Line 614: | Line 614: | ||
|input=Hold D | |input=Hold D | ||
|image=GGAC_May_Dhold.png | |image=GGAC_May_Dhold.png | ||
|caption= | |caption=''Uso da yooo~~'' | ||
<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_5DHold-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_May_5DHold-1-Hitbox.png|center|175px]] | ||
Line 627: | Line 627: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Mixes with 5D, but both can be properly blocked with an OS | |||
*Has a smaller range than 5D so need to space accordingly. | |||
*Can convert to an air combo. | |||
'''Additional Frame Data:''' ''Floats and pulls in opponent on hit (untechable for 40F).'' | |||
}} | }} | ||
}} | }} | ||
Line 636: | Line 640: | ||
|input=[4]6S/H | |input=[4]6S/H | ||
|image=GGAC_May_46S.png | |image=GGAC_May_46S.png | ||
|caption= | |caption=Oppressive Ocean Zone: Act 1 | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 643: | Line 647: | ||
{{#lsth:GGACR/May/Data|[4]6S}} | {{#lsth:GGACR/May/Data|[4]6S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
Absurdly silly move which many opponents simply have a lot of trouble dealing with. Some May players center their neutral around this move entirely. | |||
*Fairly good hitbox which is difficult for many to contest. | |||
*Despite being -9, launches May back on contact, making good punishes difficult. | |||
*Active for a good amount of time. | |||
*All versions: '''Can have the landing recovery cancelled on whiff'''. Makes whiff games a nightmare to deal with if the opponent is unfamiliar. | |||
**Difficult to determine when the active window ends. You can often whiff this and then immediately land and throw. | |||
*Has an FRC point for being made safer. | |||
'''Additional Frame Data:''' ''Lower body invincinble 3~6F and 9~16. Feet invincible 7~8F and 17~19F. 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 4~14F. Slides opponent on air hit (untechable for 48F, slides for 21F). see notes *1'' | |||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth:GGACR/May/Data|[4]6H}} | {{#lsth:GGACR/May/Data|[4]6H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Longer version with minutely longer startup. | |||
*Extremely active, far traveling move. | |||
*Slides on air, a staple in May's corner BnBs. | |||
*Similarly to the S version, possibly safe when spaced. | |||
*Both versions must be jump-installed in order to use air movement out of the FRC. | |||
'''Additional Frame Data:''' ''Lower body invincinble 4~7F and 10~27F. Feet invincible 8~9F and 28~30F. 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. Slides opponent on air hit (untechable for 48F, slides for 21F). see notes *1.'' | |||
}} | }} | ||
}} | }} | ||
Line 662: | Line 683: | ||
{{#lsth:GGACR/May/Data|[2]8S}} | {{#lsth:GGACR/May/Data|[2]8S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
Overhead and knockdown combo tool. Just as silly as the horizontal versions. | |||
*Very fast attack that becomes a high on frame 18. | |||
*Quite unsafe on block, but still has an FRC to get out of dodge. | |||
*Must be jump installed in block strings for jump/airdash after FRC. Will auto-JIs if not cancelled into. | |||
'''Additional Frame Data:''' ''Throw invincible 1~3F. May is airborne from 4F onwards. Floats and pulls in opponent on hit (untechable for 35F). Must be blocked HA after 18F. Hits crouching opponents on 21F (tested on Sol). Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing. see notes *1'' | |||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth:GGACR/May/Data|[2]8H}} | {{#lsth:GGACR/May/Data|[2]8H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Travels higher than the S version. Mostly used for combo enders. | |||
*Can FRC be FRC'd for high damage extensions. | |||
*Similar FRC behavior to the S Version. | |||
'''Additional Frame Data'''Throw invincible 1~3F. May is airborne from 4F onwards. Floats and pulls in opponent on ground hit (untechable for 40F). Must be blocked HA after 21F. Hits crouching opponents on 29F (tested on Sol). Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing. see notes *1 | |||
}} | }} | ||
}} | }} | ||
Line 674: | Line 707: | ||
|input=623S/H | |input=623S/H | ||
|image=GGAC_May_623S.png | |image=GGAC_May_623S.png | ||
|caption= | |caption=May take the wheel! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 681: | Line 714: | ||
{{#lsth:GGACR/May/Data|623S}} | {{#lsth:GGACR/May/Data|623S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
*With FRC, can be used to escape the corner quickly. | |||
'''Additional Frame Data:''' ''May is airborne from 13F onwards. Floats opponent on hit (untechable for 35F). During the first 2 active frames, untechable time is 40F. Can cancel into followup (Direction Change) from 26~52F. FRC timing 13~14F.'' | |||
}} | |||
{{AttackVersion|name=Ground, H}} | {{AttackVersion|name=Ground, H}} | ||
{{#lsth:GGACR/May/Data|623H}} | {{#lsth:GGACR/May/Data|623H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
'''Additional Frame Data:''' ''May is airborne from 13F onwards. Floats opponent on hit (untechable for 40F). Can cancel into followup (Direction Change) from 26~52F. FRC timing 13~14F.'' | |||
}} | |||
{{AttackVersion|name=Air, S}} | {{AttackVersion|name=Air, S}} | ||
{{#lsth:GGACR/May/Data|j.623S}} | {{#lsth:GGACR/May/Data|j.623S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 30F). Can cancel into followup (Direction Change) from 23~49F. FRC timing 10~12F.'' | |||
}} | |||
{{AttackVersion|name=Air, H}} | {{AttackVersion|name=Air, H}} | ||
{{#lsth:GGACR/May/Data|j.623H}} | {{#lsth:GGACR/May/Data|j.623H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
Air H version launches straight down and forwards at a 45 degree angle, very quickly. | |||
*Used heavily in fuzzy guard setups with FRC (S Version) | |||
*Can be FRC'd right before it goes active to land and throw/low instead. | |||
*Used in some combos to knockdown and/or for additional damage. | |||
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 35F). Can cancel into followup (Direction Change) from 29~55F. FRC timing 16~18F. Listed Frame Adv is for the fastest possible TK Air H Restive Rolling (startup of 19F).'' | |||
}} | |||
{{AttackVersion|name=Hard to Port|subtitle=Direction + S/H}} | {{AttackVersion|name=Hard to Port|subtitle=Direction + S/H}} | ||
{{#lsth:GGACR/May/Data|623H > H}} | {{#lsth:GGACR/May/Data|623H > H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 32F). Can cancel into itself from 22~34F. Max of 3 consecutive Direction Changes per Restive Rolling.'' | |||
}} | }} | ||
}} | }} | ||
Line 709: | Line 763: | ||
{{#lsth:GGACR/May/Data|41236[X]}} | {{#lsth:GGACR/May/Data|41236[X]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
Pressure setup, launch, and clutch Anti-Air tool. | |||
*Can be used mid combo to set up dolphins for later. | |||
*Must be held to prevent Dolphins from coming out immediately. | |||
'''Additional Frame Data:''' ''Upper body invincible 1~10F. Low profile 11~25F. Floats opponent on hit (untechable for 16F). Total length 55F. FRC timing 23~24F. Initial prorate 90%.'' | |||
}} | |||
{{AttackVersion|name=Dolphin (release Button)}} | {{AttackVersion|name=Dolphin (release Button)}} | ||
{{#lsth:GGACR/May/Data|41236]X[}} | {{#lsth:GGACR/May/Data|41236]X[}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Sends out 1-6 Dolphins based on how long the button is held. Displays charge time above Tension Gauge. | |||
*Useful after knockdowns for oki setups or at neutral to gain the advantage. | |||
*Automatically releases two seconds after reaching maximum charge. | |||
*D version can be used for certain burst bait setups into combos. | |||
'''Additional Frame Data:''' ''# of dolphins = 1 (charge time 1~121F); 2 (122~271F); 3 (272~631F); 6 (632~1113F).''<br> | |||
''Startup is 17F after button release (fastest release 49F). 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.'' | |||
}} | }} | ||
}} | }} | ||
Line 721: | Line 788: | ||
|input=63214K | |input=63214K | ||
|image=GGAC_May_63214K.png | |image=GGAC_May_63214K.png | ||
|caption= | |caption=Running Bear Grab.<Br> Infinitely more terrifying<br> coming from the Gremlin child. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
Line 728: | Line 795: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). Has | May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). | ||
*Has 6 frames of strike invincibility right before it activates. | |||
*Fully converts on a successful grab. | |||
*FRC'able only on whiff, should always be OS'd in case the opponent jumps to lead into vertical dolphins. | |||
'''Additional Frame Data:''' ''Strike invincible 19~25F. Wall bounces opponent on hit (untechable for 80F). Whiff animation is 42F. Forced prorate 65%.'' | |||
}} | }} | ||
}} | }} |
Revision as of 00:38, 24 November 2019
May |
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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 | |
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{{#evt: service=youtube |
id=https://youtu.be/wzDZ8tOBdyE
}} |
Normal Moves
5K |
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May plants her anchor to the ground and does a quick spin with her feet out.
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c.S |
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May extends her anchor in front of her at head height.
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f.S |
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May extends her anchor out as far as she can at waist height.
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5H |
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May slams her anchor down in front of her.
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6P |
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Startup (Charge) | Stun Multiplier | Blockstun |
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25 (16) | 3.000 | 16 |
26 (17) | 3.375 | 22 |
27 (18) | 3.438 | 22 |
28 (19) | 3.500 | 23 |
29 (20) | 3.500 | 23 |
30 (21) | 3.563 | 24 |
31 (22) | 3.625 | 25 |
32 (23) | 3.625 | 25 |
33 (24) | 3.688 | 26 |
34 (25) | 3.750 | 26 |
35 (26) | 3.750 | 27 |
36 (27) | 3.813 | 28 |
37 (28) | 3.875 | 28 |
38 (29) | 3.875 | 29 |
39 (30) | 3.938 | 29 |
40 (31) | 4.000 | 30 |
41 (32) | 4.000 | 31 |
42 (33) | 4.063 | 31 |
43 (34) | 4.125 | 32 |
44 (35) | 4.125 | 32 |
45 (36) | 4.188 | 33 |
46 (37) | 4.250 | 34 |
47 (38) | 4.250 | 34 |
6H |
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5D |
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One of the slowest dusts in the game, but it has the built in mixup if held down at the proper range.
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2P |
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May does a short range poke with the small end of her anchor.
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2K |
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May slides down on the ground and pokes with her foot.
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3K |
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May slides on the ground head first about 1/3-1/2 of the screen.
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2S |
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May extends her anchor out in front of her fairly far while crouched.
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2H |
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Staggers on hit (Max 31F). Can be used to low profile or clash with wakeup DPs if spaced correctly.
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2D |
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May does a split and extends her leg out in front of her.
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j.P |
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Very short range but her fastest air normal.
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j.K |
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Quite fast and more range than jP.
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j.S |
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Big hitbox jump-in.
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j.H |
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Fairly slow but has a great hitbox and leads to combos on counter hit.
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j.2H |
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May's best jump in tool which is fairly hard to deal with for most characters
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j.D |
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Good at building stun and as an air to air if opponent is above you.
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Universal Mechanics
Throw |
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Can be combo'd from by dashing and using Ultimate Whiner.
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Air Throw |
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Has the second best air throw range in the game.
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Dead Angle Attack |
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Very slow DAA compared to other characters which means it easier to bait. |
Special Moves
Just Kidding~ Hold D |
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Mr. Dolphin Horizontal S [4]6S/H |
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Mr. Dolphin Vertical S [2]8S/H |
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Restive Rolling 623S/H |
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Applause for the Victim 41236P/K/S/H/D |
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Overhead Kiss 63214K |
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May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker).
Additional Frame Data: Strike invincible 19~25F. Wall bounces opponent on hit (untechable for 80F). Whiff animation is 42F. Forced prorate 65%. |
Force Breaks
Jackhound 214D |
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Used to continue combos on opponents in OTG state. Pretty slow/obvious overhead but can be RCed for an expensive frame trap. |
Go, Mr. Dolphin! Horizontal S 56D during Mr. Dolphin Horizontal S |
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Go, Mr. Dolphin! Horizontal H 56D during Mr. Dolphin Horizontal H |
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A staple in all virtually all her new combos. Good at corner carrying mid/heavy characters with 6P loops as well as building dizzy. Can be used at neutral to gain the advantage or go through most projectiles. Must be jump installed in block strings/combos for jump/airdash after FRC. Auto-JIs if done alone? |
Go, Mr. Dolphin! Vertical 58D during any Mr. Dolphin Vertical |
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Her best tool for extending pressure. Used rarely in combos except for starter. Can be used at neutral to establish advantage and goes over a lot of projectiles. Must be jump installed in block strings/combos for jump/airdash. Auto-JIs if done alone? |
Overdrives
Ultimate Whiner 63214H |
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Good reversal but unsafe on block. Can RC on block to make safe/advantageous. Vacuums on hit which means they won't get knocked out of it anymore. Can be used to cancel OTG state to extend combos or off of normal throws. If used to cancel OTG state they can tech as soon as next OTG state occurs. |
Great Yamada Attack 236236S |
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Can be used as an antiair and has some upper body invincibility on startup. Can be comboed into from a 6P combo depending on spacing. Depending on opponent height when they get hit it can be comboed from. Only 9+0 directly above/behind May. |
Super Screaming Ultimate Spinning Whirlwind 63214S |
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Has infinite superarmor and can be used to get out of a bad situation. Will lose to Overdrives and throws. It can be thrown from a decent range on startup with proper timing or after slashbacking one of the hits. As a reversal it is very hard to hit with since it starts 14 frames after the superflash, but if they are forced to block you are at advantage after Deluxe Goshogawara Bomber. If you hit them near the corner you will have to cancel into Deluxe Goshogawara Bomber before they fly over you to not lose an advantageous setup afterwards. It is also pretty good at chipping out the opponent if they are out of meter and are not confident enough to slashback > throw it. Also extremely useful against Eddie setups. |
Deluxe Goshogawara Bomber P during Super Screaming etc. |
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Makes Super Screaming Ultimate Spinning Whirlwind safer and can hit behind her if an opponent ends up on the other side and tries to challenge her. If the opponent gets behind May and tries to punish you can release this into their direction if they hit you while superarmor is still active. OHK is a safe but predictable followup to this as you are +20 on block and OHK has 25 startup frames (with guard point on last few frames). They are forced to do something with throw invincibility or jump. |
Instant Kill
May and the Jolly Crew During IK Mode: 4123641236H |
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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 [★]
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- Baiken [★]
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- 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 [★]
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