(Undo revision 111350 by 69.243.229.9 (talk)) Tag: Undo |
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{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
|- | |- | ||
! | ![[File:GGACR_May_Nameplate.png]] | ||
|- | |- | ||
|| | || | ||
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|- | |- | ||
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{{ | {{#lsth:GGACR/May/Data|SystemData}} | ||
| | |||
}} | |||
;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 22: | Line 17: | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
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 {{clr|1|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 | |||
{{ | {{Bio | ||
| | | name = May | ||
| | | game = GGACR | ||
| | | quote = | ||
| voice = Satomi Koorogi | |||
| lore = 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? | |||
}} | |||
{{StrengthsAndWeaknesses | |||
| intro = {{Character Label|GGACR|May|24px}} is defined by her amazing normals, extremely good air mobility, and her oceanic moveset. | |||
| pros = | |||
* 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. | |||
* {{clr|1|6P}}. | |||
| cons = | |||
* 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}} | |||
==Normal Moves== | ==Normal Moves== | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5P | |name={{clr|1|5P}} | ||
|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|5P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | |||
'''Additional Frame Data:''' ''Initial Prorate 80%'' | |||
May does a standard jab | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5K | |name={{clr|2|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|5K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | |||
*Good meaty due to throw invulnerability. | |||
*Great tool for footsies. | |||
*Can be used to go over RO slide, AN stomps, slidehead, and other low moves. | |||
'''Additional Frame Data:''' ''Foot invincible 4~17F. Throw invincible 4~14F.'' | |||
May plants her anchor to the ground and does a quick spin with her feet out. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=c.S | |name={{clr|3|c.S}} | ||
|image=GGAC_May_cS.png | |image=GGAC_May_cS.png | ||
|caption= | |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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|c.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | |||
May extends her anchor in front of her at head height. Usually only used in block strings or as a mediocre antiair. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=f.S | |name={{clr|3|f.S}} | ||
|image=GGAC_May_fS.png | |image=GGAC_May_fS.png | ||
|caption= | |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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|f.S}} | |||
{{!}}- | |||
{{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 {{clr|2|5K}} on block or hit. | |||
*At level 4, converts more strongly than previous versions. | |||
*Can be used for mid range knockdowns in conjunction with {{clr|2|3K}} but at max range {{clr|2|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. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|4|5H}} | ||
|image=GGAC_May_5H.png | |image=GGAC_May_5H.png | ||
|caption= | |caption=As empty-headed a button<br>as May herself | ||
<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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|5H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | |||
'''Additional Frame Data:''' ''Foot invincible 13~16F. Staggers opponent on ground CH (max 47F).'' | |||
May slams her anchor down in front of her. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=6P | |name={{clr|1|6P}} | ||
|image=GGAC_May_6P.png | |image=GGAC_May_6P.png | ||
|caption= | |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= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:GGACR/May/Data|6P}} | |||
{{!}}- | |||
{{Description|8|text= | |||
The meme machine. Known to end entire rounds. | |||
*Will sometimes dizzy off of one counter hit. | |||
*Launches back on hit. | |||
*A staple in her corner carry and corner combos. | |||
*Special cancellable before and after active frames. | |||
'''Additional Frame Data:''' ''Above knees invincible 1~18F. Blows back opponent and fully untechable on ground hit. Blows back opponent on air hit. Initial prorate 90%. Dizzy modifier x3.'' | |||
}} | }} | ||
{{AttackVersion|name=Charged}} | |||
