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Fichael (Totsugeki UwU) — Today at 1:20 PM
May Practical Combo Guide
This is an index of go to combos for May on patch 1.09. These are the combos that I use the most based on 1) practicality 2) oki 3) burst safety 4) damage.
commas denote a link, otherwise it's a chain/cancel
---Midscreen meterless---
5P 5P 3K
2P 2P 3K
5D, 5H 5D 5K 5H 5D 5K 5K
-5P 5P ender vs chipp and jacko
jH, cS 2H 28H
j2H, 5P 3K
OHK, 5P 46S
-leaves you +6 so cS beats everything but reversals / backdash.
5H (CH) 46S, 3K
-do the 46S as early as possible. 5K ommitted due to consistency at further ranges
cS 2H 46H
-I default to having the hard knockdown off of 46H rather than do an air dash ender. Air dash ender is good if you want to setup a safejump with IAD jH
cS 2H 28H, air dash jH
-do this same combo on cS (CH) if you want to setup the safejump. doing an extra dash cS makes the combo way more inconsistent and harder to execute
cS (CH), dash cS 2H 46H
46S (CH), dash throw
-you have to really start dashing as soon as possible plus abuse the range of the throw. For something a little easier you can do 46S (CH) 3K
46H (CH), dash 5K 3K
-I do this to setup 2K 46S oki. You can also just 46H (CH), dash throw.
2H (CH) 46S (whiff), cS, dash cS 2H 46H
-have to wait on the 46S to make sure you get under them
[1:20 PM]
---The One Midscreen Metered Combo You Really Should Learn---
starter^ 88RRC, dash cS, dash cS, dash cS^^, 2H 46H, dash 2S 2H^^^
^ - you can start this off of 3K, 6K, 46S, button into 46S, uncharged 5D, 2D
^^ - third cS can be omitted for ease of execution. It's a good thing to do if you're able to because done properly it is burst safe.
^^^ - if you only did two cS you need a 46H at the end to get a wall splat
Learn this combo. You can start it from nearly everything. It will wall break from midscreen. It is very burst safe. As long as the cS is keeping them above your head they can't hit you with burst. Also make sure to hold back when coming down from the 88RRC to block burst.
[1:20 PM]
---Corner Meterless---
OHK, cS 2H 28H, 2S, 6H
-will usually wall splat after the 2H
-you can do the 28H immediately or delay a little to mess with the burst timing
cS 2H 46H, 5H 46H, 5H, 6H
2H 46H, 5H 46H, 5H 46H, 6H
2K 6P 28H, 5H 46H, 5H, 6H
5H (CH) 46S, 3K
cS (CH), dash cS 2H 46H, 5H 46H, 6H
6P (CH) 5H 46H, 5H 46H, 5H, 6H
6H (CH) 46H, 5H 46H, 5H 46H, 6H
2H (CH) 214K, dash cS 5H 46H, 5H 46H, 6H
For all the 5H 46H dolphin loops it is best if you break the wall with 6H. With that said it's better to do the extra 46H and get the wall break than trying to squeeze out an extra five damage and drop the combo.
Super on wall splat for hard knockdown then IAD jH after screen transition for a safejump vs Ram, Jacko, Nago, Ky, May, Zato, Ino, Faust, Axl, and Pot.
[1:20 PM]
---Corner Mix with Meter---
You can do 88RRC conversions in the corner similar to midscreen. You can also end combos with Goshogawara. That being said I like to spend meter in the corner on mixups. OHK OS is super good. Other good option is the three way S dolphin mix.
High
46S 88RRC fast cancel jH, cS 2H 46H, 5H 46H, 6H
Low
46S 66RRC fast cancel 2K 6P 28H, 5H 46H, 5H, 6H
Throw
46S (whiff) 66PRC fast cancel OHK