GGST/May/Combos

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< GGST‎ | May
Revision as of 18:25, 8 November 2021 by Chefmania (talk | contribs) (→‎Combo List: Fix description)



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB = A.B.A
AN = Anji Mito
AS = Asuka R♯
AX = Axl Low
BA = Baiken
BE = Bedman?
BR = Bridget
CH = Chipp Zanuff
EL = Elphelt
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
JO = Johnny
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SI = Sin Kiske
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Combo List

  • All damage values tested on Ky.
5P/2P/6P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
[5P]x3 > [4]6S Anywhere 73 ~12% Everyone [1] Very Easy Youtube Simple scramble/mash combo. Can start with 2P as well. You may need to reduce the number of punches depending on how far away the opponent is.
[5P]x3 > 3K Anywhere 73 ~11% Everyone [1] Very Easy Youtube Simple scramble/mash hit confirm into knockdown. Can start with 2P as well. Using 3K as soon as a hit is confirmed helps to avoid pushing the opponent out of 5P range.
6P (CH) > 214P or 214K > [2]8H (whiff) Anywhere 77 ~10% Everyone [2] Easy 6P counterhit setup. Use 214P if the opponent is very close when 6P connects, otherwise use 214K. The ball should hit the opponent OTG. If May uses [2]8H as soon as possible after the ball, she will be within throw range of her opponent at about +8 frame advantage at the end of this setup.
6P (CH) > 66PRC > [5H > [4]6H]x2 > 2S > 5H > [4]6H > WS > 6[H] Anywhere 254 ~-38% Everyone [3] Medium Youtube Optimal 6P counterhit in corner. Confirm counterhit into PRC on reaction.
6P (CH) > [2]8H > [[4]6H > 2S > 5H]x2 > WS 6H Corner 210 ~34% Everyone [4] Hard Youtube Counter-hit 6P in the corner wall break. works on both grounded and jumping opponents. Connect both the [2]8H and first [4]6H as soon as possible to get the juggle.
2K > 2D > [4]6S Anywhere 64 ~14% Everyone [1] Very Easy Youtube Low combo route. Delay 2D a bit to add ambiguity between this and 2K > 5D and catch fuzzy blockers, or cancel into 2D as quickly as possible to stuff mash attempts. Leave out the Mr. Dolphin on hit for less damage in exchange for a hard knockdown.
2K > 2D > [2]8H > [2]8H (whiff) Anywhere 71 ~13% Everyone [1] Very Easy Youtube Low combo route okizeme setup. GIves up damage for better frame advantage.
2K > 2D > [2]8H > 6H Anywhere 96 ~20% Everyone [1] Very Easy Youtube Max damage OTG from low route. Usually not worth giving up okizeme for this route unless the extra damage will end the round.
2K > 2D > [2]8H > dl.[4]6S > 66RRC > 6[H] > [4]6H > 5H > [4]6H > WS 6[H] Midscreen 167 ~24% Everyone [3] Medium Youtube Low combo route that wallbreaks from midscreen. Delay the [4]6S or it might sideswitch and the next attack will be aimed towards the wrong direction.
2K > 2D > [2]8H > 5H > [4]6H > 2S > 5H > [4]6H > WS > 6[H] Corner 174 ~37% Everyone [3] Medium Youtube Low combo route in corner. If blocked, do 2K > 2D > [4]6S or any vertical dolphin to end pressure safely. Good combo for low/high/throw mixup.
214P -> PRC~3K > c.S > 2H > [4]6H > 6c.S > 5H > WS 6H Corner 224 ~ -40% Everyone [5] Very Hard Youtube Fast PRC low wallbreak setup in corner. Arisugawa Sparkle needs to connect high enough to link the first c.S. May needs to walk towards the wall to connect the second c.S.
214P -> 66PRC~6K > c.S > 2H > [4]6H > 2K > 6P > WS 6H Corner 199 ~ -40% Everyone [5] Very Hard Youtube Fast PRC high wallbreak setup in corner. Arisugawa Sparkle needs to connect high enough to link the first c.S. The forward PRC drift is not necessary, though it allows the combo to start at comparable range to the 3K version.
c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
c.S > 2H > [2]8H Anywhere 129 ~18% Everyone [1] Very Easy Youtube May's bread and butter combo.
c.S > 6H > [2]8H > 2K > 6H > [2]8H Anywhere 192 45% Everyone except lightweights [4] Hard Youtube High damage midscreen c.S combo, difficult. OTG 6H can be used at the end for max damage. Does not work if started from dash c.S.
c.S > 2H > 236236S May in corner 237 ~ -39% Everyone [2] Easy Youtube Whiff punish when May is in the corner. Deals a lot more damage when the opponent has a lot of RISC built up.
c.S > 2H > [4]6H > 5H > 5H > [4]6H > 5H > [4]6H > WS 6[H] Corner 286 ~46% Everyone [3] Medium Youtube Meterless wallbreak combo. Can wallbreak with super for max damage.
