GGACR/May: Difference between revisions

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Line 10: Line 10:
;Movement Options
;Movement Options
:Double Jump, 1 Airdash, Dash Type: Run
:Double Jump, 1 Airdash, Dash Type: Run
<center>'''Colors'''</center>
{{GGACRColors|Character=May|Size=85px}}
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
Line 15: Line 17:
</div>
</div>
==Overview==
==Overview==
Placeholder
:Make way for the jolly pirate!
===Strengths===
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?
:Normals have great hitboxes, good damage<br/>
===Weaknesses===
:Overhead Kiss is not Potemkin Buster


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
{{StrengthsAndWeaknesses|strengths=
*  Large normals with excellent hitbox/hurtbox ratios
*  Big corner damage conversion
*  Dominating air mobility and control
*  Above average grab range
*  Tricky crossup game
*  Very strong overdrives with a variety of ultility
*  High stun resistance
*  One of the better backdashes in the game
*  6P. Don't get hit by this. Ever.
|weaknesses=
*  No meterless defensive options besides jumping out and backdash
*  Lacks damage midscreen without meter
*  Overhead Kiss has a huge tell
*  Dolphins can be stuffed during startup by aware opponents
*  Extremely vulnerable when she overextends
}}
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
!| <big>Guilty Bits Character Intro</big>
|-
|- style="text-align: center;"
| style="border: 1px;"|
{{#evt:
service=youtube
|id=https://youtu.be/wzDZ8tOBdyE
}}
|}
{{#lst:GGACR/May/Data|Links}}
{{#lst:GGACR/May/Data|Links}}
<br clear=all/>
 
