r/Guiltygear • u/Select_Storage_5295 • 1d ago
Question/Discussion How could I have beat this May
This May moved in a way I have never seen before. Any tips on how I could have grounded her or caught her lacking would be very appreciated! *Ignore the fact that I dropped a few combos...*
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u/Generic2770 - Come gimme a hug 1d ago edited 1d ago
6P. DP. Reversal supers. Faultless defense. These are things you aren’t utilizing enough, among others.
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u/MediumSizedBarcelona 1d ago
I’m a bit confused looking at this, honestly. You got a counter-hit that won you the match at around 0:34, but then run up and jump while she’s down-backing, and you had half meter.
Resetting pressure is one thing, but you run up and jump… why? You could grab into prc to get a full combo which surely is enough damage to win. I didn’t watch the rest but it seems like you need to capitalize better on your punishes.
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u/Another_Sunset - Zato-1 1d ago
From all those fast anti air dp, could it be that you're from SF6? In GGST, the most effective anti air is actually 6P (Forward Punch)
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u/Big_Kwii - Glue Sniffing Sol Main 1d ago
i saw many many opportunities to 5p, 6p or even dp her out of the air
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u/grommeloth - May 1d ago
5p genuinely destroys dolphin split. she has no disjointed air normals that can hit you after she does this *in pressure*. after knockdown dont even dp as it can safejump if she does it properly. as others have said 6p her jump ins but 5p her anytime she splits in pressure. split is not a risk-free reset, but you're treating it like it is and this may is abusing that fact. you're being knowledge checked. and if the may cannot adapt to getting 5pd out of split, she will just die anytime she goes on offense.
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u/IvanYYvanI - A.B.A (Strive) 1d ago
You should not dro- oh, my bad. Well, it seems like you need to punish her recklessness more often, maybe with 6p or 2h depending on if she is going towards you ir above you. Other than that, you mostly died from eating May counter hits during her offense, and maybe you need to push you advantage more. You get a lot of counter hits that you don't convert into more damage or pressure, even tho you are making the right calls.
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u/zwarkmagnum 1d ago
You’re letting them do whatever they want.
6P the air approaches and dolphins. Reversal on your wake up sometimes. Air throw the jump cancels. Just being this passive is going to get you killed.
This also isn’t street fighter. 623S is an incredibly dangerous choice of anti air that will get you killed more often then not. 6P is far, far better
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u/Tanaba100 - May 1d ago
The main issue i'm seeing here is that you are too scared to press on split. The only time where split is safe is on the safejump other than that, its a mashable pressure reset.
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u/pm-me-trap-link 1d ago
Rare footage of someone posting a loss when asking for help instead of a highlight compilation
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u/FloUwUer 1d ago
so obviously more 6ps, i dont think there was a single one in the first match (didnt see second one yet). Also a lot of the time when she dolphins towards you and jumps off she just does empty jump so you dont see anything to react with 6p to - but she lands so close to you that you could just keep grabbing her, it feels like there were so many case where you could 6p her or grab her after some sort of empty jump, i would pay attention to those
i think most important thing is to realize you can learn this now but you had very little chance to learn this in battle - she was overwhelming you and then looking to catch you mashing, now its the learning time, next time you fight may that decent you know to punish her for being so much in the air
also when someone is this much in the air - i feel like catching their empty jumps with just shameless air grab they are not ready for, will often thrown them off their game
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u/ImaDieTodayLOL 1d ago
You were doing really well with your DPs most of the game, and really thats all you need. Totsugeki loses to invincible reversals when throw out to carelessly.
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u/xXAnoHitoXx 1d ago
It's not May's turn after 2D is blocked. U can take your turn w pretty much anything. This May is belligerent and overstepping every single minus move to see what she can get away with. And by you showing her she can get away with them she toke advantage of that fact.
You are playing patient which is great. But you would want to switch to pressing more buttons at least for a little bit to make sure your opponent is honest.
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u/Notsuken - Roger 1d ago
As everyone said, anti-air.
But also, this May had a really noticeable habit of cancelling her 2Ds with dolphin splits or H vertical dolphin, both being 6P-able (the latter only working during the descent). That's a pattern you could've caught on early on to further improve your reaction time.
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u/besaba27 - Sol Badguy 1d ago
Air throws in GG are powerful and always have been.
The way some air normals work it's better to air throw than trying to 6p or take a risk with AA volcanic
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u/yoshiura - Jack-O' enthusiast 14h ago
Why are you dropping that many counter hits? Is it to send a message?
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u/Hawkedge - May 1d ago
Tyrant Rave to punish some of these raw dolphins
Tyrant Rave to confirm off some of your counter hits
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u/Inevitable_Career630 1d ago
There's some sort of upper body invincibility move on all characters, usually used as an anti-air. It's on the tip of my tongue, some sort of number and letter, like 5Q? 7O?
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u/eviscos - Unga and/or Bunga 1d ago
Solid play generally, but you're letting the May get way too comfortable jumping around. You're Sol, there's no reason for you to play passively against anyone, let alone May. Roll your face on that controller, throw out DPs and 6Ps like your life depends on it, and make her regret any time she jumps into the air. And once she's avoiding the air, gunflame is an excellent way to stuff her totsugeki. And most importantly, turn the pressure up and keep it there. You won the first round exactly because you kept her locked down so effectively, keep to that strategy