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#Cohost Global Feed

also: ##The Cohost Global Feed, #The Cohost Global Feed, ###The Cohost Global Feed, #Global Cohost Feed, #The Global Cohost Feed, #global feed

  • holy shit May is tiny. oh my god she is tiny.

  • jump in j.S has to be done SUPER late to hit May when she crouches, and most of the time they'll try to use 2H, which makes it very difficult to land a hit in

  • even if you do land j.S, follow up j.6H usually won't connect unless standing, j.K is probably your best bet. p/k leap->j.s->j.k sets up for tick throw or frametrap with 6H/2H

  • standard routes usually work, although small hitbox makes hitting her below/above you slightly awkward during air routes

  • may 2S has 9f startup and is pretty nasty at round start. i think f.S loses to some of her options, generally holding away is probably the smarter idea, she gets way more reward off of CH at round start

  • high/low in the corner is unreactable but does seem to rely on dolphin ride, so maybe you can just DP it every time? haven't labbed this out much yet but generally don't want to get baited anyways cause of really nasty CH combos

  • may 6P just straight up beats beak driver. very dangerous

  • j.H is a decent jump in, it hits fairly below sin and can be pressed early on, will usually catch May 2H if she tries to anti air you, although loses to 6P

  • May j.2H is terrifying. her air buttons seem to beat 6P a lot, going for it is very risky. also don't mash on j.2H, it's 0. throw if you're up close and IB'd, but anything else is asking to be beat up.

  • I don't think May likes using her supers that often, outside of Guts Crush, since her RRC combos have way more reward, set up oki, and have multiple burst safe points