With some practice you’ll be able to do this combo with ease. If you can’t get it right immediately – don’t fret. It’s a little bit fiddly to charge after 6H, but that’s a skill you’ll need to do intermediate level May combos. This is one of the more complex combos in this guide as you will have to respond to a counter hit, and do a charge immediately following a 6H input. j.H > 5K > 3K j.S > 5P > 3Kįinally, here is an additional route that opens up if you score a counter hit. May has some of the best aerial mobility in the game! There’s a lot of different potential combo routes that you can learn off of her fantastic air normals, but I wanted to provide a few simple routes to get you started. Return to Table of Contents Aerial Combos This will deal additional damage, and, usually, pushes your opponent into the corner. In all cases, you can choose to follow up landing any of these pokes with a quick horizontal Mr. It is best used to dissuade your opponent from attempting to jump, so you have an easier time locking them down to the corner. It’s the slowest of May’s pokes, but it can hit opponents that are jumping. 2S lets you stay safer for scouting, while 5K can help you win in situations where speed matters.įar slash is the odd one out here. Which of these two options you’ll default to is going to depend on how your opponent is playing. 2S is disjointed meaning it is safer than 5K, but it is also 25% slower. This makes it quite effective for mashing when you, or your opponent are trying to take space in neutral. 5K is May’s fastest poking option, but it isn’t disjoint. These 3 combos may look the same, but they all fulfill a different purpose. May’s close slash is extremely powerful, but sometimes you’ll need something faster. Return to Table of Contents Close Range Combos You’ll get a feel for wall splats the more you play, which will allow you to better capitalize on them. Alternatively, if you have 50 tension then you can opt to use either of May’s powerful overdrives to deal even more damage.ĭon’t worry if you initially bungle your wall splats as this mechanic is a little inconsistent. In this instance, players will want to press, and hold heavy slash, so 6H can deal more damage. This provides May with an opportunity to use the fully charged version of her command normal 6H. This combo also introduces us to wall splats. It’ll feel a bit awkward at first, but gets much easier with a bit of practice. I’m holding down-back (1) during 2H, and back during 5H (4) in order to charge Mr. You’ll also notice that I’m charging throughout this combo. Whenever you hit confirm near the corner – do this combo! It does a lot of damage, and is dead simple. This is commonly referred to as the corner combo, and is the other important combo that beginners need to learn. In practical terms, this means you’ll be holding down, or back throughout your combos, so that your special moves are charged when you’re ready to use them. This gives charge characters a much difference cadence compared to more traditionally designed fighters. What differentiates this from other special move inputs is that the player is required to hold the charged input for a short period to “charge” before they can use their special moves. This is a distinction provided to characters that use charge inputs for their special moves instead of motion inputs. May is what is known as a charge character. Return to Table of Contents How to Charge The following are all Guilty Gear specific terms: This is an extremely powerful resource that you should keep in mind if you ever run into terminology you don’t understand when it comes to fighting games. I’ve included links to the applicable definition within the fighting game glossary by Infil. Here is the list of jargon used throughout this guide. Return to Table of Contents Terminology Reference f.S = far slash (when you use S far from the opponent).c.S = close slash (when you use S close to the opponent).In addition, I’ll be copying the Dustloop shorthand for the following:
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