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==Overview== | ==Overview== | ||
Make | :Make way for the jolly pirate! | ||
May is a spunky youngster and first mate of the Jellyfish Pirates. Her character is much defined by her massive crush on Johnny because let's face it who doesn't love him? | |||
May's gameplay is defined by her amazing normals, extremely good air mobility, and her oceanic moveset. Some of her larger normals are so oppressive with such great hitboxes that challenging them is suicide. She has the ability to run trains on players not aware of how to deal with her dolphins, air control, and excellent moves. Things like her 6P, Restive Rolling, FB Vertical Dolphins, and Applause for the victim can be suffocating. In many cases the best plan of action is for them to just FD and wait for her to make a mistake. | May's gameplay is defined by her amazing normals, extremely good air mobility, and her oceanic moveset. Some of her larger normals are so oppressive with such great hitboxes that challenging them is suicide. She has the ability to run trains on players not aware of how to deal with her dolphins, air control, and excellent moves. Things like her 6P, Restive Rolling, FB Vertical Dolphins, and Applause for the victim can be suffocating. In many cases the best plan of action is for them to just FD and wait for her to make a mistake. | ||
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Despite being strong all around, May lacks damage conversion outside of the corner without meter. She doesn't have the best options against zoners besides simply dancing around in the air, and some of go-to mixup options such as 3C are extremely punishable if blocked or they miss. Overall though, May is a very solid and very annoying character | Despite being strong all around, May lacks damage conversion outside of the corner without meter. She doesn't have the best options against zoners besides simply dancing around in the air, and some of go-to mixup options such as 3C are extremely punishable if blocked or they miss. Overall though, May is a very solid and very annoying character | ||
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=== Strengths and Weaknesses === | === Strengths and Weaknesses === | ||
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Revision as of 21:07, 7 May 2019
May |
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Overview
- Make way for the jolly pirate!
May is a spunky youngster and first mate of the Jellyfish Pirates. Her character is much defined by her massive crush on Johnny because let's face it who doesn't love him?
May's gameplay is defined by her amazing normals, extremely good air mobility, and her oceanic moveset. Some of her larger normals are so oppressive with such great hitboxes that challenging them is suicide. She has the ability to run trains on players not aware of how to deal with her dolphins, air control, and excellent moves. Things like her 6P, Restive Rolling, FB Vertical Dolphins, and Applause for the victim can be suffocating. In many cases the best plan of action is for them to just FD and wait for her to make a mistake.
Despite being strong all around, May lacks damage conversion outside of the corner without meter. She doesn't have the best options against zoners besides simply dancing around in the air, and some of go-to mixup options such as 3C are extremely punishable if blocked or they miss. Overall though, May is a very solid and very annoying character
Strengths and Weaknesses
Strengths | Weaknesses |
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Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/wzDZ8tOBdyE
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Normal Moves
5K |
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May plants her anchor to the ground and does a quick spin with her feet out. has nice range, it's relatively fast and throw invulnerable. Great tool for footsies. Can be used to go over RO slide, AN stomps, slidehead, and other low moves. |
c.S |
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May extends her anchor in front of her at head height. Usually only used in block strings or as a mediocre antiair. |
f.S |
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May extends her anchor out as far as she can at waist height. May's longest range poke and is a good followup after 5K on block or hit. Got upgraded to level 4 in +R. Can be used for mid range knockdowns in conjunction with 3K but at max range 3K will not combo so be wary of this problem. |
5H |
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May slams her anchor down in front of her. On counter hit and at close range can combo off of it. On block it is used to frame trap due to it being +7 on block. |
6P |
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Startup (Charge) | Stun Multiplier | Blockstun |
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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 |
6H |
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5D |
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Very slow compared to other characters but it has the built in mixup if held down at the proper range. Safe on block. |
2P |
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May does a short range poke with the small end of her anchor. Useful for mashing out of close range pressure and can be hit confirmed into a 2D knockdown and/or corner carry. 80% proration. |
2K |
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May slides down on the ground and pokes with her foot. Medium range poke that can lead to knockdown or combo with 2D. Can be used to low profile certain jump ins and DPs. 80% proration. |
3K |
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May slides on the ground head first about 1/3-1/2 of the screen. Extreme low profile after the first 7 frames at the cost of being incredibly unsafe on block and in CH state until recovery. Must be FRC/RCed to make safe. Knocks down on hit. Can be very useful in dealing with characters with projectiles but easily baited and punished harshly if done predictably. |
2S |
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May extends her anchor out in front of her fairly far while crouched. Used to extend some of her corner combos. Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with 2D. |
2H |
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Staggers on hit (Max 31F). Can be used to low profile or clash with wakeup DPs if spaced correctly. Can't really combo from it unless opponent is sleeping, but OHK can work. |
2D |
