GGST/May/Okizeme

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May Okizeme

Shorthands and Abbreviations

HKD = Hard knockdown, common off of most options.
SKD = Soft knockdown, usually happens on random airhits or 3K.
OHK = Overhead Kiss, 623K
P ball/K ball = P and K versions of Arisugawa Sparkle respectively. Just "Ball" refers to these moves as well.
md = Micro Dash
jc = Jump Cancel
sjc = Super Jump Cancel
DP = Dragon Punch, catch all term for meterless invulnerable reversals like Sol Volcanic Viper or Leo Eisensturm.
Parry = A move that puts an opponent in a state where they negate strikes and do damage to you if you hit one. At the time of writing, the only parries in the game that are available for on wakeup use are Baiken's Hiiragi, and Anji's Kachoufuugetsu Kai.
OTG = Off the ground, or On the ground depending on who you ask. More importantly, it refers to hitting your opponent when they are knocked down, which sends them into an SKD tumble. This allows for certain setups.

See this dustloop page and its links for information about other terminology used on this page.
Reccomended reading: Meaty, Reversal, Safejump, Crossup, Mixup, Fuzzy Defense.


Preamble

Before reading this, it's important to have an idea of May's pressure options, since oki is usually simply a way to get to these pressure sequences. Check out the section on the Strategy page for a good introduction.

Most of May's oki has the goal of making the opponent block one of these main pressure starters:

So check out the options you get from these in particular.

Basics of Okizeme

c.S/OHK OkizemeThe baseline Okizeme you should be running.

Most knockdowns > Dash c.S/623K
c.S is our best pressure and combo starter. Meatying with this move will make them want to sit still, or use invincible moves. OverHead Kiss beats people who sit still, and non-super invincible reversals. These two tools compliment eachother nicely in this way.
How to Meaty is covered in the Meaty section mentioned above, but Grabs are a bit different: After wakeup or blockstun ends, characters in Guilty Gear -Strive- have 5 frames of grab invulnerability. This means the first frame a grab could connect on an opponent is frame 6. In practice, this means Grabs will have to be delayed longer then meaty strikes to connect.
There are also some other options to consider due to this, like Fuzzy Jump and Fuzzy Backdash, which you have to delay your c.S or use a low like 2K instead to hit. But starting out, getting comfortable with running this Okizeme, especially the meaty c.S part, is very important.
If you want to practice these setups, you can do so easily by setting a training dummy to Throw on wakeup (you can do this in Pause Menu > Training Settings > Counter-attack Settings > Scroll down to After Recovery > set Action 1 to Throw), knocking them down in any way you choose (besides 3K midscreen, see below for more info) and trying to counterhit their throw with c.S, or grab them out of their throw with Overhead Kiss.
Here's a quick reference sheet for what's happening when you fail to do so:
- If you dont see the startup of c.S or Overhead Kiss and get grabbed, you input your move too late.
- If you see c.S coming out fully but whiff, or OHK whiffs, and you get grabbed, you were too early.
- If you see a part of c.S startup but get grabbed, you were slightly too early.
- If Overhead Kiss and the opponents grab mutually whiff, you were slightly too late.

Besides this baseline, there are a lot of different setups you can run depending on the knockdown you get. Below is a list of the most useful ones, how to do them, and how to follow up on them.

Okizeme setups by Knockdown

3K SKD

3K is May's weakest knockdown for a couple of reasons. Unlike other knockdowns, which will be discussed later, there arent any setups that are reversal safe. Besides that, you also usually cant get your most potent pressure starters on this knockdown midscreen due to its Soft Knockdown Status. As such, here you can only really apply basic Strike/Throw okizeme.

Dash 2K/5P meaty vs Dash OHKThe basic meaties.

(...) > 3K > Dash 2K/5P/OHK
The two main options you want to represent midscreen are Dash 2k/5p and Dash OHK. As mentioned above, you cannot really get in range meaty c.S, so 2K/5P are your options.
Meaty 5P will beat all abare buttons and throw, and 2K will additionally beat people not blocking low (which is for some reason a more common occurance here then you might expect), but loses to backdashing and invincible reversals.
Meaty OHK beats blocking and DP's/Parries, but loses to (fuzzy)backdashing, (fuzzy)jumping, mashing and metered invincible reversals.
In the corner, you end up a lot closer to your opponent since their SKD tumble cant go anywhere. Here you can do meaty c.S just fine, so it becomes an additional available option.

Dash 5K Meaty / dash c.SCatch backdashing, but weaker pressure on block/grab able.