{{#lsth:GGACR/May/Data|6[P]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Staple use in combos to build stun and corner carry while buffering dolphins. | |||
*Will ''usually'' dizzy off of one counter hit. | |||
*Wall sticks on hit when close enough. | |||
*Full charge will wall stick. | |||
*Special cancellable before and after active frames, ''on whiff''. | |||
'''Additional Frame Data:''' ''Above knees invincible 1~11F. Blows back opponent and fully untechable on ground hit. Wallsticks opponent on air hit (untechable for 40F, wallstick 30F). Initial prorate 90%. Attack starts up 9F after releasing button. Can be cancelled back to neutral on 4~19F.'' | |||
}} | }} | ||
}} | }} | ||
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
|- | |- | ||
|+'''Charged 6P Data Table''' | |+'''Charged {{clr|1|6P}} Data Table''' | ||
|- | |- | ||
!Startup (Charge) | !Startup (Charge) | ||
!Stun Multiplier | !Stun Multiplier | ||
!Blockstun | !Blockstun | ||
|- | |||
|25 (16) || 3.000 || 16 | |||
|- | |- | ||
| | |26 (17)|| 3.375 || 22 | ||
|3. | |||
| | |||
|- | |- | ||
| | |27 (18) || 3.438 || 22 | ||
|3. | |||
|22 | |||
|- | |- | ||
| | |28 (19) || 3.500 || 23 | ||
|3. | |||
| | |||
|- | |- | ||
| | |29 (20) || 3.500 || 23 | ||
|3.500 | |||
|23 | |||
|- | |- | ||
| | |30 (21) || 3.563 || 24 | ||
|3. | |||
| | |||
|- | |- | ||
| | |31 (22) || 3.625 || 25 | ||
|3. | |||
| | |||
|- | |- | ||
| | |32 (23) || 3.625 || 25 | ||
|3.625 | |||
|25 | |||
|- | |- | ||
| | |33 (24) || 3.688 || 26 | ||
|3. | |||
| | |||
|- | |- | ||
| | |34 (25) || 3.750 || 26 | ||
|3. | |||
|26 | |||
|- | |- | ||
| | |35 (26) || 3.750 || 27 | ||
|3.750 | |||
| | |||
|- | |- | ||
| | |36 (27) || 3.813 || 28 | ||
|3. | |||
| | |||
|- | |- | ||
| | |37 (28) || 3.875 || 28 | ||
|3. | |||
|28 | |||
|- | |- | ||
| | |38 (29) || 3.875 || 29 | ||
|3.875 | |||
| | |||
|- | |- | ||
| | |39 (30) || 3.938 || 29 | ||
|3. | |||
|29 | |||
|- | |- | ||
| | |40 (31) || 4.000 || 30 | ||
| | |||
| | |||
|- | |- | ||
| | |41 (32) || 4.000 || 31 | ||
|4.000 | |||
| | |||
|- | |- | ||
| | |42 (33) || 4.063 || 31 | ||
|4. | |||
|31 | |||
|- | |- | ||
| | |43 (34) || 4.125 || 32 | ||
|4. | |||
| | |||
|- | |- | ||
| | |44 (35) || 4.125 || 32 | ||
|4.125 | |||
|32 | |||
|- | |- | ||
| | |45 (36) || 4.188 || 33 | ||
|4. | |||
| | |||
|- | |- | ||
|46 (37) || 4.250 || 34 | |||
|46 (37) | |||
|4.250 | |||
| | |||
|34 | |||
|- | |- | ||
|47 (38) || 4.250 || 34 | |||
|} | |} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=6H | |name={{clr|4|6H}} | ||
|image=GGAC_May_6H.png | |image=GGAC_May_6H.png | ||
|caption= Untechable for longer than PS3 | |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"> | |||
[[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= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:GGACR/May/Data|{{clr|4|6H}} Lv1}} | |||
{{!}}- | |||
{{Description|8|text= | |||
The Great Equalizer. | |||
*Huge damage hitbox with a large active window, but awful recovery. | |||
*Can be used as a high risk, high reward anti-air. | |||
*Will knock down out of air hits/sliding/wallstick. | |||
*High stun damage and can be converted from depending on height. | |||
*Stagger can let you score an Overhead Kiss if they're not paying attention, but usually you'll have to buffer a Dolphin or convert to super. | |||
'''Additional Frame Data:''' ''Staggers opponent on ground CH (max 47F). Untechable for 80F on air CH.'' | |||
}} | }} | ||
{{AttackVersion|name=Charged}} | |||
{{#lsth:GGACR/May/Data|{{clr|4|6H}} Lv2}} | |||
{{!}}- | |||
{{Description|8|text= | |||
The same damage as uncharged, but with very slightly lower recovery. | |||
*Grants slightly more time to buffer dolphins. | |||
'''Additional Frame Data:''' ''Staggers opponent on ground CH (max 47F). Untechable for 80F on air CH. Attack starts up 9F after releasing button'' | |||
}} | }} | ||
{{AttackVersion|name=Maximum Charge}} | |||
{{#lsth:GGACR/May/Data|{{clr|4|6H}} Lv3}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Can be whiff canceled for some reason. | |||
*Turns into an overhead. | |||
*Goes up to 90 damage. | |||
*Gains over a second of hitstun on aerial counterhit. | |||
*Special cancellable *before and slightly after* active frames. | |||
**This can be used to fake out into Overhead Kiss or another appropriate special/super if the opponent reacts to the charge. | |||
'''Additional Frame Data:''' ''Staggers opponent on ground CH (max 47F). Untechable for 80F on air CH. Attack starts up 9F after releasing button. Hits crouching opponents on 29F (tested on Sol). Can be cancelled back to neutral on 9~27F.'' | |||
Can be whiff canceled. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5D | |name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}] | ||
|image=GGAC_May_5D.png | |image=GGAC_May_5D.png | ||
|caption= | |caption=Ranged, big moderate sized hitbox {{clr|5|5D}} | ||
<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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|5D}} | |||
{{!}}- | |||
{{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. | |||
'''Additional Frame Data:''' '' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name= | |name={{clr|1|2P}} | ||
}} | |||
|image=GGAC_May_2P.png | |image=GGAC_May_2P.png | ||
|caption= | |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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|2P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
May does a short range poke with the small end of her anchor. | |||
*Useful for mashing out of close range pressure | |||
*Often confirmed into a {{clr|5|2D}} knockdown and/or corner carry, especially from {{clr|4|j.2H}}. | |||
'''Additional Frame Data:''' ''Initial prorate 80%.'' | |||
May does a short range poke with the small end of her anchor. Useful for mashing out of close range pressure | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2K | |name={{clr|2|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"> | |||
[[File:GGXXACPR_May_2K-Hitbox.png|center|175px]] | |||
</div> | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|2K}} | |||
{{!}}- | |||
{{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 {{clr|5|2D}}. | |||
*Can be used to low profile certain jump ins and DPs. | |||
'''Additional Frame Data:''' ''Low Profile 7-10F. Initial prorate 80%.'' | |||
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% | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=3K | |name={{clr|2|3K}} | ||
|image=GGAC_May_3K.png | |image=GGAC_May_3K.png | ||
|caption= | |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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|3K}} | |||
{{!}}- | |||
{{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. | |||
'''Additional Frame Data:''' ''Low profile 5~7F and 29~40F. Above feet invincible 8~28F. Knocks down opponent on ground hit. May is in CH state during move. May is in standing state from 1~7F. FRC timing 29~30F.'' | |||
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={{clr|3|2S}} | ||
|image=GGAC_May_2S.png | |image=GGAC_May_2S.png | ||
|caption= | |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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|2S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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 {{clr|5|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. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|4|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|2H}} | |||
{{!}}- | |||
{{Description|7|text=Staggers on hit (Max 31F). | |||
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. | |||
*Has extended reach for Dolphin confirms, but won't lead to a launch at range unless the Dolphin is FRC'd. | |||
**At max range, H Horizontal Dolphin may whiff. | |||
**OHK can work as a gimmick, and supers might be able to connect if done quickly enough. | |||
'''Additional Frame Data:''' ''Staggers opponent on ground hit (Max 31F). Pulls in opponent on CH (Max 43F).'' | |||
Can be used to low profile or clash with wakeup DPs if spaced correctly. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2D | |name={{clr|5|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|2D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | |||
May does a split and extends her leg out in front of her. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.P | |name={{clr|1|j.P}} | ||
|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|j.P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | |||
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. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.K | |name={{clr|2|j.K}} | ||
|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|j.K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | |||
Quite fast and more range than | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|3|j.S}} | ||
|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|j.S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Big hitbox jump-in. | |||