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May does a split and extends her leg out in front of her. It's incredibly fast, lots of active frames, safe on block, and has decent range. One of May's most important moves due to it being hit confirmable into a large majority of her damaging combos. Almost all her ground normals chain into this move making most of them safer. |
j.P |
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Very short range but her fastest air normal. Useful for option select air throws and for air to ground or air to air block strings with jK. |
j.K |
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Quite fast and more range than her jP. Also useful for option select air throws and for air to ground or air to air block strings with jP. |
j.S |
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Very slow and generally not as useful as jH and j2H. It can be used to beat/trade with certain 6Ps though as the hitbox extends much deeper into the opponent, but comes at the cost of being antiaired with quick normals like 5P. Also useful for IAD jS > jH which is her most used IAD jumpin. |
j.H |
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Fairly slow but has a great hitbox and leads to combos on counter hit. Very useful in neutral game to try to fish counter hits although it is not as useful as it was in AC. Weak to air throws, properly timed antiairs, and fast air normals. Can be used to safe jump wakeup super/DPs. |
j.2H |
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Level 4 attack on block. May's best jump in tool which is fairly hard to deal with for most characters; however, all characters can jump, instant block, and then throw you to deal with this move. Leads to big damage on hit or counter hit with 25% meter. |
j.D |
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Good at building stun and as an air to air if opponent is above you. Can be used to stop air momentum and stall in the air for a short time. Used in most air combos. Used in gimmicky "infinite" corner pressure after a jK. (i.e. jK > jD > jK > jD > jH) |
Universal Mechanics
Throw |
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Can be comboed from by dashing and using Ultimate Whiner which makes it more useful in this iteration. |
Air Throw |
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It has the second best air throw range (this used to tie with I-No, but she was nerfed into having the worst range). Only Potemkin has a better air throw range wise. Cannot be comboed from. |
Dead Angle Attack |
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Very slow DAA compared to other characters which means it easier to bait. Not very useful unless in a pinch. |
Special Moves
Just Kidding~ Hold D |
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Mr. Dolphin Horizontal S [4]6S/H |
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Mr. Dolphin Vertical S [2]8S/H |
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Restive Rolling 623S/H |
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Applause for the Victim 41236P/K/S/H/D |
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Overhead Kiss 63214K |
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May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). Has some strike invincibility (~5 frames?) before it activates. On whiff it is FRCable which should always be option selected in case the opponent jumps to lead into vertical dolphins. |
Force Breaks
Jackhound 214D |
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Used to continue combos on opponents in OTG state. Pretty slow/obvious overhead but can be RCed for an expensive frame trap. |
Go, Mr. Dolphin! Horizontal S 56D during Mr. Dolphin Horizontal S |
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Go, Mr. Dolphin! Horizontal H 56D during Mr. Dolphin Horizontal H |
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A staple in all virtually all her new combos. Good at corner carrying mid/heavy characters with 6P loops as well as building dizzy. Can be used at neutral to gain the advantage or go through most projectiles. Must be jump installed in block strings/combos for jump/airdash after FRC. Auto-JIs if done alone? |
Go, Mr. Dolphin! Vertical 58D during any Mr. Dolphin Vertical |
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Her best tool for extending pressure. Used rarely in combos except for starter. Can be used at neutral to establish advantage and goes over a lot of projectiles. Must be jump installed in block strings/combos for jump/airdash. Auto-JIs if done alone? |
Overdrives
Ultimate Whiner 63214H |
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Good reversal but unsafe on block. Can RC on block to make safe/advantageous. Vacuums on hit which means they won't get knocked out of it anymore. Can be used to cancel OTG state to extend combos or off of normal throws. If used to cancel OTG state they can tech as soon as next OTG state occurs. |
Great Yamada Attack 236236S |
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Can be used as an antiair and has some upper body invincibility on startup. Can be comboed into from a 6P combo depending on spacing. Depending on opponent height when they get hit it can be comboed from. Only 9+0 directly above/behind May. |
Super Screaming Ultimate Spinning Whirlwind 63214S |
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Has infinite superarmor and can be used to get out of a bad situation. Will lose to Overdrives and throws. It can be thrown from a decent range on startup with proper timing or after slashbacking one of the hits. As a reversal it is very hard to hit with since it starts 14 frames after the superflash, but if they are forced to block you are at advantage after Deluxe Goshogawara Bomber. If you hit them near the corner you will have to cancel into Deluxe Goshogawara Bomber before they fly over you to not lose an advantageous setup afterwards. It is also pretty good at chipping out the opponent if they are out of meter and are not confident enough to slashback > throw it. Also extremely useful against Eddie setups. |
Deluxe Goshogawara Bomber P during Super Screaming etc. |
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Makes Super Screaming Ultimate Spinning Whirlwind safer and can hit behind her if an opponent ends up on the other side and tries to challenge her. If the opponent gets behind May and tries to punish you can release this into their direction if they hit you while superarmor is still active. OHK is a safe but predictable followup to this as you are +20 on block and OHK has 25 startup frames (with guard point on last few frames). They are forced to do something with throw invincibility or jump. |
Instant Kill
May and the Jolly Crew During IK Mode: 4123641236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •