I feel like I want to talk about this in my stream because a lot of people talk about May is broken and what not and I want to go over that and explain a few things.— VL | RTW 🇵🇷 (@RayTheWarrior96) July 21, 2021
How To Beat May - How to Say No To Totsugeki in 4 MINUTES
Thanks to all the feedback and support on the first video!! This one is much shorter but hopefully its just as helpful!
TIMESTAMPS:
00:00 - Intro
00:25 - Warning Signs
00:35 - S and HS Dolphins (Horizontal)
01:54 - Characters Punish Examples (Horizontal)
02:45 - S and HS Dolphins (Vertical)
03:03 - HS Dolphin Punishes (Vertical)
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What do you guys think? It looks like big body characters can do this, the timing is very tricky its along the same lines as a JUST block execpt with a backdash. I hope this sparks some ideas for the community! I've been enjoying this game a lot there is so much to explore still! If you found this interesting drop a like, and comment if you have any ideas on this "tech".
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Introduction: Heya! Tempest here with a quick introduction to this whole doc I’m making. The main purpose of this doc is to educate people fighting against May, as well as May players things that I get asked quite often. This won’t contain everything needed to play as or against the character, ...
Are you tired of losing against May? Are you tired of losing as May? Here are some good tips and tricks to help you get better!https://t.co/5dzcVtLGoC#GGST_MA #GGST— okizeme (@okizemegaming) June 17, 2021
#GGST_MA #GGST From looking at the crossup that kept getting posted, I think that this might be a good option to beat it, you can hold up after the first hit and airthrow it. This should beat buttons after airbackdash and you should tech the throw if they choose that. pic.twitter.com/dP8GYn3XQk— Hexadice (@Hexadice) June 23, 2021
This can’t be a secret, but I watch these Strive tournaments and notice that players and even guys I play online doing this. With Millia, I’m not going to block or jump away when it’s pretty much a guaranteed punish. #ggst #guiltygearstrive pic.twitter.com/kBpj4z3S5x— Still Millia’s main squeeze (@tailpipejones) July 2, 2021
mundo marino esta cerrado hoy, pronto mini tutorial de como lidiar con may y sus delfines#GGST_NA pic.twitter.com/rVgGmsTSPp— Toto (@totonoelizalde) June 15, 2021
Against 2S > 46S > 2S, walk 2K will trade. If you walk far enough, 2K can beat 2S but will be worse against other options.Trading with 2S might be ok for the space, so rotating between walk 2K and immediate 2S seems ok.#GGST_NA pic.twitter.com/7w18IWffGl— powerful masher (@daymendou) June 26, 2021
Anti-May tech. After S-Totsugeki, May is -5 on BL, -2 on HIT. Even on HIT, you can act first!2S covers most options, but on hit, timing is strict to beat May 5K.2S-2H is NICE!Not an end-all solution, just something to spark ideas!KNOW YOUR RIGHTS!#GGST_CH @HiFightTH pic.twitter.com/DM0EoCB4AJ— tragic (@fightelement) June 28, 2021
Dash macro vs Dolphin, was trying to see if you can check f.S/2S/S dolphin after blocking one previously#GGST_RA pic.twitter.com/gvHpxWnr1D— SchoolBus (@Sometimes_Fendo) June 12, 2021
haven't played vs May much, but I see a lot of complaints about her Here is an OS against 2S cancels into Dolphins: block 2S > walk > delay 2KBlocks 46S unless they delay it, punishes 46H (2K > 6H), punishes 28S (2K > 214H), and avoids 28H#GGST_NA pic.twitter.com/5rVu6kxhIP— powerful masher (@daymendou) June 25, 2021
Same OS works vs options after blocking 46S, but again this loses to delayed 46SRecording slots:1. 46S2. 46H (2K > 6H)3. 28H4. 6P (2K > 214H or whiff 2K > 2D)5. 6H (2K > 214HYou can delay the 2K enough to block 46S and still interrupt 46H/6H#GGST_NA pic.twitter.com/HKHiSjI8pd— powerful masher (@daymendou) June 25, 2021
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MikeMuscles — Yesterday at 8:41 PM
So there's 2 situations of dolphin.
Dolphin at neutral, and dolphin during pressure.
The solutions are a bit similar, but not always.
So S dolphin is very fast, while H dolphin is slow.
S is -5, while H is +5, we will get to that in a bit.
So if she's using a bunch of dolphins at neutral, your instinct might be to put big buttons out to try and catch her. You actually want quick recovering buttons. What you do is do things like 5K~214K at neutral at a space you think she wants to dolphin, and if she doesn't you get a 5K (wiff). If she dolphins she runs into the active of your foot. If she does later dolphin, you've recovered and can block
So at neutral a lot of the buttons I'm pushing, 5K, 2K, 5P, all can beat a dolphin coming at you because her hurtbox moves before the hitbox. 6P/5H/etc are all slower, and what you need against dolphins generally is speed to connect with them. The slow moves get CH and that's when life gets real hard.
So say you missed your 5K and they got in with an H dolphin. Unfortunately after an H dolphin you gotta respect it if you couldn't interrupt it with a move. So let's say you blocked that and they do 2S > dolphin (another common string after that).
At this point when in pressure you want to -react- to seeing a dolphin with pushing a late button. The best way to do this is by having her lab in training mode. Against an S dolphin you'll push the button in blockstun if you react visually, while the H dolphin you'll interrupt.
Most common buttons here are 5K/2K/5P. If you mistime, you get to block after.
However, if she does 2S > S dolphin, that's either pure blockstun or a frame trap. If that's the case though she's given up her turn because she's -5. Normally characters have a hard time interacting with her but Gio can 5H at this range to say "stop doing things
So tl; dr
Interrupt with 5K/2K/5P, identify the difference between H and S, and after blocking S make sure you're pushing the heck outta 5H (Until she starts pressing 6P)