(→6P Stun Table: Reformatted to be easier to edit / take up less space during editing.) |
|||
Line 69: | Line 69: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
May does a standard jab | May does a standard jab | ||
*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 89: | Line 92: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
May plants her anchor to the ground and does a quick spin with her feet out. | May plants her anchor to the ground and does a quick spin with her feet out. | ||
*Nice range, relatively fast, and throw invulnerable starting a few frames before going active. | |||
*Great tool for footsies. | |||
*Can be used to go over RO slide, AN stomps, slidehead, and other low moves. | |||
}} | }} | ||
}} | }} | ||
Line 109: | Line 115: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | ||
*Strong combo starter. | |||
*Usually only used in block strings or as a mediocre antiair in neutral. | |||
}} | }} | ||
}} | }} | ||
Line 126: | Line 134: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | 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. | |||
*At level 4, converts more strongly than previous versions. | |||
*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 133: | Line 144: | ||
|name=5H | |name=5H | ||
|image=GGAC_May_5H.png | |image=GGAC_May_5H.png | ||
|caption= | |caption=As empty-headed a button as May herself | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_May_5H-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_May_5H-1-Hitbox.png|center|175px]] | ||
Line 146: | Line 157: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
May slams her anchor down in front of her. Freakishly large hitbox. | May slams her anchor down in front of her. | ||
*Freakishly large hitbox. | |||
*Converts off of counter hit and at close range. | |||
*Wide Frame trap window at +7 on block. | |||
}} | }} | ||
}} | }} | ||
Line 169: | Line 183: | ||
{{#lsth:GGACR/May/Data|6[P]}} | {{#lsth:GGACR/May/Data|6[P]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=Will sometimes dizzy off of one counter hit. Full charge will wall stick. | {{Description|8|text= | ||
The meme machine. Known to end entire rounds. | |||
*Will sometimes dizzy off of one counter hit. | |||
*Full charge will wall stick. | |||
*''Can be whiff canceled''. | |||
*A staple in her corner carry and corner combos. | |||
*Special cancellable before and after active frames. | |||
}} | }} | ||
}} | }} | ||
Line 231: | Line 251: | ||
|name=6H | |name=6H | ||
|image=GGAC_May_6H.png | |image=GGAC_May_6H.png | ||
|caption= Untechable for longer than the NA PS3 +R Delay | |caption= Untechable for longer than the<br> NA PS3 +R Delay | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_May_6H-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_May_6H-1-Hitbox.png|center|175px]] | ||
Line 251: | Line 271: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Can be whiff canceled. Can be used as a high risk, high reward antiair | Can be whiff canceled. | ||
*Huge hitbox with a large active window, but awful recovery. | |||
*Can be used as a high risk, high reward antiair. | |||
*Max charge on ground hit causes stagger which can be combo'd from. | |||
*Very high damage with good stun and can be converted from depending on height. | |||
*Special cancellable before and after active frames. | |||
}} | }} | ||
}} | }} | ||
Line 258: | Line 283: | ||
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 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=Ranged, big moderate sized hitbox 5D | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_May_5D-Hitbox.png|center|175px]] | [[File:GGXXACPR_May_5D-Hitbox.png|center|175px]] | ||
Line 268: | Line 293: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
One of the slowest dusts in the game, but it has the built in mixup if held down at the proper range. | |||
*Safe on block if not point blank. | |||
}} | }} | ||
}} | }} | ||
Line 285: | Line 311: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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 292: | Line 320: | ||
|name=2K | |name=2K | ||
|image=GGAC_May_2K.png | |image=GGAC_May_2K.png | ||
|caption= | |caption=Typical Low Starter | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_May_2K-Hitbox.png|center|175px]] | [[File:GGXXACPR_May_2K-Hitbox.png|center|175px]] | ||
Line 302: | Line 330: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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 324: | Line 355: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | |||
}} | }} | ||
}} | }} | ||
Line 342: | Line 377: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | |||
*Useful against some projectiles like Justice nukes. | |||
*Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with 2D. | |||
}} | }} | ||
}} | }} | ||
Line 359: | Line 397: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=Staggers on hit (Max 31F). | {{Description|7|text=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 | Can be used to low profile or clash with wakeup DPs if spaced correctly. | ||
*Massively disjointed low hitbox. | |||
*Extra long stagger on counter hit for better confirms. | |||
*Can't really combo from it if the opponent shakes out. | |||
**OHK can work as a gimmick, and supers might be able to connect if done quickly enough. | |||
}} | }} | ||
}} | }} | ||
Line 380: | Line 422: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
May does a split and extends her leg out in front of her. | May does a split and extends her leg out in front of her. | ||
*Incredibly fast, lots of active frames, safe on block, and 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 ground normals chain into this move making most of them safer. | |||
}} | }} | ||
}} | }} | ||
Line 398: | Line 443: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | ||
*Good for the usual pick-ups in air strings. | |||
*Useful for option select air throws and for air to ground or air to air block strings with jK. | |||
}} | }} | ||
}} | }} | ||
Line 418: | Line 465: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Quite fast and more range than | Quite fast and more range than jP. | ||
*Decent closer ranged air-to-air. | |||
*Useful for option select air throws and for air to ground or air to air block strings with jP. | |||
}} | }} | ||
}} | }} | ||
Line 435: | Line 484: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Very slow and generally not as useful as jH and j2H. | Big hitbox jump-in. | ||
*Very slow and generally not as useful as jH and j2H. | |||
*Can beat/trade with certain 6Ps though as the hitbox extends much deeper into the opponent | |||
*Useful for IAD jS > jH which is her most used IAD jump-in. | |||
*Loses to faster AA's like jabs. | |||
}} | }} | ||
}} | }} | ||
Line 455: | Line 508: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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 | 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 in air-to-air. | |||
*Can be used to safe jump wakeup super/DPs. | |||
*Weak to air throws, properly timed antiairs, and fast air normals. | |||
}} | }} | ||
}} | }} | ||
Line 472: | Line 528: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
May's best jump in tool which is fairly hard to deal with for most characters | |||
*Crosses up when spaced properly. | |||
*Level 4 attack on block for added hitstun. | |||
*Leads to big damage on hit or counter hit with 25% meter. | |||
*Don't get predictable. Can be air IB'd and thrown. | |||
}} | }} | ||
}} | }} | ||
Line 489: | Line 549: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Good at building stun and as an air to air if opponent is above you. | Good at building stun and as an air to air if opponent is above you. | ||
*Mostly air combo filler. | |||
*Stops air momentum and stalls briefly. | |||
*Used in gimmicky "infinite" corner pressure after a jK. (i.e. jK > jD > jK > jD > jH) | |||
}} | }} | ||
}} | }} |
Revision as of 22:45, 23 November 2019
May |
---|
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.
|
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
Guilty Bits Character Intro | |
---|---|
{{#evt: service=youtube |
id=https://youtu.be/wzDZ8tOBdyE
}} |
Normal Moves
5K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May plants her anchor to the ground and does a quick spin with her feet out.
|
c.S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May extends her anchor in front of her at head height.
|
f.S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May extends her anchor out as far as she can at waist height.
|
5H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May slams her anchor down in front of her.
|
6P |
---|
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 |
---|
5D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
One of the slowest dusts in the game, but it has the built in mixup if held down at the proper range.
|
2P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May does a short range poke with the small end of her anchor.
|
2K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May slides down on the ground and pokes with her foot.
|
3K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May slides on the ground head first about 1/3-1/2 of the screen.
|
2S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May extends her anchor out in front of her fairly far while crouched.
|
2H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Staggers on hit (Max 31F). Can be used to low profile or clash with wakeup DPs if spaced correctly.
|
2D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May does a split and extends her leg out in front of her.
|
j.P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very short range but her fastest air normal.
|
j.K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quite fast and more range than jP.
|
j.S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Big hitbox jump-in.
|
j.H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fairly slow but has a great hitbox and leads to combos on counter hit.
|
j.2H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
May's best jump in tool which is fairly hard to deal with for most characters
|
j.D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Good at building stun and as an air to air if opponent is above you.
|
Universal Mechanics
Throw |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Can be comboed from by dashing and using Ultimate Whiner which makes it more useful in this iteration. |
Air Throw |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
---|
Mr. Dolphin Horizontal S [4]6S/H |
---|
Mr. Dolphin Vertical S [2]8S/H |
---|
Restive Rolling 623S/H |
---|
Applause for the Victim 41236P/K/S/H/D |
---|
Overhead Kiss 63214K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Go, Mr. Dolphin! Horizontal H 56D during Mr. Dolphin Horizontal H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
---|
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •