May Guide Strive offers comprehensive strategies to dominate Guilty Gear Strive with May. CONDUCT.EDU.VN provides expert insights and combo guides to elevate your gameplay. Learn to master May’s unique playstyle, implement advanced fighting game strategies, and achieve peak performance.
1. Introduction: Unleash May’s Potential in Guilty Gear Strive
May, a beloved character from Guilty Gear Strive, is known for her adorable personality, exceptional mobility, and devastating damage output. This guide aims to help players master May’s move set, understand her unique playstyle, and strive for victory in every match. Whether you are new to Guilty Gear Strive or have experience with fighting games, this may guide strive to enhance your skills and dominate your opponents.
This guide focuses on building a strong foundation for new players while also providing insights for experienced players looking to refine their techniques. At CONDUCT.EDU.VN, we are dedicated to providing accurate and easy-to-understand information to help you succeed.
2. Understanding May’s Core Mechanics
Before diving into advanced combos and strategies, it’s crucial to understand May’s core mechanics. This includes her charge inputs, special moves, and unique fighting style. Knowing these elements will help you strive to use May effectively in various combat situations.
2.1. Charge Inputs: A Key to May’s Special Moves
May is a charge character, meaning many of her special moves require holding a specific direction for a short period. Unlike motion inputs, which involve a sequence of directional inputs, charge inputs require holding back or down to “charge” before executing the move.
- Horizontal Mr. Dolphin ([4]6S/H): Requires holding back before pressing forward and the Slash or Heavy Slash button.
- Vertical Mr. Dolphin ([2]8S/H): Requires holding down before pressing up and the Slash or Heavy Slash button.
Mastering these charge inputs is essential for fluid and effective gameplay with May.
2.2. Special Moves: May’s Arsenal
May’s special moves are what make her a formidable opponent. They include:
- Mr. Dolphin (Horizontal and Vertical): These moves are crucial for mobility, zoning, and combo extensions. They allow May to quickly approach or retreat, apply pressure, and deal significant damage.
- Arisugawa Sparkle (214P/K): This move is excellent for setting up mixups and creating offensive pressure. It allows May to control the pace of the match and keep her opponent guessing.
- Great Yamada Attack (236236S): May’s super move, dealing massive damage. It’s best used after a wall splat or in situations where you can special cancel into it.
- The Wonderful and Dynamic Goshogawara (632146H): Also known as Orca overdrive, this move is powerful for ending combos and dealing significant damage.
2.3. Unique Fighting Style: Aggression and Zoning
May’s fighting style is a blend of aggression and zoning. She excels at applying constant pressure with her dolphins while also maintaining a safe distance. Her ability to control space and dictate the flow of the match makes her a versatile and dangerous character.
3. Mastering Basic Combos: Building Blocks for Success
Learning basic combos is the first step to mastering May. These combos will help you become familiar with her rhythm and timing, enabling you to execute more complex sequences later on.
3.1. Bread and Butter Combos
These are the foundational combos that every May player should know:
- c.S > 2H > [2]8H: A simple combo that starts with a close slash, launches the opponent, and ends with a vertical Mr. Dolphin. This results in a hard knockdown, allowing for mixup setups.
- c.S > 2H > [2]8H > dl 5H > [4]6H > 5H WS > 6H: Also known as the corner combo, this sequence is highly effective near the corner, dealing significant damage and leading to a wall splat.
3.2. Close Range Combos
When up close, May has several options for quick and effective attacks:
- 5P > 5P > 3K/6P: These are May’s fastest combos, useful for punishing opponents. The 3K variation leads to a soft knockdown, while the 6P variation pushes the opponent back.
- 2K > 2D > [2]8S/H: A fast low combo that ends in a hard knockdown, perfect for keeping opponents guessing.
3.3. Midrange Combos
At midrange, May can use her pokes to control space and apply pressure:
- 5K/2S/f.S > [4]6S: These combos utilize May’s fastest and safest poking options, allowing her to keep opponents at bay and control the flow of the match.
- 5H (ch) > [2]8H > [4]6S: This combo, which is available as of Season 4, is extremely useful for sending your opponent to the corner.
4. Advanced Techniques: Elevating Your Gameplay
Once you’ve mastered the basics, it’s time to explore advanced techniques that will elevate your gameplay and help you strive for victory against tougher opponents.