==Normal Moves==
==Normal Moves==
====== ======
====== ======
Line 30: Line 60:
|image=GGAC_May_5P.png
|image=GGAC_May_5P.png
|caption= I lift anchors, but my punch does 10 damage.
|caption= I lift anchors, but my punch does 10 damage.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_5P-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=10
{{!}}-
|tension=1.44
{{#lsth:GGACR/May/Data|5P}}
|gb+=3
{{!}}-
|gb-=3
{{Description|7|text=
|level=1
|guard=HLF
|cancel=CSJR
|startup=5
|active=4
|recovery=6
|frameAdv=0
|description=
May does a standard jab, It's pretty fast and the range on it is very short, mostly used for extending her Dolphin Loop and tick OHK set-ups. Will whiff on some crouching characters.
May does a standard jab, It's pretty fast and the range on it is very short, mostly used for extending her Dolphin Loop and tick OHK set-ups. Will whiff on some crouching characters.
  }}
  }}
Line 51: Line 76:
|name=5K
|name=5K
|image=GGAC_May_5K.png
|image=GGAC_May_5K.png
|caption=Floating poke with some<br>throw invincibility
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_5K-1-Hitbox.png|center|175px]]
Frames 9-11
[[File:GGXXACPR_May_5K-2-Hitbox.png|center|175px]]
Frames 12-14
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=20
{{!}}-
|tension=2.64
{{#lsth:GGACR/May/Data|5K}}
|gb+=6
{{!}}-
|gb-=7
{{Description|7|text=
|level=2
|guard=HLF
|cancel=SJR
|startup=9
|active=6
|recovery=9
|frameAdv=-3
|description=
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.
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.
  }}
  }}
Line 72: Line 96:
|name=c.S
|name=c.S
|image=GGAC_May_cS.png
|image=GGAC_May_cS.png
|caption= You'd think this would hurt my back, but it doesn't.
|caption=Everybody do the twist
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_cS-1-Hitbox.png|center|175px]]
Frames 7-8
[[File:GGXXACPR_May_cS-2-Hitbox.png|center|175px]]
Frames 9
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=3.84
{{#lsth:GGACR/May/Data|c.S}}
|gb+=14
{{!}}-
|gb-=6
{{Description|7|text=
|level=4
|guard=HLF
|cancel=SJR
|startup=7
|active=3
|recovery=15
|frameAdv=-1
|description=
May extends her anchor in front of her at head height. Usually only used in block strings or as a mediocre antiair.
May extends her anchor in front of her at head height. Usually only used in block strings or as a mediocre antiair.
  }}
  }}
Line 94: Line 116:
|name=f.S
|name=f.S
|image=GGAC_May_fS.png
|image=GGAC_May_fS.png
|caption= MISTU FINAH!!!
|caption=Chinese Knockoff Mist Finer
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_fS-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=33
{{!}}-
|tension=2.64
{{#lsth:GGACR/May/Data|f.S}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=4
|guard=HLF
|cancel=SJR
|startup=12
|active=3
|recovery=20
|frameAdv=-6
|description=
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.
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.
  }}
  }}
Line 116: Line 133:
|name=5H
|name=5H
|image=GGAC_May_5H.png
|image=GGAC_May_5H.png
|caption= Foot invincible.
|caption=Ignorance: The Sequel:<br>The Game
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_5H-1-Hitbox.png|center|175px]]
Frames 13-14
[[File:GGXXACPR_May_5H-2-Hitbox.png|center|175px]]
Frames 15-16
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=50
{{!}}-
|tension=3.84
{{#lsth:GGACR/May/Data|5H}}
|gb+=20
{{!}}-
|gb-=6
{{Description|7|text=
|level=5
May slams her anchor down in front of her. Freakishly large hitbox. 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.
|guard=HLF
|cancel=SR
|startup=13
|active=4
|recovery=8
|frameAdv=+7
|description=
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.
  }}
  }}
}}
}}
Line 138: Line 153:
|name=6P
|name=6P
|image=GGAC_May_6P.png
|image=GGAC_May_6P.png
|caption= YEEEEAAAAAAAAAAAAAAAAAAAA
|caption=TAKE 'EM TO SEAWORLD
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_6P-1-Hitbox.png|center|175px]]
Frames 16-18
[[File:GGXXACPR_May_6P-2-Hitbox.png|center|175px]]
Frames 19-21
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Normal
{{!}}-
|damage=44
{{AttackVersion|name=Uncharged}}
|tension=3.84
{{#lsth:GGACR/May/Data|6P}}
|gb+=14
{{!}}-
|gb-=6
{{AttackVersion|name=Charged}}
|level=4
{{#lsth:GGACR/May/Data|6[P]}}
|guard=HLF
{{!}}-
|cancel=SR
{{Description|8|text=Will sometimes dizzy off of one counter hit. Full charge will wall stick. Whiff cancel possible. A stable in her new corner carry and corner combos. Special cancellable before and after active frames.
|startup=16
|active=6
|recovery=18
|frameAdv=-7
}}
{{AttackData-GGACR
|header=no
|version=6P Charged
|damage=44
|tension=3.84
|gb+=14
|gb-=6
|level=4
|guard=HLF
|cancel=SR
|startup=17~47
|active=6
|recovery=18
|frameAdv=-7 ~ +11
|description=Full charge will wall stick. Whiff cancel possible. A stable in her new corner carry and corner combos. Special cancellable before and after active frames.
  }}
  }}
}}
}}
{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
|-
|-
Line 278: Line 278:
|name=6H
|name=6H
|image=GGAC_May_6H.png
|image=GGAC_May_6H.png
|caption= Untechable for longer than PS3 waited for +R on air CH
|caption= Untechable for longer than the NA PS3 +R Delay
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_6H-1-Hitbox.png|center|175px]]
Frames 16-18
[[File:GGXXACPR_May_6H-2-Hitbox.png|center|175px]]
Frames 19-21
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Normal
{{!}}-
|damage=70
{{AttackVersion|name=Uncharged}}
|tension=3.84
{{#lsth:GGACR/May/Data|6H Lv1}}
|gb+=20
{{!}}-
|gb-=6
{{AttackVersion|name=Charged}}
|level=5
{{#lsth:GGACR/May/Data|6H Lv2}}
|guard=HLF
{{!}}-
|cancel=SR
{{AttackVersion|name=Maximum Charge}}
|startup=16
{{#lsth:GGACR/May/Data|6H Lv3}}
|active=6
{{!}}-
|recovery=34
{{Description|8|text=
|frameAdv=-21
}}
{{AttackData-GGACR
|header=no
|version=Charged
|damage=70
|tension=3.84
|gb+=20
|gb-=6
|level=5
|guard=HLF
|cancel=SR
|startup=19 ~ 29
|active=6
|recovery=31
|frameAdv=-18
}}
{{AttackData-GGACR
|header=no
|version=Maximum Charge
|damage=90
|tension=3.84
|gb+=15
|gb-=6
|level=5
|guard=HF
|cancel=SR
|startup=27
|active=6
|recovery=21
|frameAdv=-8
|description=
Can be whiff canceled. Can be used as a high risk, high reward antiair as it has a huge hitbox as well as decent active frames but slow recovery. Max charge on ground hit causes stagger which can be comboed from. Very high damage with good stun and can be comboed from depending on height. It is used a lot more often in this iteration for corner pressure and mixup afterwards. Special cancellable before and after active frames.
Can be whiff canceled. Can be used as a high risk, high reward antiair as it has a huge hitbox as well as decent active frames but slow recovery. Max charge on ground hit causes stagger which can be comboed from. Very high damage with good stun and can be comboed from depending on height. It is used a lot more often in this iteration for corner pressure and mixup afterwards. Special cancellable before and after active frames.
  }}
  }}
Line 329: Line 303:
====== ======
====== ======
{{MoveData
{{MoveData
|name=5D
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D]
|image=GGAC_May_5D.png
|image=GGAC_May_5D.png
|caption=
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_5D-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=22
{{!}}-
|tension=3.84
{{#lsth:GGACR/May/Data|5D}}
|gb+=11
{{!}}-
|gb-=20
{{Description|7|text=
|level=4
|guard=HF
|cancel=R
|startup=28
|active=3
|recovery=18
|frameAdv=-4
|description=
Very slow compared to other characters but it has the built in mixup if held down at the proper range. Safe on block.
Very slow compared to other characters but it has the built in mixup if held down at the proper range. Safe on block.
}}
}}
====== ======
{{MoveData
|name=Dead Angle Attack
|image=GGAC_May_6P.png
|caption= Maaaay PAAAUUUUNNNNCH
|data=
{{AttackData-GGACR
|damage=25
|tension=2.64
|gb+=10
|gb-=7
|level=3
|guard=Any
|cancel=R
|startup=16
|active=6
|recovery=18
|frameAdv=-10
|description=
Very slow DAA compared to other characters which means it easier to bait. Not very useful unless in a pinch.
  }}
  }}
}}
}}
Line 375: Line 322:
|name=2P
|name=2P
|image=GGAC_May_2P.png
|image=GGAC_May_2P.png
|caption= It'd be easier to punch but... eh
|caption=Simple low poke
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_2P-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=10
{{!}}-
|tension=1.44
{{#lsth:GGACR/May/Data|2P}}
|gb+=3
{{!}}-
|gb-=8
{{Description|7|text=
|level=1
|guard=HLF
|cancel=CSJR
|startup=5
|active=4
|recovery=6
|frameAdv=0
|description=
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.
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.
  }}
  }}
Line 398: Line 340:
|image=GGAC_May_2K.png
|image=GGAC_May_2K.png
|caption=
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_2K-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=14
{{!}}-
|tension=1.44
{{#lsth:GGACR/May/Data|2K}}
|gb+=3
{{!}}-
|gb-=8
{{Description|7|text=
|level=1
|guard=LF
|cancel=SR
|startup=7
|active=4
|recovery=9
|frameAdv=-3
|description=
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.
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.
  }}
  }}
Line 419: Line 356:
|name=3K
|name=3K
|image=GGAC_May_3K.png
|image=GGAC_May_3K.png
|caption= Upside down GRANDU VIPAAAAA- wait, that's not Johnny's move.
|caption=Go under things with a stupid smile on your face
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_3K-1-Hitbox.png|center|175px]]
Frames 8, 25-28
[[File:GGXXACPR_May_3K-2-Hitbox.png|center|175px]]
Frames 9-11, 21-24
[[File:GGXXACPR_May_3K-3-Hitbox.png|center|175px]]
Frames 12-20
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=24
{{!}}-
|tension=2.64
{{#lsth:GGACR/May/Data|3K}}
|gb+=5
{{!}}-
|gb-=7
{{Description|7|text=
|level=2
|guard=LF
|cancel=RF
|startup=8
|active=21
|recovery=20
|frameAdv=-29
|description=
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.
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.
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
|name=2S
|name=2S
|image=GGAC_May_2S.png
|image=GGAC_May_2S.png
|caption= This would work better if it was sharp, and if I was actually looking where I was stabbing it.
|caption=Decent ranged poke
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_2S-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=26
{{!}}-
|tension=2.64
{{#lsth:GGACR/May/Data|2S}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HLF
|cancel=SR
|startup=9
|active=3
|recovery=15
|frameAdv=-4
|description=
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.
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.
  }}
  }}
Line 463: Line 396:
|name=2H
|name=2H
|image=GGAC_May_2H.png
|image=GGAC_May_2H.png
|caption=
|caption=Hitbox goes under the floor
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_2H-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=44
{{!}}-
|tension=3.84
{{#lsth:GGACR/May/Data|2H}}
|gb+=15
{{!}}-
|gb-=6
{{Description|7|text=Staggers on hit (Max 31F).
|level=5
|guard=LF
|cancel=SR
|startup=14
|active=3
|recovery=16
|frameAdv=0
|description=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.
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.
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
|name=2D
|name=2D
|image=GGAC_May_2D.png
|image=GGAC_May_2D.png
|caption=
|caption=Hitbox does not go under the floor
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_2D-1-Hitbox.png|center|175px]]
Frames 7-11
[[File:GGXXACPR_May_2D-2-Hitbox.png|center|175px]]
Frames 12-17
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=3.84
{{#lsth:GGACR/May/Data|2D}}
|gb+=11
{{!}}-
|gb-=6
{{Description|7|text=
|level=4
|guard=LF
|cancel=SR
|startup=7
|active=10
|recovery=8
|frameAdv=-1
|description=
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.
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.
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Line 508: Line 436:
|image=GGAC_May_jP.png
|image=GGAC_May_jP.png
|caption= Maybe they'll think I'm air blocking and walk into it...
|caption= Maybe they'll think I'm air blocking and walk into it...
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_jP-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=14
{{!}}-
|tension=1.44
{{#lsth:GGACR/May/Data|j.P}}
|gb+=3
{{!}}-
|gb-=8
{{Description|7|text=
|level=1
|guard=HA
|cancel=CSR
|startup=5
|active=6
|recovery=6
|frameAdv=
|description=
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.
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.
  }}
  }}
Line 530: Line 453:
|image=GGAC_May_jK.png
|image=GGAC_May_jK.png
|caption= Punch and kick at the same time.