c.S > 6H > [4]6H > 5H > 5H > [4]6H > 5H > [4]6H > WS 6[H] Corner 293 ~46% Everyone [3] Medium Youtube Optimal c.S corner combo.
c.S > 2H > [2]8H > AD > j.K > j.D > (632146H) Anywhere (Midscreen-Corner) 165 (246) ~21% (~ -28) Everyone [3] Medium Youtube High damage, bad oki midscreen combo. The airdash is a bit difficult to time, but helps in a lot of combos. If you're near the wall by the end, you can Orca super after the j.D for a wallbreak.
c.S (CH) > Dash > c.S > 2H > [2]8H > AD > j.K > j.D Anywhere 186 ~29% Everyone [3] Medium Youtube CH c.S combo. Can be done both from an anti-air or grounded hit, though its harder to get the last two hits from a grounded start. People often burst after a CH c.S, so you may want to block and then 2H into the rest of the combo (unless you got the anti-air starter, in which case you can continue the combo minus the dash). You can do the same if they burst after the second c.S.
c.S (CH) > Dash > c.S > c.S > 2H > [2]8H > AD > j.K > j.D > (WS 6H) Anywhere 198 (WS 242) ~33% Everyone but Anji [3] Medium Youtube Anti-air CH c.S combo. Serves as an optimal DP punish. You want some distance on the dash so the rest of the combo connects properly. Will wallsplat if close enough to the wall. Against Anji, the j.D is the only part that won't connect, so just j.H after the AD for max damage.
c.S > 2H > whiff [4]6S > 66PRC > c.S > dash > c.S > 2H > [2]8H > AD > j.S > (WS 6H) Anywhere 202 (WS 244) ~ -40% Everyone [3] Medium Youtube Slightly un-optimal meter dump combo off of c.S, but very useful because it side-switches. You can also PRC backwards if you don't want to side-switch but still want to do this combo. Wallsplats if started with May in corner (or enemy in corner if you don't switch sides). Can do a single c.S juggle if second one looks like it won't hit.
c.S (CH) > 2H > 236236S > PRC > Dash c.S > 2H > [4]6H > 2K > 6P > WS 6H Midscreen 341 -100% Everyone [3] Medium Youtube 100-meter kill combo. Deals 392 damage from a c.S frametrap. May wants to avoid hitting her opponent with the PRC burst in this combo to avoid proration. Combo doesn't quite corner-to-corner, but works from near May's own corner to near the opponent's corner. Depending on the distance to the wall, the wallsplat may occur after [4]6H, in which case May can end the combo early with 6[H] for slightly more damage.
c.S > 2H > [2]8H > AD > 66BRC > j.D > c.S > dash > c.S > 2H > [2]8H > AD > j.S Anywhere 211 ~ -25% Everyone [4] Hard Youtube Optimal meter dump combo off of c.S. Combo pattern is the same as your normal c.S combo so you can confirm very late, also naturally transitions into her wall combo if close enough. The BRC slowdown needs to hit for this to work, so it's a very different timing between dash momentum c.S and standing c.S. If you end up at a weird spacing after j.D, you can do one c.S to stay safe.
c.S > 2H > 632146H > 22RRC or 22PRC > Dash > c.S > 2H > [4]6H > c.S > 5H > WS 6H Not corner 325 ~ -95% Everyone [5] Very Hard Youtube 100-meter kill combo. Doesn't quite corner-to-corner, but works from almost anywhere outside the corner. RC down on the rising orca hit and dash to the wall (or as far as possible if not near the wall) to complete the combo. If May dashes too soon and for too long, she may end up switching sides and ruining the combo. Due to RISC scaling, this combo can be a touch of death against characters with a lot of RISC (ex. Ky at 40% RISC).
c.S > 5H > 632146H > 66PRC > Dash > dl.2H > [6]4H > 5H > [6]4H WS > 6[H] Back to corner 313 ~ -95% Everyone [5] Very Hard Streamable 100-meter kill combo that side switches and wallbreaks when May is at the corner. Do the 66PRC ASAP so you can get into position in time. For an arguably more reliable alternative, you can instead do c.S > 2H > 632146H > 44PRC > Dash > [6]4S (whiff) > 5H > [6]4H > 5H > [6]4H WS > 6[H] as shown here for 311 damage with ~ -95% meter.
f.S (air CH) > [4]6S (whiff) > c.S > 2H > [2]8H > 66 j.K > j.D Anywhere 166 ~30% Everyone [2] Easy Situational air counterhit combo. Requires a hit at the tip of May's f.S so that [4]6S will whiff.
2S (CH) > 5H > [4]6S > 66RRC > 6[H] > [4]6H > 5H > [4]6H > 2S > 5H > WS 6[H] Corner 247 ~ -29% Everyone [2] Medium Youtube Consistent 2S counterhit 50 meter in corner. 5H will miss if 2S is done at max range.
5H/2H/6H Combos
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
6H (CH) > [4]6H Anywhere 110 ~15% Everyone [1] Very Easy Youtube Easy 6H counterhit combo that leads to a knockdown. Use the counterhit time slow to charge the dolphin. Can follow up the knockdown with Arisugawa Sparkle (K).
5H (CH) > [4]6H > 2S > [4]6S Anywhere 149 ~25% Everyone [2] Easy Youtube
5H (CH) > [4]6H > [4]6S > 66RRC > 6[H] > [4]6H > 5H > [4]6H > 2S > 5H > WS 6[H] Corner 277 ~-25% Everyone [3] Medium Youtube Consistent 50 meter 5H counterhit in corner. Dashing the roman cancel is optional.
5H (CH) > 5H > [4]6S > 66RRC > 6[H] > [4]6H > 5H > [4]6H > 2S > 5H > WS 6[H] Corner 288 ~-24% Everyone [3] Medium Youtube Optimal 50 meter 5H counterhit in corner. Dashing the roman cancel is optional.
5H (CH) > [4]6H > 2S > [4]6S > 66RRC > c.S > 5H > [4]6H > 2S > 5H > WS 6[H] Midscreen 254 ~-21% Everyone [3] Medium Youtube Consistent 50 meter 5H counterhit midscreen.
5H (CH) > 5H > [4]6S > 66RRC > c.S > 5H > [4]6H > 2S > 5H > [4]6H > WS 6[H] Midscreen 271 ~-25% Everyone [3] Medium Youtube Optimal 50 meter 5H counterhit midscreen. Second 5H will whiff if first one done at max range.
6H (CH) > [4]6H > 66RRC > c.S > 2H > [2]8H Anywhere 156 ~ -30% Everyone [3] Medium Youtube Longer 6H counterhit combo. Ends in wallsplat if started in the corner, recommend finishing with uncharged 6H. If you just want more raw and are far from or next to a wall, simply replace the [4]6H > ... with a [2]8H > 632146H or just 632146H depending on how close you are.
6H (CH) > 214K > 66PRC > dash > 2S > 2H > [2]8H Anywhere 181 ~ -40% Everyone [4] Hard Streamable Harder 6H counterhit combo that can possibly whiff on very far counterhits. If you are close enough to the wall, you can replace the 2H > [2]8H with a 5H > [4]6H > 5H > [4]6H WS > 6[H] for a 245-damage wallbreak with ~ -30% meter.
5H > 5H > 5H > [4]6H > 5H > [4]6H WS > 6[H] Corner 275 ~37% Everyone [3] Medium Youtube Corner 5H combo on a jumping opponent.
6H (CH) > [4]6H > dl.c.S > 5H > [4]6H > 5H WS > 6H Corner 223 ~ 35% Everyone [3] Medium Streamable Meterless wallbreak combo from 6H counterhit.
6H (CH) > 214K > 66f.S > 5H > [4]6H > 662K > 6H WS > 6H Corner 242 ~35% Everyone [4] Hard Streamable Slightly more optimal meterless CH 6H corner combo, does not work off max range 6H.
6H > [4]6H > 66 2H > 236236S > 66 c.S > 6H > [4]6H > WS 6[H] Corner 357 ~ -25% Everyone [5] Very Hard 50 meter kill combo in the corner. Can end in 236236S for increased damage (373). First microdash causes 2H to hit the opponent away from the wall, which allows 236236S to combo.
6H (CH) > [4]6H > 236236S > 66 c.S > 6H > [4]6H > 2S > 5H > WS 6H Corner 367 ~ -25% Everyone [3] Medium 50 meter kill combo in the corner. Can end in 236236S for increased damage (382). Deals slightly more damage than the non-CH route and is significantly easier to execute. Can also start with any 6[H] hit, and will do even more damage in that case. Both 236236S must be executed as soon as possible to connect. Will TOD anyone with less EHP than half-powered Giovanna if started from the c.S > 6H frametrap, with the exception of May herself.
2H > [2]8H > AD > j.K > j.D Not Corner 147 ~17% Everyone [3] Medium Youtube Basic 2H combo, works on grounded or air hit. You want to hit them with dolphin when they're high up to be sure you get the full combo, so delay the [2]8H if you hit them grounded or low in the air.
2H > [2]8H > AD > j.S > c.S > 2H > [2]8H Anywhere 180 ~30% Everyone [4] Hard Streamable More difficult 2H combo that results in more damage, more tension gain, and a hard knockdown. Works on grounded or air hit, but delay the [2]8H if you hit them high in the air to prevent accidentally crossing up with the AD and whiffing the combo. Hitting the c.S is a matter of precision, so don't try to mash it out. Timing is a little different in corner.
2H (CH) > [4]6S (whiff) > c.S > dash > c.S > 2H > [2]8H > AD > j.S > (WS 6H) Blocked c.S 232 (WS 283) ~45% Everyone [3] Medium Youtube Blocked c.S puts them at the perfect spacing for this 2H counterhit confirm. Switches sides. Wallsplats if started with May in corner. Can do only one c.S if it seems like they're too far.
2H (CH) > [2]8S (whiff) > c.S > dash > c.S > 5H > [4]6H > 5H > [4]6H > WS 6[H] Blocked c.S 307 ~45% Everyone [3] Medium Streamable A variation of the blocked c.S 2H frametrap combo that allows you to stay same side. The full combo will work from roundstart position or closer to the corner. If done from further away, c.S > 2H > [2]8H should be used instead to cause hard knockdown and maintain pressure.
2H (Air CH) > [4]6S (whiff) > Dash > c.S > 5H > [4]6H > c.S > 5H > WS 6[H] May in corner 265 ~45% Everyone [3] Medium Youtube Anti-air wallbreak combo when May is cornered. Dash after whiffed Mr. Dolphin to get closer to the wall so that c.S connects. After first HS Mr. Dolphin, May usually needs to walk towards the wall to connect the second c.S.
2H (CH) > 214K > 66c.S > 5H > [4]6H > 5H > [4]6H WS > 6[H] Corner 269 ~45% Everyone [3] Medium Streamable Meterless corner CH 2H combo. Dash in c.S after 214K works at max range 2H but the timing is quite tight.
2H (CH) > 236236S > PRC > Dash c.S > 2H > [4]6H > 2K > 6P > WS 6H Midscreen 354 -100% Everyone [3] Medium Youtube 100-meter kill combo from counterhit 2H. Deals 392 damage from a c.S frametrap. Depending on distance to wall and where the counterhit connects, May sometimes needs to use a 66PRC to catch up to her opponent after Yamada connects. May wants to avoid hitting her opponent with the PRC burst in this combo to avoid proration. Combo doesn't quite corner-to-corner, but works from near May's own corner to near the opponent's corner.
c.S (blocked) > 2H (CH) > [4]6S (whiff) > c.S > 2H > 236236S~PRC~[2]8H > 66 j.K > j.D > WS 6H Blocked c.S, May in corner 383 -100% Everyone [4] Hard Youtube 100-meter kill combo from a frametrap when May is in the corner. Yamada usually breaks the wall if a raw CH 2H is landed when May is all the way in the corner, so avoid using PRC in this case.
Aerial Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
j.K > j.D > j.D > (j.632146H) Anywhere (Corner) 104 (215) ~6% Everyone [1] Very Easy Youtube Basic air-to-air combo. Need to hit j.K very high for this to work. If you end it in the corner, add Orca super for extra damage + wallbreak.
j.K > AD > j.K > j.D > (j.632146H) Anywhere (Midscreen-Corner) 82 (198) ~6% Everyone [2] Easy Youtube Pretty much universal air-to-air combo. Spacing dependent, but can do it much lower than the above combo. Aim to hit them with the tip of j.K. Carries to corner from midscreen. Can super at the end if the opponent was carried to the corner, resulting in a wallbreak.
j.H / j.S > 5K > 3K Anywhere 90 ~9% Everyone [1] Very Easy Youtube Simple air-to-ground combo with knockdown. 3K only whiffs if the aerial is max reach, at which range you can use [4]6S instead. Damage/tension is from j.H starter.
j.H / j.S > 2S > [4]6S Anywhere 94 ~12% Everyone [1] Very Easy Youtube Simple air-to-ground combo that trades knockdown for damage. 2S links as long as the aerial doesn't hit extremely high. Damage/tension is from j.H starter.
j.S > 5P > 5P > 3K Anywhere 82 ~10% Everyone [1] Very Easy Youtube Optimal j.S air-to-ground combo. The j.S must be landed close. Can work with j.H starter, but only off an IAD.
j.2H > 2K > 3K Anywhere 79 ~10% Everyone [1] Very Easy Youtube Air-to-ground route that results in knockdown. Can cross up fairly easily.
IAD > j.H / j.S > c.S > f.S > [4]6S Anywhere 119 ~17% Everyone [1] Very Easy Youtube IAD jump-in. This combo relies on forward momentum from an airdash. Also works with no IAD if opponent is in corner. Damage/tension is from j.H starter.
j.K > j.D > 66RRC~j.K > j.D > j.D Anywhere 140 ~ -45% Everyone [4] Hard Youtube Air-to-air with a difficult fast RRC confirm. Gives you a ton of corner carry and can follow-up after depending on corner positioning.
j.K (air hit) > j.D > 66RRC~j.K > j.D > 66 j.H > j.D , j.D , WS j.D Midscreen 223 ~ -40% See Notes [3] Medium Requires a roughly level initial hit. Easier to use on non-lightweights.
j.H > RRC > c.S > 2H > [4]6H > dl.c.S > 5H > [4]6H > WS [6]H Corner 194 ~ -45% Everyone [3] Medium Youtube Converts a corner air-to-air j.H into a wallbreak. You need to delay the second c.S a little bit to allow the opponent to wall-bounce into its range. The general formula of RRC > (corner wallbreak) in this combo can apply to any corner hit.
j.H > RRC > Dash > c.S > 2H > [2]8H > AD > j.K > j.D Anywhere 143 ~ -42% Everyone [4] Hard Youtube Converts a stray air-to-air j.H into more damage. Not very resource efficient, but can end the round from a common neutral situation.
j.H > RRC > Dash > c.S > 2H > [2]8H > AD > j.K > j.D Anywhere 143 ~ -42% Everyone [4] Hard Youtube Converts a stray air-to-air j.H into more damage. Not very resource efficient, but can end the round from a common neutral situation.
j.H (air hit) > j.D > 66 j.H > j.D , land 2K > 2D > [4]6S > WS 6[H] Corner 227 ~25% Everyone [4] Hard Meterless wallbreak from an air hit j.H near the corner. May's opponent needs to be above her when the second j.H connects for her to land in time to connect 2K. May needs to use 2K as soon as possible on landing so that her opponent falls into its hitbox.
j.H (air CH) > j.D > jc9 j.D > 66RRC~j.K > j.D , j.K > j.D , [j.P]x1-2 , WS land 6[H] Anywhere 235-237 ~ -35% See Notes [4] Hard Air-to-air counterhit combo for relatively low j.H hits. Generally works better against midweight and heavier characters, but can work against lightweights if the counterhit connects low. Only works against GO during his super jump. Can corner-to-corner. A second j.P is needed to wall stick from longer distances.
j.H (air CH) > j.D > jc9 j.D > 66RRC~j.H > dl j.D , j.K > WS j.D Midscreen 242 ~ -35% See Notes [5] Very Hard Air-to-air counterhit combo for relatively high j.H hits. Works best against lightweights. Only works against some heavier characters during their super jumps. May needs to adjust the delay following RRC~j.H depending on the height of the initial attack and distance to the wall so that subsequent attacks can connect.
j.D (CH) > Dash > c.S > 5H > [4]6H > Walk > c.S > 5H > [4]6H > 6[H] Midscreen-Corner 233 ~35% Everyone [5] Very Hard Youtube Converts an air-to-air counterhit j.D into a wallbreak from the opponent's starting position. Ideal followup to BRC/PRC while someone is up-backing, makes the combo much easier. Without BRC/PRC, you'll want to land j.D after the peak of May's jump so you can quickly land and dash. Much easier to execute when near the corner, where the wall breaks after the second Mr. Dolphin and most of the landing movement is not needed.
j.2H > 236236S > 44PRC > c.S > 5H > [4]6H > 2S > 2H > [4]6H > 2K > 2D > [4]6S > WS [6]H May in corner 307 -100% Everyone [4] Very Hard Youtube Begins off of a j.2H cross up where May lands behind the opponent. You need to do 236236S in mid-air but finish the input on the ground to maintain your direction. You also need to delay the 2K very slightly or else 2D might miss. Lastly, if your opponent is too close to the corner with you, 236236S will cause a wallbreak.
2D/5D Combos
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
5[D]8 > j.H > j.D > AD > j.H > j.H Anywhere 204 ~20% Everyone [1] Very Easy Youtube Beginner dust combo.
5[D]8 > j.H > j.D > j.K > j.H > j.D > j.K > j.K Anywhere 241 ~20% Everyone except Chipp [2] Easy Youtube Optimal combo for everybody but Chipp. For Chipp, change j.K > j.K to j.P > j.P and the combo will work and do 287 damage to Chipp.
5[D]8 > 44 > j.D > j.H > 66 > j.K > j.K Anywhere 150 ~20% Everyone [4] Hard Youtube Burst-bait combo. Use this version when the opponent bursts immediately after 5[D]. You need to backdash as soon as possible to avoid the burst, and may need to slightly delay the j.D to connect after the burst. Timing to connect the entire combo is finicky for characters with small airborne hitboxes (i.e. Ky, Millia). Using j.P instead of j.K is more consistent in this case.
5[D]8 > 44 > j.H > 66 > j.K > j.K Anywhere 166 ~15% Everyone [4] Hard Youtube Burst-bait combo. Use this version if the opponent doesn't burst immediately after 5[D]. Both dashes need to happen as soon as possible to connect the combo. Very hard to connect against Ky and Chipp.
2D (CH) > [4]6H > [5H > [4]6H]x2 > 2S > 5H > [4]6H > WS 6[H] Corner 249 ~49% Everyone [4] Medium Youtube Optimal low counterhit meterless route. Catches fuzzy guard after 2K if 2D is slightly delayed. 2D counterhit can easily be confirmed into [4]6H. Input moves as fast as possible or the last [4]6H will not wallsplat.
2D > [2]8H > 5H > [4]6H > 5H > [4]6H > 5H > WS 6[H] Corner 220 ~40% Everyone [4] Hard Youtube Need to be charging before the 2D hits. Change the last 5H to 2S > 2H if the opponent is too low. Most useful after a fast RRC blocked dolphin as a high-low mixup.
Throw/Overhead Kiss (623K) Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
623K > 2S > [4]6S Anywhere 91 ~18% Everyone [2] Easy Youtube Command grab combo from anywhere. Slightly less damage than 6H OTG, but sends opponent much further.
623K > dash > 6H Anywhere 94 ~18% Everyone [2] Easy Youtube Command grab into max damage OTG. Good if you need to close out a round.
623K > c.S >  5H > [4]6H > 5H > [4]6H > 2S > 5H > WS 6[H] Corner 178 ~38% Everyone [2] Easy Youtube Meterless wallbreak combo. Just do the inputs as early as possible, if you delay you might not get the wallsplat. You can omit the c.S and the combo will do the exact same amount of damage, but it is recommended to make the initial combo burst safe using c.S and delaying a 5H after the burst. Note that the opponent is still able to burst later in the combo. Add 632146H in the end for 205 damage.
623K > dl.2H > 236236S > c.S > 5H > [4]6H > WS 236236S Corner 237 ~ -99% Everyone [4] Hard Youtube Optimal meter dump from command grab at corner with good RISC scaling. Make sure you input the motions for the second 236236S before you touch the ground so you can immediately perform it upon touching the ground, otherwise the whale will likely barely not wall break in time. If the wall splats early, just finish with [4]6H or 236236S.
6D or 4D > RRC > 2H > [2]8H > 5H > [4]6H > WS 6H Corner 160 ~ -40% Everyone [2] Easy Youtube Easy corner throw wallbreak combo. Throw opponent away from corner (4D when opponent is in corner or 6D when May is in corner) and RC immediately.
6D or 4D > delay 66PRC > c.S > c.S > 2H > [4]6H > 6[H] Midscreen-Corner 173 ~ -35% Everyone [3] Medium Youtube Midscreen-corner wallbreak from a throw. Throw opponent towards corner and wait until the opponent is above May's head to PRC so they don't get hit by it. Can use vertical or horizontal dolphin, vertical dolphin is easier from midscreen while horizontal dolphin allows you to charge the 6H wallbreak. In the corner the PRC doesn't need to be dashed, and the combo is far easier.
6D or 4D > RRC~c.S > c.S > 5H > [4]6H > 5H > WS 6H Corner 176 ~ -40% Everyone [4] Hard Youtube Fast Red RC throw wallbreak combo. May has to RRC as early as possible or the first c.S will whiff. Throw opponent towards corner.
j.6D or j.4D> RRC > c.S > 2H > [4]6H > WS 6[H] Corner 161 ~ -40% Everyone [3] Medium Youtube Air throw wallbreak combo. Throw opponent towards corner.
Horizontal Mr. Dolphin ([4]6S/[4]6H) Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
[4]6S (CH) > 3K Anywhere 68 ~15% Everyone [2] Easy Youtube Counterhit combo. Just mash 3K after confirming the counterhit. Gives hard knockdown, but less damage than the alternatives.
[4]6S (CH) > 2S > [4]6S Anywhere 94 ~18% Everyone [2] Easy Youtube Counterhit combo. More damage, but won't end in knockdown like the other two.
[4]6S (CH) > Dash > 6D Anywhere 108 ~20% Everyone [4] Hard Youtube Counterhit combo. Press and hold the dash button when May's feet touch the ground after hopping off Mr. Dolphin until just inside throw range. This combo allows May to continue pressure with her after throw setups. Practice this combo in training mode by setting the counterattack settings to jump after hit, and stagger recovery to fast.
[4]6H (CH) > Dash > c.S > 2H > [4]6H Anywhere 141 ~20% Everyone [3] Medium Youtube Counterhit combo. Press and hold the dash button when May's feet touch the ground after hopping off Mr. Dolphin until in range of c.S. This combo pushes the opponent very far (into the corner from starting position), so it's useful to gain a good position from mid-screen.
[4]6H (CH) > Dash > 623K > c.S > 5H > [4]6H > WS 6[H] Corner 184 ~40% Everyone [3] Medium Youtube Wallbreak counterhit combo. Can also work from [4]6S counterhit, but it's possible for the opponent to escape stagger quickly enough to avoid the OHK follow-up using backdash.
[4]6S > RRC > dash > 5[D] > c.S > 2H > [2]8H > AD > j.S Anywhere 165 ~ -40% Everyone [4] Hard Youtube Optimal RRC combo off an S dolphin. Ends with an OTG j.S for maximum damage, good if you want to close a round.
[4]6S > RRC > 5[D] > 5H > [4]6H > 5H > [4]6H > WS 6[H] Corner 210 ~ -40% Everyone [3] Medium Youtube Optimal corner meter dump combo off a stray confirm.
[4]6S > 44RRC > 214K > Dash > c.S > 5H > [4]6H > 5H > [4]6H > WS 6H] Corner 215 ~ -40% Everyone [4] Hard Streamable If you are prepared to 44RRC hit confirm, you can opt for this combo instead to get a bit more damage.
[4]6S (crouching block) > 88RRC~j.H > c.S > 2H > [4]6H > 2S > 2H > [4]6H > WS 6H Corner 234 ~ -40% Everyone [5] Very Hard Youtube Dolphin high fast RRC setup in the corner. May needs to carry the forward momentum from Horizontal Mr. Dolphin to confirm the combo. If May uses RRC too late, she will lose this momentum and jump too high to confirm the combo. Nearly impossible to combo into j.H > c.S from a standing [4]6S hit.
[4]6S (standing block) > 66RRC~2D > [2]8H > 5H > [4]6H > 5H > [4]6H > WS 6[H] Corner 221 ~ -35% Everyone [5] Very Hard Youtube Dolphin low fast RRC setup in the corner. May needs to use RRC while still on the ground during the Mr. Dolphin hit. If May uses RRC too late, she will use j.D instead.

Combo Theory

Charging Mr. Dolphin

Most of May's combos use Mr. Dolphin in the middle of the combo. In order to use these combos, May needs to begin charging Mr. Dolphin while using the other moves in her combo. In some cases, this is intuitive and very easy:

  • c.S > 2H > [2]8H: As long as you hold [2] for the entire duration of 2H, you will charge in time to use [2]8H.

In other cases, May needs to hold a direction in a situation where it will not affect her movement to charge Mr. Dolphin in time:

  • While May is attacking (attack animations are unaffected by directional inputs)
  • While May is jumping (Holding [4] or [2] will not affect May's jump arc)
  • During the time slow effect of a counterhit. While time appears to slow down, the rate at which Mr. Dolphin charges does not. This allows May to use Mr. Dolphin in ways that aren't normally possible and allows her to more easily charge Mr. Dolphin in general.

Remember that May can hold [1] to charge both horizontal and vertical Mr. Dolphin, but she can only use crouching attacks while doing this! In some situations, you need to hold [4] to use standing attacks that combo into horizontal Mr. Dolphin.

Airdash After H Vertical Dolphin

After May lands a c.S > 2H > [2]8H, she can do an airdash before touching the ground and hit the opponent with an air normal.

Hitting an airdash j.H allows her to continue her juggle if near the wall:

  • c.S > 2H > [2]8H > AD > j.H > 5K > [4]6S

But when far from the wall, it ends the combo with the opponent pushed a good distance away. Airdash j.K to j.D does about 10 more damage than j.H, but it also gives fairly bad okizeme when farther than midscreen:

  • c.S > 2H > [2]8H > AD > j.K > j.D

The j.H combo has a setup where May can IAD j.H to get a decent safejump if the opponent doesn't have their back to the corner, but it requires some timing depending on whether May has dash momentum or not.

If May lands a raw 2H into [2]8H, she can get an airdash j.S into a c.S:

  • 2H > [2]8H > AD j.S > c.S

This is very situational, since 2H usually counterhits if it ever does hit, and May has much more damaging combos off of a counterhit 2H.

After long RC juggle combos, if there is a H Vertical Dolphin towards the end of the combo, May can generally get an airdash into an OTG j.S:

  • c.S > 2H > [2]8H > [4]6S > RRC > dash > c.S > 2H > [2]8H > AD > j.S

She can potentially get a [2]8S in the same situation, but this gives slightly worse oki for about the same amount of damage.

Close Slash Juggles

When May has her opponent right above her, she can juggle c.S into itself by microdashing with good timing. After a regular RRC, she can get 2 c.S juggles before continuing the combo with 2H into her finishers. If she can hit RRC with upwards drift, she can juggle with c.S 4 times before ending the combo.

  • 88RRC > dash > c.S > dash > c.S > dash > c.S > dash c.S > 2H > [2]8H

This combo requires extremely precise timing and spacing, otherwise her opponent will either cross-up or fall out. Hitting 3 c.S juggles is much easier, but it's slightly less optimal than the alternatives.

Another known situation where May can juggle c.S is her wall combo. After she hits 2H > [4]6H near the wall, she can juggle her opponent with c.S twice, before wallsplatting with 5H > [4]6H to earn even more damage than normal:

  • c.S > 2H > [4]6H > c.S > dash > c.S > 5H > [4]6H

Blue Roman Cancel Slowdown State

Hitting or making the opponent block BRC puts them into a slowdown state that makes combos possible that would otherwise never be possible, even with counterhits. In BRC slowdown, 6K and 2K can combo into c.S or 2H, and c.S can combo into another dash-canceled c.S.

  • BRC > 6K > 2H
  • BRC > 2K > 2H

Can be used to catch opponents off guard after a blocked 5K.

  • 66.BRC > c.S > dc > c.S

Can be used as a whiff punish or punish combo using BRC drift.

Wall-bounces

Most of May's high-damage corner wallbreak combos rely on wall-bounce from the following moves:

  • 623K
  • 5H
  • [4]6H

The wall-bounce from 623K is very position dependent (specifically only works in combos from about half the distance between round start position and the corner), but allows May to convert 623K > [4]6H into a meterless wallbreak from further away than other combo routes starting with 623K. Other corner 623K combo routes do not rely on the wall-bounce from 623K itself.