*Very slow and generally not as useful as jH and {{clr|4|j2H}}. | |||
*Can beat/trade with certain {{clr|1|6P}}s 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. | |||
Very slow and generally not as useful as jH and j2H. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|4|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|j.H}} | |||
{{!}}- | |||
{{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 in air-to-air. | |||
*High, non standard hitstun, and fully untechable on grounded Counter Hit. | |||
*Can be used to safe jump wakeup super/DPs. | |||
*Weak to air throws, properly timed antiairs, and fast air normals. | |||
'''Additional Frame Data:''' ''Untechable for 28F. Floats opponent and fully untechable on ground CH.'' | |||
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 | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name={{clr|4|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|j.2H}} | |||
{{!}}- | |||
{{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. | |||
'''Additional Frame Data:''' ''Level 4 attack on block.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.D | |name={{clr|5|j.D}} | ||
|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|j.D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Good at building stun and as an air to air if opponent is above you. | |||
*Has good amount of upper body invuln and an increased stun modifier. | |||
*Has a late gatling point to every other button about halfway through its recovery. | |||
*Otherwise 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) | |||
'''Additional Frame Data:''' ''Upper body invincible 7~21F. Floats opponent on hit (untechable for 21F). Dizzy modifier x1.75. Can gatling to P/K/S/H from 29F onwards.'' | |||
Good at building stun and as an air to air if opponent is above you. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
== | ==Universal Mechanics== | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
Line 655: | Line 625: | ||
|caption= This isn't even my good throw! | |caption= This isn't even my good throw! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Can be combo'd from by dashing and using Ultimate Whiner. | |||
*Knocks down. | |||
*Throws them opposite of the direction you grabbed them in. | |||
*Still not as strong as Overhead Kiss, but at least instant like all other normal throws. | |||
Can be | |||
}} | }} | ||
}} | }} | ||
Line 675: | Line 640: | ||
|name=Air Throw | |name=Air Throw | ||
|image=GGAC_May_airThrow.png | |image=GGAC_May_airThrow.png | ||
|caption= | |caption=BYE BYE BOO~~ | ||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Has the second best air throw range in the game. | |||
*Knocks down. Doesn't convert to anything. | |||
*Throws them opposite of the direction you grabbed them in. | |||
}} | |||
}} | |||
====== ====== | |||
{{MoveData | |||
|name=Dead Angle Attack | |||
|image=GGAC_May_6P.png | |||
|caption= Maaaay PAAAUUUUNNNNCH | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|DAA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Very slow DAA compared to other characters which means it easier to bait.<br> | |||
Only useful in a pinch and against a predictable blockstring. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Special Moves== | ==Special Moves== | ||
Line 701: | Line 675: | ||
|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"> | |||
[[File:GGXXACPR_May_{{clr|5|5D}}Hold-1-Hitbox.png|center|175px]] | |||
Frames 35-36 | |||
[[File:GGXXACPR_May_{{clr|5|5D}}Hold-2-Hitbox.png|center|175px]] | |||
Frames 37-38 | |||
</div> | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|[5D]}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Mixes with {{clr|5|5D}}, but both can be properly blocked with an OS | |||
*Has a smaller range than {{clr|5|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).'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=Mr. Dolphin Horizontal S | |name=Mr. Dolphin Horizontal S | ||
|input=[4]6S/H | |input={{clr|3|[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}} | |||
{{!}}- | |||
{{AttackVersion|name=S}} | |||
{{#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}} | |||
{{#lsth:GGACR/May/Data|[4]6H}} | |||
{{!}}- | |||
{{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 762: | Line 735: | ||
{{MoveData | {{MoveData | ||
|name=Mr. Dolphin Vertical S | |name=Mr. Dolphin Vertical S | ||
|input=[2]8S/H | |input=[2]{{clr|3|8S}}/H | ||
|image=GGAC_May_28S.png | |image=GGAC_May_28S.png | ||
|caption= Let's hit them with our faces! | |caption= Let's hit them with our faces! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=S}} | |||
{{#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}} | |||
{{#lsth:GGACR/May/Data|[2]8H}} | |||
{{!}}- | |||
{{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.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=Restive Rolling | |name=Restive Rolling | ||
|input=623S/H | |input={{clr|3|623S}}/H | ||
|image=GGAC_May_623S.png | |image=GGAC_May_623S.png | ||
|caption= | |caption=May take the wheel! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground, S}} | |||
{{#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}} | |||
{{#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}} | |||
{{#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}} | |||
{{#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}} | |||
{{#lsth:GGACR/May/Data|623H > H}} | |||
{{!}}- | |||
{{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.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=Applause for the Victim | |name=Applause for the Victim | ||
|input=41236P/K/S/H/D | |input={{clr|1|41236P}}/K/S/H/D | ||
|image=GGAC_May_41236P.png | |image=GGAC_May_41236P.png | ||
|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= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Dolphin (release Button)}} | |||
{{#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)}} | |||
{{#lsth:GGACR/May/Data|41236]X[}} | |||
{{!}}- | |||
{{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 930: | Line 849: | ||
{{MoveData | {{MoveData | ||
|name=Overhead Kiss | |name=Overhead Kiss | ||
|input=63214K | |input={{clr|2|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}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|63214K}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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%.'' | |||
May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). Has | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Force Breaks== | ==Force Breaks== | ||
Line 956: | Line 872: | ||
{{MoveData | {{MoveData | ||
|name=Jackhound | |name=Jackhound | ||
|input=214D | |input={{clr|5|214D}} | ||
|image=GGAC_May_214D.png | |image=GGAC_May_214D.png | ||
|caption=The Hidden Faceplant Tech | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|214D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Used to continue combos on opponents in OTG state. | |||
*Pretty slow/obvious overhead but can be RCed for an expensive frame trap. | |||
'''Additional Frame Data:''' ''Foot invincible and airborne 16~33F. Low profile 34~39F and 48~51F. Above feet invincible 40~47F. Foot invincible 52~64F. Ground bounces opponent on hit (untechable for 60F). Removes OTG status on hit. May is in CH state during the move. Forced prorate 80%.'' | |||
Used to continue combos on opponents in OTG state. Pretty slow/obvious overhead but can be RCed for an expensive frame trap. | |||
}} | }} | ||
}} | }} | ||
Line 978: | Line 890: | ||
{{MoveData | {{MoveData | ||
|name=Go, Mr. Dolphin! Horizontal S | |name=Go, Mr. Dolphin! Horizontal S | ||
|input=56D during Mr. Dolphin Horizontal S | |input={{clr|5|56D}} during Mr. Dolphin Horizontal S | ||
|caption=I can get off this dolphin in one frame! | |||
|image=GGAC_May_46SD.png | |image=GGAC_May_46SD.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=S}} | |||
{{#lsth:GGACR/May/Data|[4]6S > 56D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Changes Horizontal Dolphin from fairly unsafe to very plus. | |||
*Disembarks the Dolphin on the frame you press the button. | |||
*Remains active for significantly longer than regular dolphin alone. | |||
*Fairly good advantage for running a further mixup. | |||
*''Both Versions:'' Similiarly to regular Dolphins, must be jump installed in block strings/combos for jump/airdash after FRC. Wiil Auto-JIs if not cancelled into? | |||
'''Additional Frame Data:''' ''Untechable for 30F. Listed Frame Adv is based on the fastest possible attack performed right next to the opponent.'' | |||
}} | }} | ||
{{AttackVersion|name=H}} | |||
{{#lsth:GGACR/May/Data|[4]6H > 56D}} | |||
{{ | {{!}}- | ||
|name= | {{Description|8|text= | ||
| | Staple for combo extensions and loops. | ||
*Carrys mid/heavy characters with {{clr|1|6P}} loops as well as building dizzy. | |||
*Can be used at neutral to gain the advantage or go through most projectiles. | |||
'''Additional Frame Data:''' ''Untechable for 30F. Listed Frame Adv is based on the fastest possible attack performed right next to the opponent.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=Go, Mr. Dolphin! Vertical | |name=Go, Mr. Dolphin! Vertical | ||
|input=58D during any Mr. Dolphin Vertical | |input={{clr|5|58D}} during any Mr. Dolphin Vertical | ||
|image=GGAC_May_28SD.png | |image=GGAC_May_28SD.png | ||
|caption=Back to the Ocean | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|[2]8S > 58D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
May's best tool for extending pressure. | |||
*Can start combos, but is otherwise rarely used in them. | |||
*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. Wiil auto-JI when not cancelled into. | |||
'''Additional Frame Data:''' ''Untechable for 30F.'' | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Overdrives== | ==Overdrives== | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=Ultimate Whiner | |name=Ultimate Whiner | ||
|input=63214H | |input={{clr|4|63214H}} | ||
|image=GGAC_May_63214H.png | |image=GGAC_May_63214H.png | ||
|caption= | |caption=TANTRUM TIME! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|63214H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
May's fastest reversal but unsafe on block. | |||
*Frame 9 with full invul and knockdown. | |||
*Can RC on block to make safe/advantageous. | |||
*Vacuums on hit for a full cycle. | |||
*Can be used to cancel OTG state to extend combos or off of normal throws. | |||
'''Additional Frame Data:''' ''Fully invincible 1~10F. Throw invincible 11~13F. 1st hit fully untechable on air hit. 3rd-8th hits are untechable for 50F each. 9th attack blows back opponent on hit (untechable for 50F). 2nd-8th hits have hitstop 0F. Removes OTG on hit. If the 1st attack whiffs, no other attacks occur.'' | |||
}} | }} | ||
}} | }} | ||
Line 1,068: | Line 967: | ||
{{MoveData | {{MoveData | ||
|name=Great Yamada Attack | |name=Great Yamada Attack | ||
|input=236236S | |input={{clr|3|236236S}} | ||
|image=GGAC_May_236236S.png | |image=GGAC_May_236236S.png | ||
|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= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|236236S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
THE WHALE. Hilariously large super with great utility. | |||
*Covers a wide angle. Anti-airs and has some upper body invincibility past frame 5. | |||
*Blasts through other projectiles and locks the opponent's movement for 11 frames after the flash. | |||
*''Frame 0 after the flash''. If the opponent is in the blast zone they're going to eat it (directly above or slightly behind May). | |||
*Combos from a {{clr|1|6P}} combo depending on spacing. | |||
*Will convert based on the height the opponent was at when they get hit. | |||
'''Additional Frame Data:''' ''Strike invincible 5~22F. Wall bounces opponent on hit (untechable for 90F). Opponent can't move until 11 frames after superflash. Whale goes through other projectiles.'' | |||
}} | }} | ||
}} | }} | ||
Line 1,091: | Line 989: | ||
{{MoveData | {{MoveData | ||
|name=Super Screaming Ultimate Spinning Whirlwind | |name=Super Screaming Ultimate Spinning Whirlwind | ||
|input=63214S | |input={{clr|3|63214S}} | ||
|image=GGAC_May_63214S.png | |image=GGAC_May_63214S.png | ||
|caption= | |caption=This isn't even my real reversal! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|63214S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Infinite Superarmor reversal which is safe on block. | |||
*Alternate to Whiner, loses to Overdrives and throws, and is quite slow on startup. | |||
**Also susceptible to being Slashbacked and thrown. | |||
*Cancels into Deluxe Goshogawara Bomber to become even more advantageous. | |||
*Deals a good amount of chip enough to slashback > throw it. | |||
*Extremely useful against Eddie setups and other oppressive pressure. | |||
'''Additional Frame Data:''' ''Fully invincible on 1F. Wall bounces opponent on hit (untechable for 120F). Hitstop 7F. Can cancel to Deluxe Tile Bomber after the start-up ends. Dizzy modifier x0. Has superarmor, can only be stopped with overdrives.'' | |||
}} | }} | ||
}} | }} | ||
Line 1,116: | Line 1,013: | ||
|input=P during Super Screaming etc. | |input=P during Super Screaming etc. | ||