|caption= Punch and kick at the same time.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_jK-1-Hitbox.png|center|175px]]
Frames 6-8
[[File:GGXXACPR_May_jK-2-Hitbox.png|center|175px]]
Frames 9-11
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=24
{{!}}-
|tension=2.64
{{#lsth:GGACR/May/Data|j.K}}
|gb+=6
{{!}}-
|gb-=7
{{Description|7|text=
|level=2
|guard=HA
|cancel=SR
|startup=6
|active=6
|recovery=8
|frameAdv=
|description=
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.
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.
  }}
  }}
Line 552: Line 473:
|image=GGAC_May_jS.png
|image=GGAC_May_jS.png
|caption= Mad strugg- wait, that's not Johnny's move.
|caption= Mad strugg- wait, that's not Johnny's move.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_jS-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=30
{{!}}-
|tension=2.64
{{#lsth:GGACR/May/Data|j.S}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HA
|cancel=SJR
|startup=13
|active=4
|recovery=5
|frameAdv=
|description=
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.
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.
  }}
  }}
Line 573: Line 489:
|name=j.H
|name=j.H
|image=GGAC_May_jH.png
|image=GGAC_May_jH.png
|caption= Fish for counter hits.
|caption=Fish for counter hits
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_jH-1-Hitbox.png|center|175px]]
Frames 12-15
[[File:GGXXACPR_May_jH-2-Hitbox.png|center|175px]]
Frames 16-21
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=40
{{!}}-
|tension=2.64
{{#lsth:GGACR/May/Data|j.H}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HA
|cancel=SR
|startup=12
|active=10
|recovery=15
|frameAdv=
|description=
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.
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.
  }}
  }}
Line 595: Line 509:
|name=j.2H
|name=j.2H
|image=GGAC_May_j2H.png
|image=GGAC_May_j2H.png
|caption=
|caption=Fish for crossups
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_j2H-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=41
{{!}}-
|tension=2.64
{{#lsth:GGACR/May/Data|j.2H}}
|gb+=14
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=HA
|cancel=SR
|startup=13
|active=until landing
|recovery=0
|frameAdv=
|description=
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.
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.
  }}
  }}
Line 618: Line 527:
|image=GGAC_May_jD.png
|image=GGAC_May_jD.png
|caption= Why swing my anchor when I can hit you with my thick skull?
|caption= Why swing my anchor when I can hit you with my thick skull?
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_jD-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=38
{{!}}-
|tension=3.84
{{#lsth:GGACR/May/Data|j.D}}
|gb+=14
{{!}}-
|gb-=6
{{Description|7|text=
|level=4
|guard=HA
|cancel=SJR
|startup=10
|active=12
|recovery=24+landing 5
|frameAdv=
|description=
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)
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)
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Throws==
==Universal Mechanics==
====== ======
====== ======
{{MoveData
{{MoveData
Line 644: Line 548:
|caption= This isn't even my good throw!
|caption= This isn't even my good throw!
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=55
{{!}}-
|tension=4.0
{{#lsth:GGACR/May/Data|Ground Throw}}
|gb+=
{{!}}-
|gb-=6
{{Description|7|text=
|level=
|guard=43 pixels
|cancel=
|startup=
|active=
|recovery=
|frameAdv=
|description=
Can be comboed from by dashing and using Ultimate Whiner which makes it more useful in this iteration.
Can be comboed from by dashing and using Ultimate Whiner which makes it more useful in this iteration.
  }}
  }}
Line 666: Line 562:
|caption=
|caption=
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=60
{{!}}-
|tension=4.0
{{#lsth:GGACR/May/Data|Air Throw}}
|gb+=
{{!}}-
|gb-=6
{{Description|7|text=
|level=
|guard=96 pixels
|cancel=
|startup=
|active=
|recovery=
|frameAdv=
|description=
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.
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.
  }}
  }}
}}
}}
<br clear=all/>
====== ======
{{MoveData
|name=Dead Angle Attack
|image=GGAC_May_6P.png
|caption= Maaaay PAAAUUUUNNNNCH
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lsth:GGACR/May/Data|DAA}}
{{!}}-
{{Description|7|text=
Very slow DAA compared to other characters which means it easier to bait. Not very useful unless in a pinch.
}}
}}
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
Line 690: Line 592:
|input=Hold D
|input=Hold D
|image=GGAC_May_Dhold.png
|image=GGAC_May_Dhold.png
|caption=  
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_May_5DHold-1-Hitbox.png|center|175px]]
Frames 35-36
[[File:GGXXACPR_May_5DHold-2-Hitbox.png|center|175px]]
Frames 37-38
</div>
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=38
{{!}}-
|tension=-/3.84
{{#lsth:GGACR/May/Data|[5D]}}
|gb+=11
{{!}}-
|gb-=18
{{Description|7|text=
|level=4
|guard=LF
|cancel=R
|startup=35
|active=4
|recovery=25
|frameAdv=-12
|description=
Very slow and generally not very useful other than the mixup of 5D, but both can be blocked with proper timing without knowing which it will be. Has a smaller range than 5D so need to space accordingly.
Very slow and generally not very useful other than the mixup of 5D, but both can be blocked with proper timing without knowing which it will be. Has a smaller range than 5D so need to space accordingly.
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Line 715: Line 616:
|caption= I can get on this dolphin in 1-frame!
|caption= I can get on this dolphin in 1-frame!
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=S
{{!}}-
|damage=50
{{AttackVersion|name=S}}
|tension=1.00/2.40
{{#lsth:GGACR/May/Data|[4]6S}}
|gb+=10
{{!}}-
|gb-=10
{{AttackVersion|name=H}}
|level=3
{{#lsth:GGACR/May/Data|[4]6H}}
|guard=any
{{!}}-
|cancel=F
{{Description|8|text=
|startup=7
|active=10
|recovery=8 + landing 3
|frameAdv=-9
|description=
}}
{{AttackData-GGACR
|header=no
|version=H
|damage=50
|tension=1.00/3.60
|gb+=10
|gb-=10
|level=3
|guard=any
|cancel=F
|startup=8
|active=20
|recovery=7 + landing 3
|frameAdv=-9
|description=
Causes Slide state on air hit. A staple in her new corner combos. Has lots of active frames. Mostly used exclusively in combos. As a solitary move it is sometimes safe on block due to spacing but some characters can punish it. You will give up the neutral game even if the opponent cannot punish you, though. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone?
Causes Slide state on air hit. A staple in her new corner combos. Has lots of active frames. Mostly used exclusively in combos. As a solitary move it is sometimes safe on block due to spacing but some characters can punish it. You will give up the neutral game even if the opponent cannot punish you, though. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone?
  }}
  }}
Line 755: Line 635:
|caption= Let's hit them with our faces!
|caption= Let's hit them with our faces!
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=S
{{!}}-
|damage=50
{{AttackVersion|name=S}}
|tension=1.00/2.40
{{#lsth:GGACR/May/Data|[2]8S}}
|gb+=10
{{!}}-
|gb-=10
{{AttackVersion|name=H}}
|level=3
{{#lsth:GGACR/May/Data|[2]8H}}
|guard=HLF/HA
{{!}}-
|cancel=F
{{Description|8|text=
|startup=8
|active=20
|recovery=landing 3
|frameAdv=-15
|description=
}}
{{AttackData-GGACR
|header=no
|version=H
|damage=50
|tension=1.00/3.60
|gb+=10
|gb-=10
|level=3
|guard=HLF/HA
|cancel=F
|startup=8
|active=27
|recovery=landing 3
|frameAdv=-13
|description=
Useful as an overhead, but they are very unsafe on block now and most characters can punish them so be sure to FRC. On hit and FRC will lead to high damage. Has more recovery than in AC which prevents the many dolphin loops, at least without FRC. Used in the majority of combos. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone?
Useful as an overhead, but they are very unsafe on block now and most characters can punish them so be sure to FRC. On hit and FRC will lead to high damage. Has more recovery than in AC which prevents the many dolphin loops, at least without FRC. Used in the majority of combos. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone?
  }}
  }}
Line 795: Line 654:
|caption=
|caption=
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Ground, S
{{!}}-
|damage=30
{{AttackVersion|name=Ground, S}}
|tension=1.50/4.20
{{#lsth:GGACR/May/Data|623S}}
|gb+=10
{{!}}-
|gb-=7
{{AttackVersion|name=Ground, H}}
|level=3
{{#lsth:GGACR/May/Data|623H}}
|guard=HLF
{{!}}-
|cancel=RF
{{AttackVersion|name=Air, S}}
|startup=13
{{#lsth:GGACR/May/Data|j.623S}}
|active=40
{{!}}-
|recovery=22 + landing 15
{{AttackVersion|name=Air, H}}
|frameAdv=-63
{{#lsth:GGACR/May/Data|j.623H}}
|description=
{{!}}-
}}
{{AttackVersion|name=Hard to Port|subtitle=Direction + S/H}}
{{AttackData-GGACR
{{#lsth:GGACR/May/Data|623H > H}}
|header=no
{{!}}-
|version=Ground, H
{{Description|8|text=
|damage=30
|tension=1.50/4.20
|gb+=10
|gb-=7
|level=3
|guard=HLF
|cancel=RF
|startup=13
|active=40
|recovery=24 + landing 17
|frameAdv=-65
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air, S
|damage=30
|tension=1.50/3.60
|gb+=10
|gb-=7
|level=3
|guard=HA
|cancel=RF
|startup=10
|active=40
|recovery=landing 15
|frameAdv=
|description=
}}
{{AttackData-GGACR
|header=no
|version=Air, H
|damage=30
|tension=1.50/3.60
|gb+=14
|gb-=7
|level=4
|guard=HA
|cancel=RF
|startup=16
|active=40
|recovery=landing 15
|frameAdv=+1
|description=
}}
{{AttackData-GGACR
|header=no
|version=Hard to Port<div><small>Direction + S/H</small></div>
|damage=18
|tension=0.60/3.48
|gb+=10
|gb-=7
|level=2
|guard=HLA
|cancel=R
|startup=5
|active=24
|recovery=landing 15
|frameAdv=
|description=
Much more useful in +R. Used in fuzzy guards into combos with FRC. Used in some combos to knockdown and/or for additional damage. With FRC they can be used to escape the corner quickly.
Much more useful in +R. Used in fuzzy guards into combos with FRC. Used in some combos to knockdown and/or for additional damage. With FRC they can be used to escape the corner quickly.
  }}
  }}
Line 883: Line 682:
|caption= Hey Johnny look, I can control these hoops with my mind!
|caption= Hey Johnny look, I can control these hoops with my mind!
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR|version=yes}}
|version=Strike
{{!}}-
|damage=20
{{AttackVersion|name=Dolphin (release Button)}}
|tension=2.5/0.0
{{#lsth:GGACR/May/Data|41236[X]}}
|gb+=10
{{!}}-
|gb-=7
{{AttackVersion|name=Dolphin (release Button)}}
|level=3
{{#lsth:GGACR/May/Data|41236]X[}}
|guard=HLF
{{!}}-
|cancel=RF
{{Description|8|text=
|startup=23
|active=12
|recovery=21
|frameAdv=-19
|description=
}}
{{AttackData-GGACR
|header=no
|version=Dolphin (release Button)
|damage=22 x 1/2/3/6
|tension=1.2 x 1/2/3/6
|gb+=0
|gb-=7 x 1/2/3/6
|level=3
|guard=Any
|cancel=
|startup=49
|active=
|recovery=
|frameAdv=3
|description=
Will release automatically two seconds after reaching maximum charge. Displays charge time above Tension Guage. Useful after knockdowns for oki setups or at neutral to gain the advantage. D version can be used for certain burst bait setups into combos.
Will release automatically two seconds after reaching maximum charge. Displays charge time above Tension Guage. Useful after knockdowns for oki setups or at neutral to gain the advantage. D version can be used for certain burst bait setups into combos.
  }}
  }}
Line 923: Line 701:
|caption= Potemkin Bust- aww $#%! it
|caption= Potemkin Bust- aww $#%! it
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=40
{{!}}-
|tension=-/6.00
{{#lsth:GGACR/May/Data|63214K}}
|gb+=
{{!}}-
|gb-=6,1
{{Description|7|text=
|level=
|guard=90 pixels
|cancel=R
|startup=25
|active=1
|recovery=
|frameAdv=
|description=
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.
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.
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Force Breaks==
==Force Breaks==
Line 948: Line 718:
|image=GGAC_May_214D.png
|image=GGAC_May_214D.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=38
{{!}}-
|tension=
{{#lsth:GGACR/May/Data|214D}}
|gb+=15
{{!}}-
|gb-=6
{{Description|7|text=
|level=5
|guard=HF
|cancel=R
|startup=24
|active=10
|recovery=35
|frameAdv=-26
|description=
Used to continue combos on opponents in OTG state. Pretty slow/obvious overhead but can be RCed for an expensive frame trap.
Used to continue combos on opponents in OTG state. Pretty slow/obvious overhead but can be RCed for an expensive frame trap.
  }}
  }}
Line 970: Line 732:
|image=GGAC_May_46SD.png
|image=GGAC_May_46SD.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=22
{{!}}-
|tension=
{{#lsth:GGACR/May/Data|[4]6S > 56D}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
 
|guard=any
}}
|cancel=
|startup=1
|active=17
|recovery=landing 11
|frameAdv=+13
|description=
}}
}}
}}
====== ======
====== ======
Line 991: Line 746:
|image=GGAC_May_46SD.png
|image=GGAC_May_46SD.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=22
{{!}}-
|tension=
{{#lsth:GGACR/May/Data|[4]6H > 56D}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=any
|cancel=
|startup=1
|active=20
|recovery=landing 14
|frameAdv=+10
|description=
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?
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?
  }}
  }}
Line 1,013: Line 760:
|image=GGAC_May_28SD.png
|image=GGAC_May_28SD.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=22
{{!}}-
|tension=
{{#lsth:GGACR/May/Data|[2]8S > 58D}}
|gb+=10
{{!}}-
|gb-=7
{{Description|7|text=
|level=3
|guard=any
|cancel=
|startup=1
|active=
|recovery=total: 16
|frameAdv=
|description=
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?
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?
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
==Overdrives==
==Overdrives==
====== ======
====== ======
Line 1,038: Line 777:
|caption= WWWWAAAAAAHHHHH WHY WONT JOHNNY PAY ATTENTION TO ME!!!!
|caption= WWWWAAAAAAHHHHH WHY WONT JOHNNY PAY ATTENTION TO ME!!!!
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=25, 17x8
{{!}}-
|tension=
{{#lsth:GGACR/May/Data|63214H}}
|gb+=20x9
{{!}}-
|gb-=6,3x8
{{Description|7|text=
|level=5
|guard=HLF
|cancel=R
|startup=7+2
|active=3
|recovery=26
|frameAdv=-10
|description=
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.
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.
  }}
  }}
Line 1,061: Line 792:
|caption= You can't Fuujin the whale.  Do not attempt to Fujin the whale.
|caption= You can't Fuujin the whale.  Do not attempt to Fujin the whale.
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=110
{{!}}-
|tension=
{{#lsth:GGACR/May/Data|236236S}}
|gb+=20
{{!}}-
|gb-=16
{{Description|7|text=
|level=5
|guard=HLF
|cancel=
|startup=9+0
|active=
|recovery=total: 74
|frameAdv=
|description=
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.
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.
  }}
  }}
Line 1,084: Line 807:
|caption=  
|caption=  
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=24x10
{{!}}-
|tension=
{{#lsth:GGACR/May/Data|63214S}}
|gb+=20x10
{{!}}-
|gb-=5x10
{{Description|7|text=
|level=5
|guard=HLF
|cancel=R
|startup=1+14
|active={2(12)}x9,2
|recovery=15
|frameAdv=+2
|description=
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.
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.
  }}
  }}
Line 1,106: Line 821:
|image=GGAC_May_63214SP.png
|image=GGAC_May_63214SP.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=48
{{!}}-
|tension=
{{#lsth:GGACR/May/Data|63214S > P}}
|gb+=14
{{!}}-
|gb-=6
{{Description|7|text=
|level=5
|guard=HLF
|cancel=
|startup=11
|active=10
|recovery=14
|frameAdv=+20
|description=
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.
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.
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Instant Kill==
==Instant Kill==
{{MoveData
{{MoveData
|name=May and the Jolly Crew  
|name=May and the Jolly Crew  
|input=4123641236H
|input=During IK Mode: 4123641236H
|image=GGAC_May_IK1.png
|image=GGAC_May_IK1.png
|image2=GGAC_May_IK2.png
|image2=GGAC_May_IK2.png
|data=
|data=
{{AttackData-GGACR
{{AttackDataHeader-GGACR}}
|damage=Fatal
{{!}}-
|tension=
{{#lsth:GGACR/May/Data|IK}}
|gb+=
{{!}}-
|gb-=
{{Description|7|text=
|level=
|guard=70 pixels
|cancel=
|startup=7+9
|active=2
|recovery=
|frameAdv=
|description=
Can be inputted 4123641236HS or 6321463214HS no matter what side may is on. 18 frames of invincibility which could somehow be useful if you accidentally activate IK mode. Only really going to land this with a stun, which may does extremely well, and it is also good against ABA.
Can be inputted 4123641236HS or 6321463214HS no matter what side may is on. 18 frames of invincibility which could somehow be useful if you accidentally activate IK mode. Only really going to land this with a stun, which may does extremely well, and it is also good against ABA.
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Navigation==
==Navigation==