5H and [4]6H only wall-bounce against airborne opponents, so usually May's combos will incorporate 2H as a launcher to force the opponent into the air and enable a wall-bounce. While some wallbreaks do not require the use of c.S, they tend to be more consistent and harder to burst when c.S is used to float an opponent after a wall-bounce or air hit. In many cases when the opponent bursts after c.S and whiffs, May can simply use c.S again before the opponent lands and continue the combo where she left off.

(623K > c.S > 2H > [4]6H (wall-bounce) > dl.c.S > 5H > 6H)

Strive's gatling system limits the number of ways that such a wallbounce can start. These are May's most powerful pressure/punish options in the corner

  • 6P (counterhit): Used as a relatively safe anti-air or a counterpoke.
  • 623K: Used as the throw part of a strike/throw mixup or after a counterhit horizontal Mr. Dolphin.
  • c.S: Used in big punishes or as the strike part of a strike/throw mixup.
  • 2H: Used as an anti-air or frametrap from c.S with a slight delay.
  • 6H (counterhit): Used as an anti-air or frametrap from c.S with no delay. Since counterhit 6H floor-bounces and offers a large time slow effect, May can charge and use [4]6H in time to begin a wall-bounce combo.
  • Deep jump-in j.S or j.H: The hitstun on these jump-ins lasts long enough to confirm into c.S on a deep jump-in. Very high risk, very high reward option.
  • Anti-air j.H: Gives May a way to stuff jump-outs. May needs to connect at super-jump height or use counterhit time slow to recover in time to begin wall-bouncing.
  • Anti-air j.D (counterhit): Gives May a way to stuff very high jump-outs. May needs the counterhit time slow to recover in time to begin wall-bouncing.
  • RRC: The float from RRC's shockwave allows May to begin a juggle loop from most attacks. RRC will not allow you to continue a combo against an opponent that is teching after a soft knockdown (such as the tumble from a ground Mr. Dolphin hit). RRC causes substantial damage proration on any subsequent combo in addition to the normal proration of the previous attacks, so try not to use RRC in situations where May can break the wall without it.

Once the opponent is stuck to the wall, May's best normal for breaking the wall is 6H. While some wall sticks allow May to charge the move, many do not. Likewise, while some wall sticks last long enough to use Great Yamada Attack, many do not. The Wonderful and Dynamic Goshogawara is the safer super to use.

May's corner combos do absurdly high damage even without meter, so much of her game plan will revolve around pushing or maneuvering her opponent into the corner and using strike/throw pressure and reads to start a high-damage wallbreak combo.

The Wonderful and Dynamic Goshogawara

Started from a counterhit into RRC midscreen

This attack (specifically j.632146H) can effectively turn any aerial corner push into a wallbreak. Common situations where this can happen include:

  • (optional starter) > [2]8H (ascending air hit) > 66j.K > j.D > j.632146H
  • j.K or j.S (air hit) > 66j.K > j.D > j.632146H: May pushes her opponent while airdashing and applying hitstun from j.K or j.S to connect the rest of the combo.

Goshogawara can also be used after any wall-stick (including wall-sticks too high for 6H to hit) to give May advantage after the wallbreak. In all cases, May wants to hit the opponent with the first part of the attack while the opponent is directly in front of May to maximize the chance that the second hit (splashdown on landing) actually confirms into a wallbreak.

Always keep track of how close May's opponent is to the wall. The Positive Bonus buff is almost always worth spending the meter to turn a corner pressure situation into a clean wallbreak, and in many cases using Goshogawara to break the wall can end the round outright.

RISC Scaling in May's Combos

May's two high-damage overdrives can suffer greatly from RISC combo scaling, especially when used late in the combo. If May's opponent has built up a lot of RISC from blocking her pressure, May can use her overdrives in a breakthrough combo to deal a lot more damage than her RRC extensions would deal under the same circumstances.

For instance, because of RISC scaling, Goshogawara is capable of dealing a lot of damage when used to confirm a frametrap. While the difference is small when Goshogawara is used on its own, the difference in RISC scaling from even a single blocked c.S can result in a large difference in damage if Goshogaware is RRC'd or PRC'd into a combo extension. This makes post-pressure Goshogawara > RRC/PRC extensions May's most efficient way to convert 100 meter into damage midscreen, usually resulting in finishing off the opponent in a match. Using a single c.S as a frametrap can result in an outright touch of death scenario against Chipp, Millia, and Zato when May has 100 meter.

(c.S > 2H > 632146H > 22RRC or 22PRC > Dash > c.S > 2H > [4]6H > c.S > 5H > 6H) Deals 355 damage to Zato-1
(c.S (blocked) > 2H (CH) > 632146H > 22RRC or 22PRC > Dash > c.S > 2H > [4]6H > c.S > 5H > 6H) Deals 425 damage to Zato-1 because of the RISC gained from the blocked c.S

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