What makes May so easy?
Same reason why everyoneâs learn curve is very slim on almost every character in the game.
also Anji has the ability to increase the Beat meter under the opponent lifeâs bar, but thats about it ;o
whatâs a âslimâ learning curve?
Just to clarify: you donât take âmoreâ damage in the sense that the damage is scaled up; however, you take more damage than you would take if your guard gauge wasnât increased.
Itâs in the GGAC Playerâs Guide on DustLoop, but to sum up how the gauge affects damage, the guard gauge doesnât do anything if itâs at neutral or higher, and it reduces damage if itâs below the neutral mark.
are u sick in the brain⌠i donât read outside of the tourney section on dustloop but i hope it doesnât say that in the guide⌠the guard guage literally directly affects damage output, either through reduced scaling or gaining counterhit properties⌠i could go into specifics and bore everyone but iâm sure theres a nerd here chomping at the fucking bit for this oneâŚ
Well, in all honesty I could be biased because I used to play a lot of May in #R, and she was much more complex in that game. Which is saying something, because sheâs always been one of the more basic characters.
Basically, she gets giant combos off of counterhit anything (j.H, anti-air 5H, 2H, immediate air-to-air sj j.S â which is not as giant but still a big fat grip of life) and off of her basic mixup of command throw or throw-invincible 5K, as well as one of the most damaging standing dusts (up there with RK and Baiken) which in and of itself has a gimmicky mixup allowing you to fake it, go low and⌠basically do the same damage as if you hadnât. 90% of this is all the same simple combo â the most basic variant is [5S->5H, S Dolphin Upper]x2, 5P, H Dolphin Upper. Which happens to knock down and allow you a really scary mixup, and on top of that against most characters I believe this sets up running jump, deep S as a safe jump-in versus reversals. She rarely has to make a damage/pressure tradeoff when she scores a hit, and her jump arc and ridiculous hitbox allow her to bait anti-airs annoyingly well and get in with her overprioritized jump-ins (S, H and 2H).
Iâm not saying she doesnât have weaknesses exactly, itâs not like her mixups are extremely difficult to see and if she guesses wrong on either hit or throw her options to continue pressure are really weak. But just turtling with May and throwing out j.H like crazy is extremely effective. Sheâs shallow, which in and of itself is a liability⌠but it means her learning curve isnât exactly on the level with the pet characters and I-no.
Actually, what he said is technically correct. When the guard gauge is above 50%, there is no damage scaling taken into effect. Damage scaling starts to take effect when the guard gauge goes below 50%.
This doesnât sound like a lot, but when you eat 5 or 6 unscaled heavy hits in one combo and THEN eat the rest of what would have been a 50% combo anyway, youâre going to end up with maybe 10% of your life left, if that.
Of course, this ignores stuff like forced proration on certain moves like Solâs Sidewinder.
So I can beat the Arcade no problem on Maniac (still not good enough for human comp)⌠unless I have to face Potemkim. How does the Zappa/Potemkim match up go?
The matchup is Pots favor because Zappa doesnât handle pressure well. Better than other characters mind you but still. Like against many characters once Pot gets on top of you its hard to get him off. Fortunately Zappa is decent at keeping him off.
With the sword. Poke, poke, poke. Good moves to use are 5HS, jHS, and 63214HS.
Dog. Canât really say whats good and whats bad. The dog is really good against Pot. It keeps him off you really well.
3 Ghosts. Very effective at Zoning and hitting Potemkin but pretty inefficient when it comes to damage. =/ The ghosts are weak but but youâll get a hit every now and then so turn what ever you can into a decent combo and try to go for a knockdown via 2D. Good pokes would be: would be 5S.; j.HS is also good when Potemkin is trying to approach. Jump away with jHS to have him fall into it.
Unfortunately I canât give you too many tips that are actually GOOD because youâre fighting the computer. Mixups and stuff wonât work. All I can give you are good pokes that you can hopefully turn into decent combos if you can get past the CPU"s crazy blocking. =/
I just recently got into playing GG again with this game, and May was my favourite from GGX so I immediately started using her. Of course I mainly play against the AI, since I just got the game this week. I should be playing against some good comp this weekend though.
I will have to test some of the theory/tactics you mentioned. Right now I mostly just rush-down, and âmind-gameâ or combo. Run-up(hold df),p,s,h,up+hs (if not towards corner, then Up+s), F+H, and itâs a good string when blocked too vs. avg player due to the potential cross-up, and of course the overhead. If not that combo, then run-up, Df+k, or command throw, or d/u dolphin surprise.
That pretty much summarizes my entire game. Iâm such a newb right now haha. I will see how I measure up to Half-Ro and hopefully other people soon. You made me want to watch some May videos though.
Oh and on occasion, I like to do her instant-KO move.
this post is the truth, being effective with may is relatively easy
itâs all about johnny. who has the best johnny in japan? suzume? bleed? dc?
coin coin coin coin coin dash throw
IMO the hardest part about playing Slayer is doing (reacting) the right stuff (max damage + knockdown) off of random hits.
But yeah, I could be totally wrong.
Bleed.
i think that its secondary to dealing with keep away and run away opening people up from more than R dandy range isnt exactly candy
yeah, the hardest thing is dealing with characters with strong defense/anti air.
I am an avid dizzy fan and user, and from all I hear about Jam, Slayer and Testament, I rarely ever hear anything about dizzy. She is a great offensive character with her variety of offensive options both in the air and on the ground with her many types of summons she can use at any time. Aside from the fact she take plenty of damage defensively and forces her user to focus on avoiding hits, she can devastate a person using her pressure combos when the enemy is open. Last I checked she was a mid tier character and her game overall seems to fit the mold of a mid tier character.
i donât know what characters you play but if youâre not aware of the gb+ values on all of your attacks, how they compile, and the sliding scale of extra damage from all your options, throw, low, impossible dust, counterhits etc in relation to this, youâre possibly a scrub⌠the guage will only go under neutral During a combo, so your decision making will always occur before this, with the guard at neutral or higher, unless youâre retarded⌠the only exception to this is possibly doing Black combos against people that are afraid of tech traps, but you never expect to gain real damage from this, just meter and better positioning, ie: with aba i can get meter, an extra floor or a keystab if someone refuses to tech against me when i purposely drop a comboâŚ
âŚokâŚhow would you know? I love when people speak and say what you have to do to âinsert w/eâ but yet arent at that level. Therefore, how would you know? You obvioulsy would be at a top level if you knew what it takes and did it, but if you just spouting off shit:rolleyes: come on sir
leave it to the few I-no players in the U.S who actually DO shit. Honnou,Chaz,Kugler (sort of meh)âŚand thats about it
my new favorite nigga
His assumptions arenât that baseless, though. I-No is a pretty technical character and you need to learn her combos inside and out in order to maximize her effectiveness.