GGAC/May/Frame Data

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Normals[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 10 1.44 3 3 1 HLF cCJR 5 4 6 0
  • 80% proration
K 20 2.64 6 7 2 HLF CJR 9 6 9 -3
  • 4-17 foot invincible
  • 4-14 throw invincible
c.S 30 3.84 14 6 4 HLF CJR 7 3 15 -1 -
f.S 33 2.64 10 7 3 HLF CJR 12 3 20 -9 -
H 50 3.84 20 6 5 HLF CR 13 4 8 +7
  • 13-16 foot invincible
  • Staggers on CH (max 47F)
6P 44 3.84 14 6 4 HLF CR 16 6 18 -7
  • 1-18 above the knees invincible
  • Blows back on hit, knocks down on grounded hit
  • 90% proration
  • Dizzy modifier x3
6P (Charged) 44 3.84 14 6 4 HLF CR 17~47 6 18 -7 ~ +11
  • 1-11 above the knees invincible
  • Blows back on hit, knocks down on ground hit
  • 90% proration
  • Startup is 9F after releasing the button
  • Charging changes the startup, blockstun, and dizzy multiplier (See table below)
6H 70 3.84 20 6 5 HLF CR 16 6 34 -21
  • Staggers on CH (max 47F)
  • On air CH, untechable for 80F
  • Hits crouchers on frame 19 (tested on Sol)
  • Charging from 8-20F leads to 6H (charged); charging more than 20F leads to 6H (full)
6H (Charged) 70 3.84 20 6 5 HLF CR 19~29 6 31 -18
  • Hit effects are the same as normal 6H
  • Hits crouchers 12 frames after button is released (tested on Sol)
  • Startup is 9F after releasing button, but cannot be faster than a startup of 19 (i.e. Startup = max{ 19, 6H_charge_time + 9 }.)
6H (Max) 90 3.84 15 6 5 HF CR 27 6 21 -8
  • Hit effects are the same as normal 6H
  • Hits crouchers on frame 29 (tested on Sol)
D 22 3.84 11 20 4 HF R 26 3 18 -4
  • Holding down the button past frame 15 turns it into Na~nte ne (fake dust)
DAA 25 2.64 10 7 3 Any R 16 6 18 -10
  • 1-21 invincible
  • 22-37 throw invincible
  • Wallbounces on hit, untechable for 28F
  • 50% proration
2P 10 1.44 3 8 1 HLF cCJR 5 4 6 0
  • 80% proration
2K 14 1.44 3 8 1 LF CR 7 4 9 -3
  • 7-10 low stance
  • 80% proration
2S 26 2.64 10 7 3 HLF CR 9 3 15 -4 -
2H 44 3.84 15 6 5 LF CR 14 3 16 0
  • Knocks down on grounded hit
  • Pulls in and slightly floats on CH, untechable for 52F
2D 30 3.84 11 6 4 LF CR 7 10 8 -1 -
3K 24 2.64 5 7 2 LF RF 8 21 20 -29
  • 5-7 and 29-40 low stance
  • 8-28 invincible above the feet
  • Knocks down on grounded hit
  • In CH state for entire duration
  • Considered ""standing"" from 1-7
  • FRC timing: 29-30
j.P 14 1.44 3 8 1 HA CR 5 6 6 - -
j.K 24 2.64 6 7 2 HA CR 7 6 10 - -
j.S 30 2.64 10 7 3 HA CJR 13 4 5 - -
j.H 40 2.64 10 7 3 HA CR 12 10 15 -
  • Untechable for 28F
  • Floats and knocks down on grounded CH
j.D 38 3.84 14 6 4 HA cCJR 10 12 24 -
  • Floats on hit, untechable for 21F
  • Dizzy modifier x1.75
  • Additional 5F landing recovery
  • From 29, can gatling to P/K/S/H
j.2H 41 2.64 14 7 3 HF CR 13 - 0 -
  • On guard, Level 4 attack
Throw 55 4.0 - 6 - 43 dots - - - - -
  • Knocks down
  • 50% forced proration
Air Throw 60 4.0 - 6 - 96 dots - - - - -
  • Knocks down
  • 50% forced proration

Specials[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Na~nte ne
[D]
38 -/3.84 11 18 4 LF JR 34 4 25 -12
  • Floats on hit, untechable for 30F
Mr. Dolphin (Hor) (S)
[4]6S
50 1.00/2.40 10 10 3 any F 7 10 8+ landing 3 -9
  • 3-6, 9-16 lower body invincinble
  • 7-8, 17-19 foot invincible
  • Airborne on first frame
  • On whiff, in CH state until landed
  • Untechable for 20F
  • Can follow-up to Go, Mr. Dolphin! (Hor) from 4-14
  • see notes *1
Mr. Dolphin (Hor) (H)
[4]6H
50 1.00/3.60 10 10 3 any F 8 20 7+ landing 3 -9
  • 4-7, 10-27 lower body invincible
  • 8-9, 28-30 foot invincible
  • Airborne on first frame
  • On whiff, in CH state until landed
  • Untechable for 20F
  • Can follow-up to Go, Mr. Dolphin (Hor) from 5-25
  • see notes *1
Mr. Dolphin (Ver) (S)
[2]8S
50 1.00/2.40 10 10 3 HLF F 8 20 landing 3 -13
  • 1-3 throw invincible
  • Airborne after frame 4
  • Floats and pulls in on hit, untechable for 35F
  • Must be blocked HA after frame 18
  • Hits crouchers on frame 21 (tested on Sol)
  • Can follow-up to Go, Mr. Dolphin (Ver) after frame 7
  • see notes *1
Mr. Dolphin (Ver) (H)
[2]8H
50 1.00/3.60 10 10 3 HLF F 8 27 landing 3 -11
  • 1-3 throw invincible
  • Airborne after frame 4
  • Floats on grounded hit, untechable for 40F
  • Hits crouchers on frame 29 (tested on Sol)
  • Can follow-up to Go, Mr. Dolphin (Ver) after frame 7
  • see notes *1
Restive Rolling
623S/H
30 1.50/4.20 10 7 3 HLF RF 13 40 22 + landing 15 -63
  • Airborne after frame 13
  • Floats on hit, untechable for 35F
  • During the first 2 active frames, untechable time is 40F
  • Can follow-up to Direction Change from 26-52
  • FRC timing: 13-14
Aerial Restive Rolling (S)
j.623S
30 1.50/3.60 10 7 3 HLF R 10 40 landing 15 -
  • Floats on hit, untechable for 30F
  • Can follow-up to Direction Change from 23-49
Aerial Restive Rolling (H)
j.623H
30 1.50/3.60 14 7 4 HA RF 16 40 landing 15 +1
  • Untechable for 35F
  • Can follow-up to Direction Change from 29-55
  • FRC timing: 16-18
  • SD is for the fastest possible RR from the ground (Startup 19)
Direction Change
Direction + S/H during RR
14 0.60/3.48 10 7 3 HLF R 11 24 landing 15 -
  • Floats on hit, untechable for 28F
  • Can follow-up into itself from 26-34
  • Max of 3 consecutive Direction Changes possible
Applause for the Victim (Strike)
41236 P/K/S/H (chargeable)
20 2.5/0.0 10 7 3 HLF RF 23 12 21 -19
  • 1-10 upper body invincible
  • 11-25 low stance
  • Floats on hit, untechable for 16F
  • Total length: 55F
  • FRC timing: 20-21
Applause for the Victim (Dolphin)
Release button after Applause for the Victim
22 x 1/2/3/6 1.2 x 1/2/3/6 0 7 x 1/2/3/6 3 Any - 49 - - 3
  • # of dolphins = 1 (charge time 1-121F); 2 (122-271F); 3 (272-631F); 6 (632-1113F); or 3 (1114F+)
  • In the last case, the dolphins are released automatically
  • Starts up the moment the button is released
  • Listed Startup is for the fastest possible case
  • When charged, Startup is 17 frames after the button release
  • Hula-hoop disappears if May gets hit while charging
Overhead Kiss
63214K
40 -/6.00 - 6,1 - 90 dots R 4 1 - -
  • 1-5 throw invincible
  • Wallbounces, untechable for 80F
  • Whiff animation: 42F
  • 65% forced proration
*1 Landing recovery on whiff can be cancelled with anything except for ordinary movement. On hit or guard, landing recovery is 5, in crouching state. FRC window is 10-12 frames after hitting or being blocked. Minimum charge time of 30F

Force Break[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Jackhound
214D
38 - 15 6 5 HF R 24 10 35 -26
  • 16-33 foot invincible, airborne
  • 34-39, 48-51 low stance
  • 40-47 above the feet invincible
  • 52-64 foot invincible
  • Floorbounces on hit, untechable for 60F
  • Re-launches knocked down opponents
  • In CH state the entire duration
  • 80% forced proration
Go, Mr. Dolphin! (Hor) (S)
56D during Mr. Dolphin (Hor) (S)
22 - 10 7 3 any - 1 17 landing 11 +13
  • Untechable for 30F
  • SD is based on the fastest possible case from right next to the opponent
Go, Mr. Dolphin! (Hor) (H)
56D during Mr. Dolphin (Hor) (H)
22 - 10 7 3 any - 1 20 landing 14 +10
  • Untechable for 30F
  • SD is based on the fastest possible case from right next to the opponent
Go, Mr. Dolphin! (Ver)
58D during Mr. Dolphin (Ver)
22 - 10 7 3 any - 1 - total: 16 -
  • Untechable for 30F

Overdrives[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Ultimate Whiner
63214H
25, 17x8 - 20x9 6,3x8 5 HLF R 7+2 3 26 -10
  • 1-10 invincible
  • 11-13 throw invincible
  • 1st hit knocks down
  • 3rd-8th hits are untechable for 20F
  • 9th attack blows back on hit, untechable for 20F
  • 2nd-8th hits have 0 hitstop
  • If the 1st attack whiffs, no other attacks come out
Great Yamada Attack
236236S
110 - 20 16 5 HLF - 9+0 - total: 74 -
  • 5-22 strike invincible
  • Wallbounces on hit, untechable for 90F
  • For the 11 frames following the super-flash, the opponent is frozen
  • The whale goes through projectiles
Super Screaming Ultimate Spinning Whirlwind
63214S
18x10 - 20x10 5x10 5 HLF R 1+8 {2(12)}x9,2 21 -4
  • Invincible on frame 1
  • Throw invincible for entire duration
  • Knocks down on hit
  • 7F hitstop for each hit
  • Can follow-up to Deluxe Tile Bomber after the super-flash
  • Dizzy modifier x0
Deluxe Tile Bomber
P during SSUSW
48 - 14 6 4 HLF - 11 10 24 -3
  • Blows back on hit, untechable for 60F
  • Goes through projectiles

Instant Kill[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
May and the Jolly Crew
41236 41236 H
Fatal - - - - 70 dots - 7+9 2 - -
  • IK mode activation: 70F
  • 1-18 invincible
  • Whiff animation: 23F
  • Can also be input as 6321463214H

6P Charge Table[edit]

Startup (Charge) Stun Multiplier Blockstun
25 (16) 3.000 16
26 (17) 3.375 22
27 (18) 3.438 22
28 (19) 3.500 23
29 (20) 3.500 23
30 (21) 3.563 24
31 (22) 3.625 25
32 (23) 3.625 25
33 (24) 3.688 26
34 (25) 3.750 26
35 (26) 3.750 27
36 (27) 3.813 28
37 (28) 3.875 28
38 (29) 3.875 29
39 (30) 3.938 29
40 (31) 4.000 30
41 (32) 4.000 31
42 (33) 4.063 31
43 (34) 4.125 32
44 (35) 4.125 32
45 (36) 4.188 33
46 (37) 4.250 34
47 (38) 4.250 34


Gatling Table[edit]

P K S H D Cancel
P P, 2P, 6P K, 2K c.S, f.S, 2S H, 2H, 6H D, 2D j, sp
2P P, 2P, 6P K, 2K c.S, f.S, 2S H, 2H D, 2D j, sp
6P - - c.S, f.S, 2S H, 2H D, 2D sp
K 6P - c.S, f.S, 2S H, 2H D, 2D j, sp
2K 6P - c.S, f.S, 2S 2H D, 2D sp
3K - - - - - -
c.S 6P - f.S, 2S H, 2H D, 2D j, sp
f.S - - 2S H, 2H D, 2D j, sp
2S - - - H, 2H D, 2D sp
H - - - - D, 2D sp
2H - - - - D, 2D sp
6H - - - - - sp
D - - - - - homing jump
[D] - - - - - normal jump only
2D - - - - - sp
j.P j.P j.K j.S j.H j.D sp
j.K j.P - j.S j.H j.D sp
j.S - j.K - j.H j.D j, sp
j.H - - - - j.D sp
j.D - - - - - j, sp
Guilty Gear XX Accent Coree
Click [*] for character's frame data
System Explanations

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