Revision as of 20:45, 9 September 2019

May
GGAC May Portrait.png
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

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


 May -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/wzDZ8tOBdyE

}}

Normal Moves

5P
GGAC May 5P.png
I lift anchors, but my punch does 10 damage.
GGXXACPR May 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 5 4 6 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSJR 9 10 10 11
GGAC May 5P.png
GGXXACPR May 5P-Hitbox.png


May does a standard jab, It's pretty fast and the range on it is very short, mostly used for extending her Dolphin Loop and tick OHK set-ups. Will whiff on some crouching characters.

5K
GGAC May 5K.png
Floating poke with some
throw invincibility
GGXXACPR May 5K-1-Hitbox.png

Frames 9-11

GGXXACPR May 5K-2-Hitbox.png

Frames 12-14

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 Mid 9 6 9 -3 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 4~17F High profile
4~14F Throw
SJR 11 12 12 11
GGAC May 5K.png
GGXXACPR May 5K-1-Hitbox.pngGGXXACPR May 5K-2-Hitbox.png
Frames 9-11 • Frames 12-14


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
GGAC May cS.png
Everybody do the twist
GGXXACPR May cS-1-Hitbox.png

Frames 7-8

Frames 9

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 7 3 15 -1 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC May cS.png
GGXXACPR May cS-1-Hitbox.png


May extends her anchor in front of her at head height. Usually only used in block strings or as a mediocre antiair.

f.S
GGAC May fS.png
Chinese Knockoff Mist Finer
GGXXACPR May fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
33 Mid 12 3 20 -6 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 16 17 16 14
GGAC May fS.png
Chinese Knockoff Mist Finer
GGXXACPR May fS-Hitbox.png


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
GGAC May 5H.png
Ignorance: The Sequel:
The Game
GGXXACPR May 5H-1-Hitbox.png

Frames 13-14

GGXXACPR May 5H-2-Hitbox.png

Frames 15-16

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 13 4 8 +7 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 Launch 18 15
GGAC May 5H.png
GGXXACPR May 5H-1-Hitbox.pngGGXXACPR May 5H-2-Hitbox.png
Frames 13-14 • Frames 15-16
•Staggers on ground CH (max 35F)


May slams her anchor down in front of her. Freakishly large hitbox. 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
GGAC May 6P.png
TAKE 'EM TO SEAWORLD
GGXXACPR May 6P-1-Hitbox.png

Frames 16-18

GGXXACPR May 6P-2-Hitbox.png

Frames 19-21

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Uncharged


6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 Mid 16 6 18 -7 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% 1~18F Above Knees SR 16 Launch 28 14
GGAC May 6P.png
Dizzy Normal
GGXXACPR May 6P-1-Hitbox.pngGGACR May 6(P) Hitbox.pngGGXXACPR May 6P-2-Hitbox.png
Frames 16-18 • Charged active frames 1-3 • Frames 19-21/Charged active frames 4-6
•Blows back opponent on hit
•Dizzy modifier x3
Charged


6[P]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 Mid 17~47 6 18 -7~+11 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% 1~11F Above Knees SR 16~34 Launch 28 14
GGAC May 6P.png
GGXXACPR May 6P-1-Hitbox.pngGGACR May 6(P) Hitbox.pngGGXXACPR May 6P-2-Hitbox.png
•Blows back opponent on hit
•Attack starts up 8F after releasing button
•Wallsticks on max charge (untechable for 40F, sticks for 30F)
•Special cancellable on frames 17~first active
•Custom blockstun

Will sometimes dizzy off of one counter hit. Full charge will wall stick. Whiff cancel possible. A stable in her new corner carry and corner combos. Special cancellable before and after active frames.

Charged 6P Data Table
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
6H
GGAC May 6H.png
Untechable for longer than the NA PS3 +R Delay
GGXXACPR May 6H-1-Hitbox.png

Frames 16-18

GGXXACPR May 6H-2-Hitbox.png

Frames 19-21

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Uncharged


6H Lv1
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
70 Mid 15 6 34 -21 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC May 6H.png
GGXXACPR May 6H-1-Hitbox.pngGGXXACPR May 6H-2-Hitbox.png
No/Partial charge: first 3 active frames
Max charge: first 2 active frames
•Staggers on ground CH (max 35F)
•Untechable for 80F on air CH
Charged


6H Lv2
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
70 Mid 22~27 6 31 -18 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC May 6H.png
GGXXACPR May 6H-1-Hitbox.pngGGXXACPR May 6H-2-Hitbox.png
•Staggers on ground CH (max 35F)
•Untechable for 80F on air CH
•Attack starts 8F after releasing button
Maximum Charge


6H Lv3
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
90 High 26 6 21 -8 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC May 6H.png
GGXXACPR May 6H-1-Hitbox.pngGGXXACPR May 6H-2-Hitbox.png
•Staggers on ground CH (max 35F)
•Untechable for 80F on air CH
•Hits crouching opponents on 28F (tested on Sol)
•Special cancellable on 7~26F

Can be whiff canceled. Can be used as a high risk, high reward antiair as it has a huge hitbox as well as decent active frames but slow recovery. Max charge on ground hit causes stagger which can be comboed from. Very high damage with good stun and can be comboed from depending on height. It is used a lot more often in this iteration for corner pressure and mixup afterwards. Special cancellable before and after active frames.

5D
GGAC May 5D.png
GGXXACPR May 5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 High 28 3 18 -4 4 11 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 16 Launch 48 16 14
GGAC May 5D.png
GGXXACPR May 5D-Hitbox.png


Very slow compared to other characters but it has the built in mixup if held down at the proper range. Safe on block.

2P
GGAC May 2P.png
Simple low poke
GGXXACPR May 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 5 4 6 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSJR 9 10 10 11
GGAC May 2P.png
GGXXACPR May 2P-Hitbox.png


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
GGAC May 2K.png
GGXXACPR May 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 Low 7 4 9 -3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% 7~10F Low Profile SR 9 10 10 11
GGAC May 2K.png
Typical low starter
GGXXACPR May 2K-Hitbox.png


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
GGAC May 3K.png
Go under things with a stupid smile on your face
GGXXACPR May 3K-1-Hitbox.png

Frames 8, 25-28

GGXXACPR May 3K-2-Hitbox.png

Frames 9-11, 21-24

GGXXACPR May 3K-3-Hitbox.png

Frames 12-20

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
3K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Low 8 21 20 -29 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 5~7F, 29~40F Low Profile
8~28F Above Feet
RF 11 Down 12 11 29~30F
GGAC May 3K.png
Go under things with a stupid smile on your face
GGXXACPR May 3K-1-Hitbox.pngGGXXACPR May 3K-2-Hitbox.pngGGXXACPR May 3K-3-Hitbox.pngGGXXACPR May 3K-4-Hitbox.png
Frames 8, 25-28 • Frames 9-11, 21-24 • Frames 12-14, 18-20 • Frames 15-17
•May is in CH state during move
•May is in standing state from 1~7F


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
GGAC May 2S.png
Decent ranged poke
GGXXACPR May 2S-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 9 3 15 -4 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC May 2S.png
GGXXACPR May 2S-Hitbox.png


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
GGAC May 2H.png
Hitbox goes under the floor
GGXXACPR May 2H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 Low 14 3 16 0 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 Stagger 31 18 15
GGAC May 2H.png
GGXXACPR May 2H-Hitbox.png
•Pulls in opponent on air CH


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
GGAC May 2D.png
Hitbox does not go under the floor
GGXXACPR May 2D-1-Hitbox.png

Frames 7-11

GGXXACPR May 2D-2-Hitbox.png

Frames 12-17

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 7 10 8 -1 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 Down 16 14
GGAC May 2D.png
GGXXACPR May 2D-1-Hitbox.pngGGXXACPR May 2D-2-Hitbox.pngGGXXACPR May 2D-3-Hitbox.png
Frames 7-8 • Frames 9-12 • Frames 13-16


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
GGAC May jP.png
Maybe they'll think I'm air blocking and walk into it...
GGXXACPR May jP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 High/Air 5 6 6 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSR 9 10 10 11
GGAC May jP.png
GGXXACPR May jP-Hitbox.png


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
GGAC May jK.png
Punch and kick at the same time.
GGXXACPR May jK-1-Hitbox.png

Frames 6-8

Frames 9-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 High/Air 6 6 8 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 11 12 12 11
GGAC May jK.png
GGXXACPR May jK-1-Hitbox.png


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
GGAC May jS.png
Mad strugg- wait, that's not Johnny's move.
GGXXACPR May jS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High/Air 13 4 5 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC May jS.png
GGXXACPR May jS-Hitbox.png


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
GGAC May jH.png
Fish for counter hits
GGXXACPR May jH-1-Hitbox.png

Frames 12-15

GGXXACPR May jH-2-Hitbox.png

Frames 16-21

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 12 10 15 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 28 13
GGAC May jH.png
Fishing for Counter Hits
GGXXACPR May jH-1-Hitbox.pngGGXXACPR May jH-2-Hitbox.pngGGXXACPR May jH-3-Hitbox.png
Frames 12-14 • Frames 15-17 • Frames 18-21
•Floats on CH (untechable for 40F)


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
GGAC May j2H.png
Fish for crossups
GGXXACPR May j2H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
41 High/Air 13 Until landing 0 3 11 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 16 14 14 13
GGAC May j2H.png
Fishing for crossups
GGXXACPR May j2H-Hitbox.png
•Level 4 attack on block


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
GGAC May jD.png
Why swing my anchor when I can hit you with my thick skull?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 High/Air 10 12 24+5 after landing 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 7~21F Upper Body SJR 16 Launch 21 14
GGAC May jD.png
GGACR May jD Hitbox 1.pngGGACR May jD Hitbox 2.png
Frames 10-12, 16-18 • Frames 13-15, 19-21
•On CH untechable for 60F
•Dizzy modifier x1.75
•Can gatling to j.P/K/S/H from 23F onwards


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
GGAC May throw.png
This isn't even my good throw!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 43 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC May throw.png
•Sends opponent on opposite side of throw direction


Can be comboed from by dashing and using Ultimate Whiner which makes it more useful in this iteration.

Air Throw
GGAC May airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 96 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC May airThrow.png
•Sends opponent on opposite side of throw direction


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
GGAC May 6P.png
Maaaay PAAAUUUUNNNNCH
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 16 6 18 -10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~21F All
22~37F Throw
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC May 6P.png
GGXXACPR May 6P-1-Hitbox.png


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
GGAC May Dhold.png
GGXXACPR May 5DHold-1-Hitbox.png

Frames 35-36

GGXXACPR May 5DHold-2-Hitbox.png

Frames 37-38

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Very slow and generally not very useful other than the mixup of 5D, but both can be blocked with proper timing without knowing which it will be. Has a smaller range than 5D so need to space accordingly.

Mr. Dolphin Horizontal S
[4]6S/H
GGAC May 46S.png
I can get on this dolphin in 1-frame!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


[4]6S
S Mr. Dolphin Horizontal
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 7 10 8+3 after landing -9 3 10 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 3~6F, 9~16F Lower Body
7~8F, 17~19F Feet
F 13 14 48 + Slide 21 13 10~12F after hit or block
GGAC May 46S.png
Oppressive Ocean Zone: Act 1
GGACR May 46S Hitbox 1.pngGGACR May 46S Hitbox 2.png
S: Frames 7-8
H: Frames 8-9 • S: Frames 9-16
H: Frames 10-27
•May is airborne from 1F onwards
•May is in CH state until landing on whiff
•Can cancel into followup (S Go, Mr. Dolphin! Horizontal) from 4~15F, or until hit
•See note ※1
H


[4]6H
H Mr. Dolphin Horizontal
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 8 20 7+3 after landing -10 3 10 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/3.60 4~7F, 10~27F Lower Body
8~9F, 28~30F Feet
F 13 14 48 + Slide 21 13 10~12F after hit or block
GGAC May 46S.png
Oppressive Ocean Zone: Act 1
GGACR May 46S Hitbox 1.pngGGACR May 46S Hitbox 2.png
S: Frames 7-8
H: Frames 8-9 • S: Frames 9-16
H: Frames 10-27
•May is airborne from 1F onwards
•May is in CH state until landing on whiff
•Can cancel into followup (H Go, Mr. Dolphin! Horizontal) from 5~25F, or until hit
•See note ※1

Causes Slide state on air hit. A staple in her new corner combos. Has lots of active frames. Mostly used exclusively in combos. As a solitary move it is sometimes safe on block due to spacing but some characters can punish it. You will give up the neutral game even if the opponent cannot punish you, though. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone?

Mr. Dolphin Vertical S
[2]8S/H
GGAC May 28S.png
Let's hit them with our faces!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


[2]8S
S Mr. Dolphin Vertical
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid→ High/Air 8 20 3 after landing -15 3 10→8 14
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/2.40 1~3F Throw F 13 Launch 35 13 10~12F after hit or block
GGAC May 28S.png
GGACR May 28S Hitbox 1.pngGGACR May 28S Hitbox 2.pngGGACR May 28S Hitbox 3.pngGGACR May 28S Hitbox 4.png
S: Frames 8-12
H: Frames 8-16 • S: Frames 13-15
H: Frames 17-20 • S: Frames 16-18
H: Frames 21-24 • S: Frames 19-27
H: Frames 25-34
•May is airborne from 4F onwards
•Pulls in opponent on ground hit
•Must be blocked High/Air after 18F
•Hits crouching opponents on 21F (tested on Sol)
•Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing or hit
•See note ※1
H


[2]8H
H Mr. Dolphin Vertical
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid→ High/Air 8 27 3 after landing -13 3 10→8 14
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/3.60 1~3F Throw F 13 Launch 40 13 10~12F after hit or block
GGAC May 28S.png
GGACR May 28S Hitbox 1.pngGGACR May 28S Hitbox 2.pngGGACR May 28S Hitbox 3.pngGGACR May 28S Hitbox 4.png
S: Frames 8-12
H: Frames 8-16 • S: Frames 13-15
H: Frames 17-20 • S: Frames 16-18
H: Frames 21-24 • S: Frames 19-27
H: Frames 25-34
•May is airborne from 4F onwards
•Pulls in opponent on ground hit
•Must be blocked High/Air after 21F
•Hits crouching opponents on 29F (tested on Sol)
•Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing or hit
•See note ※1

Useful as an overhead, but they are very unsafe on block now and most characters can punish them so be sure to FRC. On hit and FRC will lead to high damage. Has more recovery than in AC which prevents the many dolphin loops, at least without FRC. Used in the majority of combos. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone?

Restive Rolling
623S/H
GGAC May 623S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground, S


623S
S Restive Rolling
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 13 40 22+15 after landing -65 3 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/4.20 RF 11 Launch 35 13 13~14F
GGAC May 623S.png
GGACR May 623S Hitbox 1.pngGGACR May 623S Hitbox 2.png
Ground: Frames 13-14 • All other active frames
•May is airborne from 13F onwards
•During the first 2 active frames, untechable time is 40F
•Can cancel into followup (Direction Change) from 26~52F
•Level 2 attack on block
Ground, H