|image=GGAC_May_63214SP.png | |image=GGAC_May_63214SP.png | ||
|caption=BEHOLD, THE<br>POWER OF SHAMU | |||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|{{clr|3|63214S}} > P}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Makes SSUSW +20. | |||
*Can hit behind May if an opponent ends up on the other side and tries to challenge her. | |||
*Useful if the opponent gets behind May and tries to punish. | |||
*Leads to a safe but predictable OHK followup, forcing them to jump or reversal. | |||
'''Additional Frame Data:''' ''Blows back opponent on hit (untechable for 60F). Blockstun 28F'' | |||
}} | }} | ||
}} | }} | ||
<br clear | <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: {{clr|4|4123641236H}} | ||
|image=GGAC_May_IK1.png | |image=GGAC_May_IK1.png | ||
|image2=GGAC_May_IK2.png | |image2=GGAC_May_IK2.png | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/May/Data|IK}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A notably good IK. | |||
*May's stun potential makes this more viable than most IKs | |||
*Acts as an actual reversal. | |||
*Can be inputted {{clr|4|4123641236H}} or {{clr|4|6321463214H}} no matter what side May is on. | |||
'''Additional Frame Data:''' ''IK Mode activation: 70F. Fully invincible 1~18F. Whiff animation 23F.'' | |||
Can be inputted | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
---- | == Notable Players == | ||
{| class="wikitable" | |||
| | !width="95"|Name (English/Japanese) !! width="85"|Color | ||
| | !width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play | ||
| | |- | ||
}} | | Kedako || style="text-align:center;"| [[File:May_normal_p.png|enter|90px]] | ||
| Japan || Mikado || - || Semi-active || The frame data atlas himself. Very Strong player. Kind of a nut. || [https://youtu.be/gVir08zrUI8 Link] | |||
|- | |||
| Godolphin || style="text-align:center;"| [[File:AC_May_normal_h.png|enter|90px]] | |||
| Japan || Mikado || - || Active(?) || - || [https://youtu.be/-NLI2z5Bm0Y Link] | |||
|} | |||
==[[Dustloop_Wiki:Roadmap/GGACR#May|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGACR|May}} | |||
==Navigation== | |||
{{#lsth:GGACR/May/Data|Links}} | |||
{{notice|To edit frame data, edit values in [[GGACR/May/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-GGACR}} | {{Navbar-GGACR}} | ||
[[Category:Guilty Gear XX Accent Core + R]] | [[Category:Guilty Gear XX Accent Core + R]] | ||
[[Category:May]] | [[Category:May]] |
Revision as of 04:44, 12 February 2020
Overview
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
Lore: | 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? |
Voice: | Satomi Koorogi |
- 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.
- 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.
Guilty Bits Character Intro | |
---|---|
{{#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.
Additional Frame Data: Foot invincible 4~17F. Throw invincible 4~14F. |
c.S |
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May extends her anchor in front of her at head height.
|
f.S |
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May extends her anchor out as far as she can at waist height.
|
5H |
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May slams her anchor down in front of her.
Additional Frame Data: Foot invincible 13~16F. Staggers opponent on ground CH (max 47F). |
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 |
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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.
Additional Frame Data: |
2P |
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May does a short range poke with the small end of her anchor.
Additional Frame Data: Initial prorate 80%. |
2K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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May slides down on the ground and pokes with her foot.
|
3K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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May slides on the ground head first about 1/3-1/2 of the screen.
Additional Frame Data: Low profile 5~7F and 29~40F. Above feet invincible 8~28F. Knocks down opponent on ground hit. May is in CH state during move. May is in standing state from 1~7F. FRC timing 29~30F. |
2S |
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May extends her anchor out in front of her fairly far while crouched.
|
2H |
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Staggers on hit (Max 31F). