away because they hit the wall immediately. There is, but probably the best is whirlwind. You get a full 9 juggles before you need goshogowara which pretty much puts them back in the corner on the other side of the screen. I tend to run, 2p 5s jc.stuff or 2p 5s 6h if I ever do it (which is usually always a mistake because there's nearly always a better option when my back is to the wall).
Kyle Posted June 18, 2015 Posted June 18, 2015 If you are just out of teh corner, you can do a micro dashing 2HS, delay HSVD to cross-under and continue DMG w/ a corner knockdown. Been slow around here, sorry.
raisedbyfinches Posted June 18, 2015 Posted June 18, 2015 Is there anything you can do off an OHK when you are in the corner? They seem to just fly away because they hit the wall immediately. There is, but probably the best is whirlwind. You get a full 9 juggles before you need goshogowara which pretty much puts them back in the corner on the other side of the screen. I tend to run, 2p 5s jc.stuff or 2p 5s 6h if I ever do it (which is usually always a mistake because there's nearly always a better option when my back is to the wall).
Lynxfort Posted August 6, 2015 Posted August 6, 2015 At case if 4126P is so close or nearly behind opp on corner in 1:07 he do the "high" route of oki .. but what is the "low" route i can benefit from end of corner 41236P ??
Lynxfort Posted August 11, 2015 Posted August 11, 2015 (edited) Sorry.. found the answer in combo thread..my bad.. Edited August 12, 2015 by Lynxfort
WhattayaBrian Posted September 14, 2015 Posted September 14, 2015 Can someone explain the mechanics of 6P to me? I feel like I'm just not getting it. The wiki says this:"Has upper body invincibility until the attack releases. Due to slow startup, for jump-ins, you'll need to start the move in advance and adjust your button release timing to that of the opponent's attack."This to me implies that the upper body invincibility starts when you release P, not when May is rearing back. However, it seems like I only get invincibility if I don't charge 6P at all. That is, if I hold P for enough time that we get a screen shake (which appears to be holding for any time longer than the default speed), I get 0 upper body invincibility. I've tested this is training mode, but I really want confirmation, since this does directly contradict the wiki.And this would explain the months and months of failing anti-airs with May (I assumed I was getting CH'd during the rearing back phase, so I kept trying to time it earlier and earlier, but I was still getting hit...)
RurouniLoneWolf Posted September 14, 2015 Author Posted September 14, 2015 Frame data says that it has above the knee invincibility from frames 1-9 and 6P has 16 frames of startup. So technically neither have invincibility up until the attack. Can't double check since all the old forum links leading to the frame data are dead though.
WhattayaBrian Posted September 14, 2015 Posted September 14, 2015 I feel like that doesn't actually align with what I see though. If I just tap 6P, I can totally beat things like Ky j.S, straight up. So either I'm fundamentally misunderstanding something (a very real possibility), or the information is wrong.
AOW_Yomabuddy Posted September 14, 2015 Posted September 14, 2015 Holding 6P will make its startup slower without adding any invulnerable frames. Maybe you're subconsciously hitting the button later/earlier when charging?
2ndState Posted September 25, 2015 Posted September 25, 2015 Is there anything you can do off an OHK when you are in the corner? They seem to just fly away because they hit the wall immediately.You can RC the command grab and go into Dolphin Loops or whatever you want.
sdCadenza Posted October 23, 2015 Posted October 23, 2015 Since the matchup threads are so bare.... how do I gain matchup knowledge from watching videos?What kind of things should I be thinking about while watching?I'm also completely new to Guilty Gear so yeah.
NowItsAngeTime Posted October 23, 2015 Posted October 23, 2015 Hello I'm interested in picking up May. Not sure if I want to MAIN her just yet but she's pretty interesting so far.After watching some high level vids, reading dustloop wiki and trying her out I just have some questions:Her general gameplan is playing footsies/zoning with good ranged normal and summons and eventually doing big time damage?May can generally play offensive or defensive as needed? Or does that just depend on matchup?Outside Jump Backs and Jump ins what are good ways to start the match? is a [4]6 or [2]8 sometimes good to start with?Generally you should only set out Beach Balls or dolphins on either knockdown, as a special cancellable blockstring, full screen distance or with YRC available?What's the best way to choose which P/K/S/HS Applause for the the Victim?For Beach Ball whens it best to choose between P and K version?How viable/often should you even go for the technique of jumping on the ball?I noticed some high players like to toss out Whale super sometimes. Is this viable to prevent them from coming in or getting a read on what they do or something? What's the purpose?63214 HS seems like it can be an alright reversal but kinda unsafe on block, is it better to use something like Dead Angle in general?Is her 63214 S special best used as a good ground combo ender only if you think they will lose all health?Generally it's best to mix pokes with 5K, fS, 2SHer main anti-airs are 6P, HS DOlphin and 2HS.. which one is generally best to use?Her 6P is chargable and does have head invul... however compared to other 6P anti-airs how do you charge and use this move more effectively? Especially with its knockback?As far as jump ins go is it generally better to go with j.S, j.HS or j.2HS?It seems most of her main combos are the powerful air ones. Is the air where you're going to try to get most of your damage mid screen?In Midscreen neutral in general what are her best options?What is considered her best/worst matchups?
2ndState Posted October 25, 2015 Posted October 25, 2015 Since the matchup threads are so bare.... how do I gain matchup knowledge from watching videos?What kind of things should I be thinking about while watching?I'm also completely new to Guilty Gear so yeah.Basically you want to play a long set against a specific character, preferable someone on your level. Then after the long set you will be thinking, "What do I do in these situations." So then you go and watch match videos, and look specifically for how the player using your character handles the problems you were having. You can learn from just simply watching, but it is not as effective as experiencing the match-up first hand prior to watch the match videos.
WindGodDude Posted October 25, 2015 Posted October 25, 2015 how do u do the thing at 15:41. i remember seeing it somewhere but now i cant find it
2ndState Posted October 25, 2015 Posted October 25, 2015 (edited) Hello I'm interested in picking up May. Not sure if I want to MAIN her just yet but she's pretty interesting so far.After watching some high level vids, reading dustloop wiki and trying her out I just have some questions:Her general gameplan is playing footsies/zoning with good ranged normal and summons and eventually doing big time damage?May can generally play offensive or defensive as needed? Or does that just depend on matchup?Outside Jump Backs and Jump ins what are good ways to start the match? is a [4]6 or [2]8 sometimes good to start with?Generally you should only set out Beach Balls or dolphins on either knockdown, as a special cancellable blockstring, full screen distance or with YRC available?What's the best way to choose which P/K/S/HS Applause for the the Victim?For Beach Ball whens it best to choose between P and K version?How viable/often should you even go for the technique of jumping on the ball?I noticed some high players like to toss out Whale super sometimes. Is this viable to prevent them from coming in or getting a read on what they do or something? What's the purpose?63214 HS seems like it can be an alright reversal but kinda unsafe on block, is it better to use something like Dead Angle in general?Is her 63214 S special best used as a good ground combo ender only if you think they will lose all health?Generally it's best to mix pokes with 5K, fS, 2SHer main anti-airs are 6P, HS DOlphin and 2HS.. which one is generally best to use?Her 6P is chargable and does have head invul... however compared to other 6P anti-airs how do you charge and use this move more effectively? Especially with its knockback?As far as jump ins go is it generally better to go with j.S, j.HS or j.2HS?It seems most of her main combos are the powerful air ones. Is the air where you're going to try to get most of your damage mid screen?In Midscreen neutral in general what are her best options?What is considered her best/worst matchups?I'll try and answer as many as possible to the best of my ability.Yes, that is her basic game plan. You basically want to poke and throw projectiles until you can get them into the corner or score a knockdown, where she can do big damage.Whether you play offensive or defensive is primarily match-up specific.[4]6S can be good in some match-ups. 2S comes out pretty fast, and even though it can trade with a lot of things other characters can open up with, it doesn't straight up lose to much. 6H is another option if you think the opponent will jump, just very risky.Yes to all except the special canceled blockstring. Dolphins and Balls can be very unsafe when canceled from most moves.Which Applause you use should be determined by what space you want covered. K/H covers the air, and P/S covers the ground. P/K is close to you, while S/H is farther away.I consider P ball to be the more defensive (Since it stays closer to you) while K ball is more for offense (Since it will reach the opponent sooner). K has 10 more frames of recovery, but if you YRC it that doesn't matter.Jumping on the ball is only really used as an okizeme tool since it can cross up and you get big damage off it.Whale is active frame zero so it can be used as a reversal in the corner. I've also seen people use it to hit an opponent that just airdashed at them.Dead angle is better in my opinion, but if your opponent knocked you down and you have to block a 50/50 you can't dead angle if you guess wrong, so 63214H can be a viable out.63214S doesn't have all that many uses, but it can be used in juggle combo, and if you do the Goshogawara Bomber follow-up you can get a combo after in the corner.If you and the opponent are both grounded yes.I would say 2H since you can get a combo off it, and you can get even more damage on counter hit. 6H is also a great anti-air, even though it can't be done on reaction, you get a knockdown and it is special cancelable.The best use I found for 6P is to beat opponent's dead angles (Shout out to raisedbyfinches for show me that) Other than that it does good stun damage in corner combos, but it doesn't make for the best anti-air in many cases.I would say j.S chained into j,H. If you are crossing up, j.2H.May does most of her big damage in the air, except for a few cases. if opponent is grounded 5K/f.S and P/S Applauses if opponent is airborn 2H/6H and K/H Applauses. If they jump you can also meet them in the air with a j.K chained into a j.HS.I struggle with Match-ups that others find easy so I am probably not the best person to answer this. Edited October 25, 2015 by 2ndState
2ndState Posted October 25, 2015 Posted October 25, 2015 how do u do the thing at 15:41. i remember seeing it somewhere but now i cant find itBasically you hit a button immediately after the dolphin hits, and you will keep the dolphin's momentum instead of bouncing back.
trashtierguiltygear Posted November 11, 2015 Posted November 11, 2015 Is there a good method for timing when to dash after OHK? I have been practicing this nonstop before every session, and I still cannot seem to get it consistently. I have done this in May's mission mode and have watched the inputs, as well as watched a bunch of videos with it but still cannot land it consistently. It feels that this is really unforgiving on timing. I have a video of many attempts to do it with failure if you'd like to see.