4.1. Aerial Combos
May’s aerial mobility is one of her greatest strengths. Utilizing aerial combos can open up new offensive opportunities and keep your opponent guessing.
- j.H > 5K > 3K: A basic air-to-ground combo that leads to a soft knockdown.
- j.S > 5P > 3K: Another air-to-ground option, providing similar benefits.
- j.K > j.D: An air-to-air combo that helps control airspace and prevent opponents from jumping in.
4.2. Split Combos
Introduced in Season 3, Split allows May to jump off Mr. Dolphin, adding a new layer of complexity to her gameplay.
- [4]6S/H~K j.K/S > 2K > 2D: These combos utilize Split to create new offensive opportunities and throw off your opponent.
4.3. Charged Dust Combos
Landing a charged dust attack can lead to significant damage.
- 5[D] > [8] > j.H > j.D > j.K > j.H > j.D > j.KK/PP: This combo requires precise timing but can result in massive damage, especially against opponents who aren’t expecting it.
5. Mastering Roman Cancels: Extending Your Combos
Roman Cancels (RRC) allow you to spend 50 Tension to cancel the recovery of an attack, slowing down time and extending your combos.
5.1. Basic Roman Cancel Combos
- Hit Confirm > RRC > c.S > 2H > [2]8H: A basic route that leads to a hard knockdown, setting up mixup opportunities.
- Hit Confirm > RRC > c.S > 2H > [2]8H > 5H > [4]6H WS > 6[H]: This is a corner-specific combo that deals significant damage and leads to a wall splat.
5.2. Advanced Roman Cancel Techniques
- Hit Confirm > RRC > 6[H] > [4]6H > 5H > [4]6H WS > 6[H]: This combo requires charging after the 6H input but deals massive damage if executed correctly.
- 5H (ch) > [2]8H > [4]6S > RRC > 6[H] > [4]6H > 5H WS > 6H: A mid-screen combo that can carry your opponent to the corner.
6. Utilizing Wild Assault: A Season 3 Mechanic
Wild Assault, introduced in Season 3, allows players to spend half of their burst meter to extend combos and carry opponents to the corner.
6.1. Basic Wild Assault Combos
- 2K > 2D > [2]8H > 236D > 5H > [4]6H > 5H > [4]6H WS > 6[H]: A combo that starts with a low attack and utilizes Wild Assault to extend the sequence.
- 6H/5H/2S/f.S > 236D > 2H > [4]6H > 5H > [4]6H WS > 6[H]: This combo can be initiated from various pokes and leads to significant corner carry.
6.2. Advanced Wild Assault Techniques
- 6H/2S/f.S (ch) > 236[D] > 6K > 5H > [4]6H > 5H > [4]6H WS > 6[H]: This combo requires a counter hit to execute the charged version of Wild Assault.
- 5H (ch) > [2]8H > 236D > 5H > [4]6H > 5K > 6H WS > 66 6H/632146H/236236S: A series of combos available due to changes to May’s 5H in Season 4.
- 5H (ch) > 236D > 2H > 236236S: A combo that ends in May’s super move for massive damage.
7. Incorporating Tick Throws: Enhancing Your Mixups
Tick throws are a crucial part of May’s offensive strategy. They involve using an attack that is plus or slightly minus on block before throwing your opponent, making your throws more ambiguous.
7.1. Basic Tick Throw Setups
- c.S/5P/2P/2K > 6D/623K: These setups utilize various normals to create tick throw opportunities.
7.2. Advanced Tick Throw Techniques
- [2]8H > j.P/K > 6D/623K: These setups involve using a heavy vertical Mr. Dolphin to create tick throw opportunities.
8. Combo Reference Table
Combo | Position | Guide Info | Recipe (PC Only) |
---|---|---|---|
c.S > 2H > [2]8H | Anywhere | Bread N Butter Combos | 99273 |
c.S > 2H > [2]8H > dl 5H > [4]6H > 5H WS > 6H | Corner | Bread N Butter Combos | 249302 |
c.S > 2H > [2]8H > dl 5H > [4]6H > 5H WS > 632146H | Corner | Bread N Butter Combos | 249299 |
c.S > 2H > [2]8H > dl 5H > [4]6H > 5H WS > 236236S | Corner | Bread N Butter Combos | 249308 |
c.S > 2H > [4]6H > 5H > [4]6H > 5H WS > 236D | Corner | Bread N Butter Combos | 146402 |
5P > 5P > 3K | Anywhere | Close Range Combos | 99278 |
2P > 2P > 3K | Anywhere | Close Range Combos | 99279 |
5P > 5P > 6P | Anywhere | Close Range Combos | 99280 |
2P > 2P > 6P | Anywhere | Close Range Combos | 99281 |
2K > 2D > [2]8S | Anywhere | Close Range Combos | 99282 |
2K > 2D > [2]8H | Anywhere | Close Range Combos | 99283 |
2K > 2D > [2]8H > 5H > [4]6H > 5H WS > 6H | Corner | Close Range Combos | 249305 |
2K > 2D > [2]8H > 5H > [4]6H > 5H WS > 632146H | Corner | Close Range Combos | 249307 |
2K > 2D > [2]8H > 5H > [4]6H > 5H WS > 236236S | Corner | Close Range Combos | 249310 |
6K > [2]8H | Anywhere | Close Range Combos | 146403 |
6K > [2]8H > 5H >[4]6H > 5H > [4]6H WS > 6[H] | Corner | Close Range Combos | 249311 |
6K > [2]8H > 5H >[4]6H > 5H > [4]6H WS > 632146H | Corner | Close Range Combos | 249312 |
5H (ch) > [2]8H > ad j.D | Anywhere | Close Range Combos | 249317 |
5H (ch) > [2]8H > ad j.D > 632146H | Anywhere | Close Range Combos | 249318 |
5H (ch) > 236236S | Anywhere | Close Range Combos | 249316 |
5H (ch) > 236236S > 6[6] PRC > 66 > c.S > 5H > [4]6H > 5H > [4]6H WS > 6[H] | Anywhere | Close Range Combos | 249323 |
5K > [4]6S | Anywhere | Midrange Combos | 99289 |
2S > [4]6S | Anywhere | Midrange Combos | 99290 |
f.S > [4]6S | Anywhere | Midrange Combos | 99291 |
5H (ch) > [2]8H > [4]6S | Anywhere | Midrange Combos | 249345 |
j.H > 5K > 3K | Anywhere | Aerial Combos | 99292 |
j.S > 5P > 3K | Anywhere | Aerial Combos | 99293 |
j.K > j.D | Anywhere | Aerial Combos | 99295 |
j.K > j.D > 632146H | Anywhere | Aerial Combos | 99296 |
j.H (ch) c.S > 6H > [4]6S | Anywhere | Aerial Combos | 99297 |
[4]6S~K j.K > 2K > 2D | Anywhere | Split Combos | 151389 |
[4]6H~K j.S > 2K > 2D | Anywhere | Split Combos | 151390 |
[4]6H~K 2K > 2D > [2]8H | Anywhere | Split Combos | 151393 |
5[D] > [8] > j.H > j.D > j.K > j.H > j.D > j.KK | Anywhere | Charged Dust Combos | 99298 |
5[D] > [8] > j.H > j.D > j.K > j.H > j.D > j.PP | Anywhere | Charged Dust Combos | 99299 |
Hit Confirm > RRC > c.S > 2H > [2]8H | Anywhere | Roman Cancel Combos | 99300 |
Hit Confirm > RRC > 6[H] > [4]6H > 5H > [4]6H WS > 6[H] | Corner | Roman Cancel Combos | 249313 |
Hit Confirm > RRC > c.S > 2H > [2]8H > dl 5H > [4]6H WS > 6[H] | Corner | Roman Cancel Combos | 249349 |
5H (ch) > [2]8H > [4]6S > RRC > 6[H] > [4]6H > 5H WS > 6H | Midscreen | Roman Cancel Combos | 249347 |
2K > 2D > [2]8H > 236D > 5H > [4]6H > 5H > [4]6H WS > 6[H] | Midscreen | Wild Assault Combos | 151377 |
6H > 236D > 2H > [4]6H > 5H > [4]6H WS > 6[H] | Corner | Wild Assault Combos | 151388 |
f.S (ch) > 236[D] > 6K > 5H > [4]6H > 5H > [4]6H WS > 6[H] | Midscreen | Wild Assault Combos | 151385 |
5H (ch) > [2]8H > 236D > 5H > [4]6H > 5K > 6H WS > 66 6H | Midscreen | Wild Assault Combos | 250037 |
5H (ch) > [2]8H > 236D > 5H > [4]6H > 5K > 6H WS > 632146H | Midscreen | Wild Assault Combos | 250040 |
5H (ch) > [2]8H > 236D > 5H > [4]6H > 5K > 6H WS > 236236S | Midscreen | Wild Assault Combos | 250041 |
5H (ch) > 236D > 2H > 236236S | Midscreen | Wild Assault Combos | 249319 |
c.S > 6D | Anywhere | Tick Throws | 99305 |
c.S > 623K | Anywhere | Tick Throws | 99306 |
5P > 6D | Anywhere | Tick Throws | 99309 |
2P > 6D | Anywhere | Tick Throws | 99310 |
2K > 6D | Anywhere | Tick Throws | 99311 |
[2]8H > j.P > 6D | Anywhere | Tick Throws | 99312 |
[2]8H > j.K > 6D | Anywhere | Tick Throws | 99313 |
[2]8H > 623K | Anywhere | Tick Throws | 99314 |



9. Additional Resources for May Players
To further enhance your skills, consider exploring these additional resources:
- CopiVT’s Guide to Playing May: A comprehensive document with advanced strategies and techniques.
- YomiFGC’s Youtube: A channel dedicated to Guilty Gear Strive, featuring high-level gameplay and analysis.
- The Yomicord (Yomi’s Discord): A community of Guilty Gear Strive players where you can ask questions and share strategies.
- Dustloop Wiki: A comprehensive wiki with detailed information about May’s moves, frame data, and more.
10. Conclusion: Strive for Excellence with May
May is a versatile and powerful character in Guilty Gear Strive, capable of controlling space, applying pressure, and dealing massive damage. By mastering her core mechanics, learning basic and advanced combos, and utilizing techniques like Roman Cancels, Wild Assault, and tick throws, you can strive for excellence and dominate your opponents. Remember to practice regularly and explore the additional resources provided to continue improving your gameplay.
At CONDUCT.EDU.VN, we are dedicated to providing the resources and information you need to succeed. With dedication and practice, you can strive to become a formidable May player in Guilty Gear Strive. Visit our website at CONDUCT.EDU.VN for more expert guides and strategies.
11. Frequently Asked Questions (FAQ)
- What are charge inputs, and why are they important for May?
- Charge inputs require holding a direction (back or down) for a short period before executing a move. They are crucial for May because many of her special moves, like Mr. Dolphin, rely on them.
- How do I perform a Roman Cancel (RRC) with May?
- A Roman Cancel is performed by pressing any three attack buttons (excluding Dust) after an attack connects or is blocked. This cancels the recovery of the attack and slows down time, allowing for combo extensions.
- What is Wild Assault, and how can it benefit May?
- Wild Assault is a mechanic introduced in Season 3 that allows players to spend half of their burst meter to extend combos. It can be particularly useful for carrying opponents to the corner.
- What are tick throws, and how do they work with May?
- Tick throws involve using an attack that is plus or slightly minus on block before throwing your opponent, making the throw more ambiguous and difficult to react to.
- How can I improve my aerial game with May?
- Practice her aerial combos, utilize her air mobility to control airspace, and experiment with different air-to-ground and air-to-air routes.
- What are the best midrange pokes for May?
- May’s best midrange pokes include 5K, 2S, and f.S. Each has its own advantages, such as speed or disjointed hitboxes, so choose based on the situation.
- How do I deal with opponents who are constantly jumping?
- Use far slash (f.S) to dissuade jumping, and practice your air-to-air combos to punish opponents who enter your airspace.
- What is the purpose of the Split mechanic?
- Split allows May to jump off Mr. Dolphin, creating new offensive opportunities and throwing off opponents. It can be used to restart pressure and keep opponents guessing.
- How do I practice these combos in the game?
- Use the combo recipe codes provided in the combo reference table. Go to the main menu, select offline, then combo, and search. Input the recipe code to practice the combo in-game.
- Where can I find more advanced strategies and techniques for May?
- Check out the additional resources listed in this guide, such as CopiVT’s Guide to Playing May, YomiFGC’s YouTube channel, and the Dustloop Wiki.
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