GGXRD-R2/May/Okizeme: Difference between revisions

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[[Category: Guilty Gear Xrd REV 2]]
[[Category: Guilty Gear Xrd REV 2]]
[[Category:May]]

Revision as of 22:12, 17 July 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums   Videos    
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.

Introduction

Oki Theory

No mixup okizeme

  • After S-HD knockdown, you can use S hoop as a meaty, and summon a P ball from behind. If your opponent respect the S hoop meaty, you can choose not to release it, to have 2 summons on screen and control a ton of space. You can use H hoop similarly if you want 2 summons, usually safer since H hoop is faster and cover the ground space closer to May. Beware of fullscreen punishes (Sol’s Grand Viper, Potemkin’s Slide Head) if you go for the 2 summons route.Alternatively, you can summon a P ball right after the knockdown.Alternatively, you can opt for a safejump, by either delayed IAD j.S or dash jump > late j.S. Gets blown up by blitz unless you hard bait by land low. There’s a possible mixup here, by doing early IAD j.S (whiff) > land 2K, or early IAD j.S (whiff) > land OHK. It’s possible to fuzzy throw this mixup (block high for a bit > 4H), or just react to the IAD timing, so use sparingly.
  • After HS-HD knockdown, you won’t get a S hoop meaty, so you should can either opt for the 2 summons route, or safely summon a P ball / K ball (depending on matchup and preference).
  • After HS-VD knockdown, May won’t get any mixup without meter. H hoop meaty is the go-to choice here, after which you can attempt low / throw or start pressure (do note that your opponent can IB the hoop > reversal). There are some gimmicks such as release H hoop early for it to whiff, then run up OHK, or even not releasing the hoop at all to keep your opponent respecting, and run up OHK. Run up 6H is possible as well, once you trained your opponent to jump out. Gimmicks are gimmicks, however.Alternatively, you can use max range f.S as a safe meaty against many reversals, an example blockstring would be f.S > ]H[ > P ball.Or you can use the H hoop as pressure extender, by doing run up 5K > f.S > S-HD > ]H[ > hop on dolphin > pressure. This also leads to the dolphin cancel vortex to be covered later.
  • After a throw or airthrow, May can use H hoop similar to after HS-VD knockdown (except she can’t do the hoop whiff > OHK gimmick).
  • After ensenga knockdown midscreen, the go-to meterless oki would be P hoop meaty > pressure. Alternatively go for dolphin cancel vortex, covered below.

P/H hoop oki


The most basic okizeme, done from a 2D / 6H knockdown cancelled into P or H hoop. Follow-ups are:

  • Low: 2K > c.S > 2D > S-HD > ]P[ > hop on dolphin > AD j.S j.H, land > 6H / air combo.
  • High: 6K > ]P[ > hop on dolphin > AD j.K j.H, land > c.S > 2D.
  • Straight up OHK.
  • Dash > FD cancel > 2K/OHK for hard baiting reversals. You will want to FD cancel without using the P button.


Replace P with H in the combos above for the H hoop variation.

P ball oki


Another basic okizeme, usually done from a 2D knockdown midscreen. Follow-ups are:

  • Low: 2P > 2K > 2D > ball hits, dash c.S > air combo,
  • High: 2P > 2K > 6K > ball hits, c.S > 2D.
  • Straight up OHK.
  • Dash > FD cancel, late 2K > 2D for baiting reversals.
  • Dash > 2H > 6K > ball hits. Used for hard reading backdashes in some matchups such as Millia. If the opponent backdashed, you get an aircombo from this.
  • 6[H] > H hoop. Not strictly a mixup but gives pretty good positioning.


You can choose not to mixup and do a blockstring and cancel into hoop, using the ball block stun to make the hoop summon safe, and keep up the pressure from there.

P ball YRC oki


One of May’s strongest midscreen okizeme option. Can be done anywhere except corner (close to corner is fine too), after ensenga, HS-VD and 2D (no cancel) knockdown. Done by running towards opponent, P ball > YRC, then either:

  • Non cross-up: super jump > Jump on Ball 2, or early IAD > Jump on Ball 1.
  • Cross-up: IAD > Jump on Ball 2 / 3, or late IAD > Jump on Ball 1.
  • Since reversal standing blitz will beat both of the ball options, sneak in a meaty 2D from time to time to beat this. Combo with 2D > ball hits > dash c.S > air combo.
  • Meaty 6K will work in clutch situations, especially if you have meter to RC for a combo. Use very sparingly, save it for clutch.

Basic confirms are:

  • P ball yrc > IAD > ball jump (3) > falling j.H land IAD j.SH or j.KH land dash j.KHDHDE (j.KH if the falling j.H hit high, j.SH if hit at lowest point possible)
  • P ball yrc > IAD > ball jump (1/2) > falling j.H dash j.SH land j.KHDHDE
  • P ball yrc > 9 jump > ball jump (2) > falling j.H dash j.SH land j.KHDHDE
  • P ball yrc > 2D > ball hits > dash c.S j.SHDHDE or dash c.S 2H HS-VD (beats reversal standing blitz shield)

K hoop oki (from 2D / 6H)


A basic okizeme that’s somewhat stronger than P hoop oki due to how K hoop has faster startup, leading to better ability to meaty. However, it's also more techinical execution-wise. Follow-ups are similar to P hoop, however combos are different (Example):

  • Low: 2D/6H > K hoop (not held) > dash tap 2K > 2D > S-HD immediate hop on dolphin > AD late j.H, land > dash c.S > air combo (note that S-HD will immediately becomes hop on dolphin during startup).
  • High: 2D/6H > K hoop (held) > dash ]K[ > 6K > hop on dolphin > AD j.K j.H > land c.S 2D.
  • Straight up OHK. Let go of K hoop such that you won’t accidentally hop on dolphin and drop the follow up combo.
  • Dash > FD cancel to hard bait reversals. You will want to FD cancel without using the K button.


Note that a 6H knockdown done when the opponent is high enough can lead to a safejump situation (6H > K hoop > jump forward > late j.S). An example would be corner c.S > 5H > HS-HD, IAD j.K j.P j.P j.H, land 6H > K hoop on Sol. This can be invaluable in some matchups.

Dolphin cancel vortex


Perfect dolphin cancel (referred to as dolphin cancel from now on) refer to the technique of cancelling a blocked/hit hop on dolphin to an air normal at the earliest possible timing. This will let May retain her forward moving momentum, allowing for instant overheads using j.P/K/S/H, or whiff j.2H > land 2K/2D for a very quick fake out low. This is an advanced May technique that can be extremely rewarding when mastered.

The basic plan is to

  1. Get a hoop out after a knockdown.
  2. Get opponent to block something.
  3. Go airborne, usually using S-HD, and immediately hop on dolphin
  4. Do dolphin cancel after the blocked hop on dolphin for the vortex.


The technique to do immediate S-HD > hop on dolphin is to setup an unheld hoop, then do [4]6S+K (replace K with whichever button the hoop is on). Tap S+K and release buttons immediately and you should immediately do hop on dolphin. This technique will be referred to as immediate hop on dolphin from now on. Note 1: Some players prefer to hold the hoop and let go of K after tapping S. Note 2: A straight blocked hop on dolphin after a meaty attack has more forward momentum than blocked S-HD > blocked hop on dolphin. Experiment with timing such that hop on dolphin occurs during S-HD startup frames, instead of during its active frames.

There are many ways to achieve this vortex, here are the common scenarios:

  • Corner Ensenga knockdown, K hoop, then
    • Meaty 2D > immediate hop on dolphin > vortex (beats wake up standing blitz)
    • Meaty S-HD > immediate hop on dolphin > vortex (beats wake up crouching blitz)
    • Meaty 2S > immediate hop on dolphin > vortex (beats wake up crouching blitz)
    • Example
  • Midscreen Ensenga knockdown
    • H hoop, then dash meaty 2K/2P > 2D > immediate hop on dolphin > vortex.
    • Alternatively, dash K hoop (412366K), meaty 2D > immediate hop on dolphin, vortex.
  • 6H > K hoop,
    • Jump forward late j.S > ]K[ > hop on dolphin > vortex,
    • Jump forward late j.S, land c.S > immediate hop on dolphin > vortex.
  • 2D / 6H > K hoop, tap 6K > hop on dolphin meaty > vortex. You may want to vary the 6K timing depending on your opponent’s wake-up timing.
  • For the P/H hoop oki and the K hoop oki setups listed above, you can add an extra layer to them by utilizing dolphin cancel vortex, should the opponent block the initial meaty hit. Example


The more common dolphin cancel options are:

  • j.S / j.H overhead, then
    • Land c.S > HS-HD > IAD combo in corner
    • Land c.S > 2D midscreen
  • j.2H whiff, then
    • Land 2D low > HS-HD > IAD combo in corner
    • Land 2K low > (optional c.S) > 2D midscreen
    • Dash OHK
    • Land 6K clutch overhead
  • j.P overhead, gattling to
    • j.K > j.D for fuzzy overhead, late jump cancel after j.D for air combo or make yourself safer on block.
    • j.K > land 2K for low
    • j.K > dash 2K/OHK (throwable option, risky)
    • Whiff j.S/j.H, land OHK (throwable option but really fast, somewhat gimmicky)
  • j.K overhead, gattling to
    • j.P > j.P for triple overhead.
    • j.P > whiff j.K > land 2K for double overhead to low
    • j.P > j.D for fuzzy overhead
    • Whiff j.S/j.H, land OHK (throwable option but really fast, somewhat gimmicky)


A trick to improve your execution of dolphin cancel on an arcade stick would be to double tap whichever button you’re doing dolphin cancel with (j.H, j.2H, etc.) slightly before hop on dolphin reach your opponent.

Choosing an Oki Route

Video Examples

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