623H
H Restive Rolling
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 13 40 24+15 after landing -67 3 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/4.20 RF 11 Launch 40 13 13~14F
GGAC May 623S.png
GGACR May 623S Hitbox 1.pngGGACR May 623S Hitbox 2.png
Ground: Frames 13-14 • All other active frames
•May is airborne from 13F onwards
•Can cancel into followup (Direction Change) from 26~52F
•Level 2 attack on block
Air, S


j.623S
Air S Restive Rolling
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High/Air 10 40 Until landing+15 3 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 RF 11 Launch 30 13 10~12F
GGAC May 623S.png
GGACR May 623S Hitbox 2.png
All other active frames
•Can cancel into followup (Direction Change) from 23~49F
•Level 2 attack on block
•FRC timing 10~12F
Air, H


j.623H
Air H Restive Rolling
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High/Air 16 40 Until landing+15 -4 4 5 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 RF 11 17 35 14 16~18F
GGAC May 623S.png
GGACR May 623S Hitbox 2.png
All other active frames
•Can cancel into followup (Direction Change) from 29~55F
•Level 2 attack on block
•Listed Frame Adv is for the fastest possible TK Air H Restive Rolling (startup of 19F)
Hard to Port
Direction + S/H


623H > H
Hard to Port
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 All 5 24 Until landing+15 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.60/3.48 R 11 Down 32 11
GGAC May 623S.png
GGACR May 623S Hitbox 2.png
All other active frames
•Can cancel into itself from 22~34F
•Max of 3 consecutive Direction Changes per Restive Rolling

Much more useful in +R. Used in fuzzy guards into combos with FRC. Used in some combos to knockdown and/or for additional damage. With FRC they can be used to escape the corner quickly.

Applause for the Victim
41236P/K/S/H/D
GGAC May 41236P.png
Hey Johnny look, I can control these hoops with my mind!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dolphin (release Button)


41236[X]
Applause for the Victim (Strike)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 Mid 23 12 21 -19 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/- 90% 1~10F Upper Body
11~25F Low Profile
RF 13 Launch 16 13 23~24F
GGACR May 41236X 1.pngGGACR May 41236X 2.png
GGACR May 41236X Hitbox 1.pngGGACR May 41236X Hitbox 2.pngGGACR May 41236X Hitbox 3.png
Frames 23-25 • Frames 26-28 • Frames 29-34
Dolphin (release Button)


41236]X[
Applause for the Victim (Dolphin)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22×1/2/3/6 All 49 3 3 0 7×1/2/3/6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20×1/2/3/6 13 14 14 13
GGACR May 41236X Hitbox 4.pngGGACR May 41236X Hitbox 5.pngGGACR May 41236X Hitbox 6.png
•Startup is 17F after button release (fastest release 49F)
•Number of dolphins = 1 (charge time 1~121F), 2 (122~271F), 3 (272~631F), 6 (632~1113F)
•If held for 1114F, 3 dolphins are released automatically
•Dolphins are guaranteed to come out after the button is released
•Hula-hoop disappears if May gets hit while charging
•Slams down opponent on air hit (untechable for 14F)
•Dolphins hit opponent towards May if dolphin are behind the opponent

Will release automatically two seconds after reaching maximum charge. Displays charge time above Tension Guage. Useful after knockdowns for oki setups or at neutral to gain the advantage. D version can be used for certain burst bait setups into combos.

Overhead Kiss
63214K
GGAC May 63214K.png
Potemkin Bust- aww $#%! it
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214K
Overhead Kiss
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 90 pixels 24 1 38 6, 1
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/6.00 Forced 65% 18~21F Strike
22~25F All
RF Launch 80 + WBounce 42~44F on whiff
GGAC May 63214K.png


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
GGAC May 214D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214D
Jackhound
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 High 24 10 35 -26 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 80% 16~33F, 52~64F Foot
34~39F, 48~51F Low Profile
40~47F Above Feet
R 18 Launch 50 + GBounce 15
GGAC May 214D.png
The Hidden Faceplant Tech
GGACR May 214D Hitbox 1.pngGGACR May 214D Hitbox 2.png
Frames 24-26 • Frames 27-33
•Removes OTG state on hit
•May is airborne 16~33F
•May is in CH state during the move


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
GGAC May 46SD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6S > 56D
S Go, Mr. Dolphin! Horizontal
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 All 1 17 Until landing+11 +13 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
13 14 30 13
GGAC May 46SD.png


Go, Mr. Dolphin! Horizontal H
56D during Mr. Dolphin Horizontal H
GGAC May 46SD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[4]6H > 56D
H Go, Mr. Dolphin! Horizontal
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 All 1 20 Until landing+14 +10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
13 14 30 13
GGAC May 46SD.png
GGACR May 46SD Hitbox.png


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
GGAC May 28SD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
[2]8S > 58D
Go, Mr. Dolphin! Vertical
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 All 1 Total 16 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
13 14 30 13
GGAC May 28SD.png
GGACR May 28SD Hitbox.png


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
GGAC May 63214H.png
WWWWAAAAAAHHHHH WHY WONT JOHNNY PAY ATTENTION TO ME!!!!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214H
Ultimate Whiner
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25, 17×8 Mid 7+2 3 26 -10 5 20 6, 3×8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~10F All
11~13F Throw
R 18 19×8, Launch 120, 18, 50×7 15, 0×7, 15
GGAC May 63214H.png
GGACR May 63214H Hitbox 1.pngGGACR May 63214H Hitbox 2.png
Frames 9-10 • Frame 11
•If the 1st hit whiffs or is blocked, no other attacks occur
•Removes OTG on hit
•9th attack blows back opponent


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
GGAC May 236236S.png
You can't Fuujin the whale. Do not attempt to Fujin the whale.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236S
Great Yamada Attack
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
110 Mid 9+0 Total 74 5 20 16
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5~22F Strike 18 Launch 90 + WBounce 15
GGAC May 236236S.png
You can't Fuujin the whale
Do not attempt to Fuujin the whale
GGACR May 236236S Hitbox 1.pngGGACR May 236236S Hitbox 2.png
Hurtbox • Disappointment
•May is in CH state 1~4F
•Opponent can't move until 11 frames after superflash


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
GGAC May 63214S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214S
Super Screaming Ultimate Spinning Whirlwind
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×10 Mid 1+14 {2(12)}×9,2 15 +2 5 6×10 5×10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~7F Strike
8~Until Recovery: Armor
R 18 Launch 120 + WBounce 7
GGAC May 63214S.png
This isn't even my real reversal!
GGACR May 63214S Hitbox.png
•Can cancel to Deluxe Goshogawara Bomber during active frames
•Dizzy modifier x0
•Armor does not work against Overdrives


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.
GGAC May 63214SP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
63214S > P
Deluxe Goshogawara Bomber
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
48 Mid 11 10 14 +20 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
28 Launch 60 15
GGAC May 63214SP.png
GGACR May 63214SP Hitbox 1.pngGGACR May 63214SP Hitbox 2.pngGGACR May 63214SP Hitbox 3.png
Hurtbox • Frames 11-16 • Frames 17-20
•Blows back opponent on hit


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
GGAC May IK1.png
GGAC May IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Can be inputted 4123641236HS or 6321463214HS no matter what side may is on. 18 frames of invincibility which could somehow be useful if you accidentally activate IK mode. Only really going to land this with a stun, which may does extremely well, and it is also good against ABA.


Navigation

To edit frame data, edit values in GGACR/May/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.