(...) > 3K > Dash 5K / Dash c.S
You can do a dash 5K to catch backdashes. 5K > goes into 6H on air hit, so you get a big combo for catching one. Make sure to slightly delay 5K and/or dash a little deeper then normal. If you have a read, you can also elect to fully dash in and c.S for an even bigger punish on backdashing opponents, but the opponent can grab you out of this.

Blocking, UnfortunatleyEvery move has an answer. Sometimes, the answer is to hold it.

(...) > 3K > Dash Block
Like mentioned above, DP's can lose to OHK, but this can be risky. OHK also loses to metered options, which is the sole reversal option for the majority of the cast.
Unlike other knockdowns, there is no setup you can do to get a reversal safe meaty, so your best option if you expect one is to dash towards them as if you were to do a meaty, and then block instead. This does give up your oki opportunity, but it does give you a big punish if you do block one. Some reversals may even whiff doing this depending on spacing, which can lead to big punishes as well.

midscreen c.S / 5D/5[D}Sometimes, you have to make your opponent respect you less.

(...) > 3K > Dash c.S / Dash 5D/5[D]
c.S: as mentioned above, c.S cannot meaty on this knockdown midscreen, but if your opponent is respecting your 5p/2k meaties, they might sit still for long enough to allow you to c.S them anyway.
5D and 5[D]: May's 5D has incredible range compared to the rest of the cast, which can make it a cheeky option to catch people unaware.
5D and especially 5[D] are reactable and easily fuzzy blocked, but representing it can cause people to second guess themselves on blocking low, which can lead to free 2K} hits to set up 2D/[2]8H oki.

2D KD

2D is one of May's best knockdowns in season 2, thanks to the changes to its range and the changes to Ball.

214PBecome hilariously plus on block with one easy trick!

2D > delay 214P
2D is one of the best knockdowns to do P ball oki on. Ball oki is unique compared to other okizeme May does because it's a projectile. Projectiles have some interesting innate qualities other options lack, such as beating parries and not caring about FD or IB.
Ball in particular is interesting due to the explosion it makes on impact with the ground. If timed well from a knockdown that allows it, this explosion can leave May a staggering +40 or better on block, giving you more then enough time to start pressure in whatever way you'd like.
To meaty with ball properly, you have to very slightly delay the Ball input after 2D connects. See the video for an example of the timing.
After your opponent blocks ball, you can start your pressure after with any pressure starter you choose. Given you are so incredibly plus, going for a throw means you have to delay a very, very long time, which means it will be pretty telegraphed for your opponent as well as difficult to time. You can exploit how telegraphed it is by delaying a strike instead of course, but use this wisely. It's usually better to start pressure with a good normal for tick throws like 5P and go from there.
In addition to being very plus on block this way, Ball will also beat all abare, jumping and will frequently catch backdashing opponents for a large punish.
Ball is also reversal safe. To stay safe, run up to your opponent after you do ball as you would normally, but block for a bit before doing your pressure starting option. If the ball whiffs due to the opponents invuln frames from their reversal, you will block it, and can safely punish afterwards. See video for an example of what this looks like. Additionally, once you have your opponent respecting ball, you can go for a mean throw by whiffing ball. To do so, do ball slightly earlier then usual so that the explosion whiffs due to their wakeup invuln, and then dash up and OHK/grab. See video for an example.

[2]8S OTGInteresting low to the ground safejump setup

2D > delay [2]8S IAD j.K
On a very close 2D/2K > 2D, you can do a [2]8S OTG to set up a safejump with IAD j.K. This setup is interesting because it has some additional carry, while also setting up a safejump with a good strike/throw opportunity afterwards. To do this setup, delay [2]8S after 2D just long enough so your opponent is in the OTGable state, then buffer in an airdash right after. The window for the airdash is very short, so it can take some practice. Then buffer in K and block. See video for an example Important note: j.K will not safejump vs 3f moves, but trade instead. If they know and challenge you this way, use j.P instead, but be advised that j.P has lower blockstun leading to much worse pressure on block.

This setup beats all non-parry reversals and abare (outside of the above mentioned 3f moves), but loses to backdash. Its also not great if the opponent likes to FD. There is counterplay to both of these, however:
To beat backdashes, delay your j.K to later in your airdash. This allows you to air hit the backdash, and gives you a big combo pickup with c.S/5K.
If your opponent likes to FD (or parry), you can instead press j.S to whiff it and cancel your airdash, where you can then OHK them after landing. Both of these options do cause the setup to no longer safejump, so use with caution.
If the opponent blocks j.K, you can land and press c.S to begin your pressure. j.P doesn't allow you to safely get c.S, but you can try to start 5P pressure.

[2]8H KD

[2]8H (and to some extent, [2]8S, although this version is much rarer) is a very common knockdown, being used as the ender for most midscreen routes that dont break wall.
[2]8H has 2 different ways it can hit the opponent: On the way up, and on the way down. The type of hit changes how to preform the available setups.

Whiff [4]6S P ballPremier Ball oki setup.

(...) > [2]8H > land > whiff [4]6S > 214P
[2]8H upward hits set up for the premier ball oki via an S dolphin whiff into P ball. Doing this properly sets up the P ball to hit on one of the last frames of its explosion. See video for demonstration. Besides the whiff dolphin beforehand, there is not much difference between this setup and the raw 2D one, so see that setup for more details.

c.S otgExtra damage and carry, but worse pressure if your opponent FD's.

(...) > [2]8H > Land Dash c.S OTG > ...
on [2]8H you also have the opportunity to set up oki via c.S otg. You can close the space with a [4]6S whiff like the setup above, or you could airdash/land and dash and still get it depending on the exact route leading into the [2]8H.
after you c.S otg you have these options:

  • Autotimed Safejump via 7.jc iad j.H. you can also whiff j.K and land for a sameside low or throw with 2K and OHK, or do 9.jc j.K whiff for a crossup low or throw. All of these lose to DP's and other invuln reversals, so use with caution.
  • Dash cancel c.S/OHK meaty. this option has incredible carry thanks to the tumble and the push from you running into them. once the dash ends, you are +14, so you will have to delay c.S or OHK a fair amount to meaty properly.

j.K safejump setupGreat carry from high up [2]8H hits

(...) > [2]8H > Airdash j.K > land (delay) 9 IAD (delay) j.H
After high up air hits of [2]8H, where you could normally extend with IAD j.H (if you are close enough to the wall), you can instead do IAD j.K, land, (slight delay) 9 IAD j.H for a safejump. This has impressive carry, but requires a manual delay dependant on your and the opponents height when j.K lands, and is a lot weaker on FD then your other setups.

slight changes to the setupsVery similar, but somewhat different

Most of the same setups as above apply, but have slightly different conditions:

  • P ball oki still works, but instead of a whiff [4]6S, you do a microdash.
  • c.S OTG works fine, just dash up instead of doing a whiff [4]6S.
  • At most spacings you can do the j.K setup if you pick up after [2]8H with j.D > Airdash j.K.

Ground Throw (4D or 6D)

May's primary mixup in her pressure is strike/throw, so its important to have good setups to make that throw scary! Thankfully, May's normal throw has plenty of strong okizeme after.

j.2H left/rightBecome Millia, if only briefly.

(4D or 6D) > IAD delay j.2H
The primary setup you should be doing is the j.2H left right setup. It's a strong option because it'll safejump on both sameside and crossup, has decent reward on normal hit and excellent reward on ch, and allows you to start some pressure if its blocked.
To do the j.2H setup, throw, then hold jump towards the opponent (9 for 6D and 7 for 4D), then IAD. delay j.2H until just as you start falling from the airdash to do a crossup, and do it a little before you start falling to stay sameside. Learning it this way keeps it very ambigious which side it'll hit the opponent. See video for an example.
On block, you can do a very short microdash into 2K/5P to start pressure. On hit you can do the same short microdash to get 2K 2D. if you're not comfortable with the micro, you can also just do 2K and it will land, but your pressure after will be worse, and on hit 2D wont reach except on big bodies, so you'll need to do 3K instead, which leads to weaker oki after.
On Counterhit, you get plenty of time to microdash c.S for a full conversion. besides the Left Right, you can also whiff j.K to do a crossup low or throw, but this doesnt safejump.
The main weakness of this setup is that your pressure becomes very limited if they FD, only really being able to do 5K to start your pressure.

Dash 5K Meaty / dash c.SNo left right overheads, but you can threaten a sameside throw.

(4D or 6D), backwalk 2 steps, 7 IAD j.H
An alternative safejump setup that can threaten a sameside OHK as well. to preform this, after throw, walk 2 steps backwards, 7 IAD slight delay j.H to safejump or immediate j.H to whiff and OHK on landing. On block you can do c.S to start your pressure. On FD you can try for md 2K or 5K. On hit or CH you can go into c.S and route from there.

c.S otgSimple corner setup.

(4D or 6D) (whichever throws them into the corner) > slight delay c.S > 9.jc IAD j.H
In the corner your primary setup is to (slightly delay) c.S OTG > 9.jc IAD j.H. this will safejump all reversals, and gets you c.S on normal block, or a full conversion with c.S on hit or counterhit. A fairly simple setup, but it does its job well. You also have the dash cancel option mentioned earlier [here], but since the opponent is already cornered, the extra carry isnt needed, and the safejump is often the better setup.

Interesting safejump that leads into really mean pressure.


(4D or 6D) (whichever throws them into the corner) > 9 whiff j.D > delay j.P / j.K / whiff j.P > 4D or 6D (whichever throws them into the corner)
Whiff j.D is a very interesting setup due to the extra options the up close low blockstun of j.K and especially j.P grants.
To do this setup, throw the opponent into the corner, hold 9 and buffer j.D, then do j.K instantly/delay j.P untill you're close to your opponent for the safejump. You can delay j.P even longer (or forgo it entirely) and land > normal throw. this doesnt safejump, but it does actually beat meterless dp's by grabbing them out of their startup.
The interesting parts are the situations after its blocked. on j.K you can truestring c.S even on FD. on j.P there is a 1f gap to c.S, which will frametrap every non invulnerable abare, catch all backdashes except nago and potemkin's, and beat jumps. These make it a very strong option since you also threaten a tick throw to loop the setup, or an OHK for a wallbreak combo.

OHK

The main strength of OHK is its ability to combo in the corner, but midscreen it also has good uses because of its throw invulnerability, being immune to throw teching, and its extra range over normal throw.

c.S OTGMuch like the previously mentioned ones.

623K > Dash c.S OTG
Much like after [2]8H, you can run up and do a c.S otg. Further setups are the same as the ones described there.

2S [2]8H/[2]8[H] 2K/OHKLeft/Right Strike/Throw.

623K, delay 2S > [2]8H/[2]8[H] >2K/OHK
You can set up a left/right low/grab setup by doing a (slightly delayed) 2S, and canceling that into either a tapped (sameside) or held (crossup) [2]8H dolphin whiff, into 2K or OHK. You dont get enough advantage to beat throws with c.S, but if your opponent is respecting you, or backdashing too much, its a good option.
On block you get decent pressure and on hit 2D will work universally, setting you up for ball oki.

c.S resetKeep the corner after OHK.

623K, c.S > 9.jc > delay ABD j.H/ land delay 2K
After the OHK wallbounces, you can c.S and 9.jc. from here you can either land and delay 2K for a meaty low, or delay air backdash j.H for a meaty overhead.
2K combos into 2D > [2]8H for a corner combo. on CH you can gatling 6H for a bigger conversion. j.H only goes into md 5K > 3K on normal hit, on CH you can dash c.S for a full combo.

Wall(bounces)

On most wallbounces the knockdown is good enough to reset and run okizeme on. Very useful if your current combo wont build enough meter for a super or is scaled too much to kill.

Ball setupsThe world is your oyster.

(...) > (delay) 214P
Nearly all combo drops in the corner will allow you some form of ball setup if you delay P ball accordingly. Here's a short list of hits and how you can get P Ball oki off of them:

  • 5H wallbounce: slight delay P ball after the wallbounce 5h causes
  • [4]6H wallbounce: backdash slight delay P ball
  • 2S pickup after wallbounce: asap P ball
  • 2K pickup after wallbounce: asap P ball (wont be a grounded explosion one, so less plus. should still be good enough in the corner however)
  • 6H: P ball once they start falling from the launch
  • c.S: P ball just as they start falling
  • 5K: depends on height. From midscreen j.H extensions do it asap, otherwise delay very slightly
  • [2]8H: delay until the opponent hits the ground. This will be longer for upwards then downwards.

As for what to do after, refer to the P ball oki section here under the 2D tabber.

Overdrive Wallbreak

Overdrive Wallbreak (more commonly called Super Wallbreak by players) causes the opponent to suffer a HKD on the area shift, which you can take advantage of to start your pressure again.

j.H safejumpSimple and efficient.


Wallbreak > 9 IAD jH
After a Super wallbreak, you can fairly simply do a safejump by holding 9 during the wallbreak animation, IAD j.H. You can also whiff j.P or j.K to forgo the safejump but give yourself the opportunity to go for an OHK (which will wallbounce at this range!) or 2K.