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I did a writeup on my approach to May in the Maycord, I'll copy it here
[10:17 AM]
Strive May
Buttons and their uses
5P: Close range mash tool, I think you can chain up to 3. I personally am not good at reactively hit confirming them into command normals, but if you are cracked out do that.
2P: same as above
5k: Jump cancellable poke, good range, but no real followups other than dolphin. Button to use in poke wars, not really useful in combos and can't meaningfully chain into anything useful afaik, maybe 5K 6H has a use but I'm not aware of it.
2K: Low. Useful after jumping in and to catch people blocking high because may usually goes high. Not much range. Usually too much push back to chain into 2D. I mainly use this for jumpin -> 2K -> dolphin
fS, 2S: Grouping these together as they are mostly the same. More neutral pokes that you can cancel into dolphin. No meaningful gatlings really.
cS: Main combo starter, limited neutral applications because of how close you have to be. Likely some tick throw uses
5H: Garbage combo filler button. As far as I can tell, useless in neutral, hugely negative on block, low range etc.
2H: The other main part of your combos. cS 2H starts almost all may combos. It launches. Also a high risk high reward anti air, because you get all the normal combo followups if you anti air with it.
5D(short): I don't use this, prefer 6K
5D(hold): Huge damage but reactable. Use once every few matches kind of move. If you land this you get their burst at minimum or half their life.
2D: May's main knockdown tool. Unforunately it's very short range so you have to forgo a lot to get those knockdowns, and may's oki game is just a basic meaty. I think the main purpose of this is 2K 2D.
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[10:17 AM]
Command normals
6P: Generic anti air. I think you get something in the corner, but I haven't labbed it.
3K: High risk knockdown tool. I don't trust my reactions well enough to chain into this. I don't really use it for anything.
6K: Overhead, meh without meter, hugely threatening with meter. It's basically unreactable and if you land it in the corner with a rrc you get about 180 damage.
6H: Anti jump tool. Can catch people trying to jump out of the corner, +8 if you hold, which forces an H dolphin block which is my go to if I make someone block this.
Jumping normals
JP: air to air. If your opponent is trying to jump over you, jump at them and mash jp.
JK: Also air to air, there might be some tech with this for fuzzies and double overheads, overall I don't use it much yet
JS: Fast jump in button. You can JS double jump JS among other things to mess with their expectations.
JH: Main air button. This move is massive, but slow. Throw it out pre-emptively a lot. Throw it out and hope people run into it. Jump at people with it and it'll outspace a lot of things. I use this move ALOT.
J2H: Another jump in tool, change your air trajectory. Use it with JS and JH to keep messing with anti air timing. Cross up tool too, but the recent jumping distance changes have really neutered that use.
[10:17 AM]
Specials
S horizontal dolphin: Combo ender, neutral tool, huge reward on counter hit. Extremely good move. Learning the mini game after dolphin lands is absolutely essential when playing May. Keep all your options in mind. Backdash, jump, block, 5K, another S dolphin etc.
H horizontal dolphin: IMO one of two reasons to play May right now. This is plus on block and sets up huge advantage for you. Has long range, useful in combos, sets up S dolphin counterhit situations. H dolphin -> S dolphin will often get a counter hit as they mash and then you can run up and get OHK in the stagger. Also there's a twitter video showing IMO the best possible use of May's meter with a RRC dash cancel 50/50 into huge damage, but it's very advanced.
S vertical dolphin: Minimal uses. Maybe an anti jump out tool in the corner, also I've seen some tech where you can knockdown and use it for crossups by jumping over them with a beachball PRC.
H vertical dolphin: Anti air and engage tool. Difficult for opponents to anti air themselves, and you keep air actions afterwards(practice this timing it's not intuitive) so you can double jump/airdash after it lands for more actions. Also a key part of combo routes.
Overhead kiss: The other reason to play May. Huge damage command grab if you grab them in the corner or if you RRC it midscreen. Her main mixup tool. Make em expect a poke or a jump or a dolphin and run up and grab em for 40% life.
Beachballs: Garbage. No one should ever get hit by them. Throw one out at fullscreen if you want, it won't accomplish much but it'll maybe take your opponent's mind off your other actually good options. If you knockdown you can beachball PRC 6K/3K/2D etc and get a combo if it works.
Whale super: Punish/Hard read tool if you think your opponent is about to be a clown. Hit em with a whale to keep em honest.
Orca super: Reversal/Combo ender. Her only invincible wakeup option iirc. Good damage. Can cross up.(edited)
[10:18 AM]
General gameplan
Jumping, poking, and dolphins.
Your jump is probably the best in the game, so use it. JH, JS, J2H to jump at people. JH to wall people out and make approaching May difficult. If you can land a jump in, you create a mixup situation of are you going to 2K, 6K, OHK.
If your opponent is grounded and not throwing out projectiles, you can usually dolphin at them with minimal risk, they are both safe on block. If they block an H dolphin, you have a lot of mixup potential because most buttons lose to a follow up S dolphin, which gives you a huge combo on counterhit. Extremely important to learn how to charge during dolphins so you can rapid fire them at will. You don't WANT to do that often, but you need to know how, and it will carry you through low level play.
Pokes are just standard fundamentals. You don't always have to be active as May, sometimes you just have to be patient, such as against Ky and Ram's strong air to air buttons where you try to get them to jump first. fS, 5K, 2K, dolphins.
Basic combos
To get that big May damage, you want to land cS, 2H, OHK, Counter hit dolphin -> OHK, or anything -> RRC. Then go into these routes depending on if you are midscreen or corner
Midscreen: cS 2H 28H airdash before landing from dolphin jH. This is the route I use if I land a midscreen OHK rrc or 6k rrc.
Corner: cS 2H 28H 5H 26H 6H (wallbreak will happen somewhere in these). This is the route to use if you land a corner OHK or a corner 6K rrc as well.
Dust: I use JH -> JD -> JP -> JS -> JH -> JH. There's probably a more optimized route, but it's not much damage difference.
May doesn't have much combo theory.(edited)
[10:18 AM]
Important random notes
You MUST use the backdash macro as May. You can maintain your charge while backdashing but only if you use the macro. It's an amazing whiff punish tool to backdash -> dolphin, even if they block an H dolphin that's still your advantage.
Backdashes are also extremely good after S dolphin, for getting out of a lot of pressure, round start and advanced romand cancel movement. Integrate this in your gameplan.
Counterhit dolphins give a lot of stagger, watch for them. You can dash up and OHK and I think it's a true combo even against perfect stagger mash, and your opponents won't have perfect stagger mash 99% of the time.
Pay attention to if your dolphins hit, counter hit or are blocked. The followup minigame changes depending on what happened.
Don't run into endless anti airs. If your opponent is doing it consistently, you have to shake them so they aren't able to focus on good anti air timing. Dolphins and ground game.
Ochoko — Today at 10:19 AM
0.0
Arzachel — Today at 10:29 AM
2/5P 2/5P 3K
2/5K 3K
c.S 2H HVD SHD/HHD
c.S 2H HVD iad air normal
c.S 5H SHD (when not point-blank)
ch SHD 2K 3K
ch HHD 5K 3K or 5H SHD
ch 6P SHD
anti-air SVD/HVD dash up 6H
corner break:
c.S 2H HVD 5H HVD 5H 6H
OHK c.S 2H HVD 5H 6H
dp punish bombo:
ch 2H delay whiff SHD c.S 2H etc.(edited)