AOW_Yomabuddy Posted November 11, 2015 Posted November 11, 2015 It's a matter of knowing when you land after throwing them back in the air. It just came to me after a lot of practice with the combo. Sent from my GT-N7100 using Tapatalk
RurouniLoneWolf Posted November 11, 2015 Author Posted November 11, 2015 Just practice it, play with the timing and you should be able to eventually get it. The timing isn't really tight, at least midscreen when you don't have to cover much ground. Corner can be troublesome but I think that's more just me always misjudging the distance I have to run to get c.S instead of f.S
raisedbyfinches Posted November 11, 2015 Posted November 11, 2015 if you charge 6p you don't have any invuln at all, the invuln is on the uncharged version and not all the way up until hitting. nowItsAmgeTime asked a hell of a lot of questions. I don't agree that that is her gameplan. Because that's not how I play her. It can be successful and is ok in some matchups but it is not how you necessarily need to play. It's a very Ruu approach so if you do want to play like that then he's your man. I'll answer properly later when I'm home. @windgoddude as soon as her feet hit the floor you start inputting the thing, it's how I 'visually' confirm [you can't actually see her feet touch the floor] when to do it.
AngryBlack Posted November 13, 2015 Posted November 13, 2015 Hello I'm interested in picking up May. Not sure if I want to MAIN her just yet but she's pretty interesting so far. After watching some high level vids, reading dustloop wiki and trying her out I just have some questions: Her general gameplan is playing footsies/zoning with good ranged normal and summons and eventually doing big time damage?May can generally play offensive or defensive as needed? Or does that just depend on matchup?Outside Jump Backs and Jump ins what are good ways to start the match? is a [4]6 or [2]8 sometimes good to start with?Generally you should only set out Beach Balls or dolphins on either knockdown, as a special cancellable blockstring, full screen distance or with YRC available?What's the best way to choose which P/K/S/HS Applause for the the Victim?For Beach Ball whens it best to choose between P and K version?How viable/often should you even go for the technique of jumping on the ball?I noticed some high players like to toss out Whale super sometimes. Is this viable to prevent them from coming in or getting a read on what they do or something? What's the purpose?63214 HS seems like it can be an alright reversal but kinda unsafe on block, is it better to use something like Dead Angle in general?Is her 63214 S special best used as a good ground combo ender only if you think they will lose all health?Generally it's best to mix pokes with 5K, fS, 2SHer main anti-airs are 6P, HS DOlphin and 2HS.. which one is generally best to use?Her 6P is chargable and does have head invul... however compared to other 6P anti-airs how do you charge and use this move more effectively? Especially with its knockback?As far as jump ins go is it generally better to go with j.S, j.HS or j.2HS?It seems most of her main combos are the powerful air ones. Is the air where you're going to try to get most of your damage mid screen?In Midscreen neutral in general what are her best options?What is considered her best/worst matchups? On the whole anti air thing jump p is actually one of her best anti airs because it's fast and more reliable than her 6p and 2h. Round start option depends on the match up imo. Like for example on zato I'll usually start with just 2d because it beats his common round starting normal. Other characters sometimes I just literally run forward and 2k 2d. Applause the victim versions in neutral have different uses in match ups but basically if your trying to actually hit the opponent with sea world use S hoop set and K beach ball. If your trying to control the center of the screen use Hs hoop sets and P beach ball. Her overall game plan in neutral basically depends on the match up. I categorize them like this. Match ups where sea world is a valuable neutral tool to control space and to be used to get in. Match ups where sea world is basically useless because either the character has ways to hit may via projectiles or the character has very good mobility and options to easily escape. The characters that sea world is not a good neutral tool at all tend to be where you will notice a struggle in fighting because with out sea world your left with having to actually play footies to get knockdowns without having to take huge risk like just jumping in on them. One of mays strengths is her jump height and arc and her huge air normals which on hit or counter hit can lead to a knockdown and big damage making her a nightmare for some character to try and go air to air with her. Her biggest weakness imo is she doesn't have long enough pokes to confirm to knockdowns like some of the other characters can making it troublesome in some match ups to really be threatening on the ground. Also her p hoop set and s hoop set Dolphins when you release them can be low profile by probably half the cast so there not very reliable to use to try to run behind to closes the gap in neutral. May is a very fun character. She's pretty mobile and has a high stun and damage output. She's definitely a character you have to put in the work to start to see that she can handle every character in the game.
Lynxfort Posted November 25, 2015 Posted November 25, 2015 @NowItsAngeTime you can find more useful information in DL wikihttp://www.dustloop.com/wiki/index.php?title=GGXRD/May/Strategy
Lynxfort Posted March 15, 2016 Posted March 15, 2016 in wiki Applause for the Victim is + on block but to me i feel it's the opposite !!
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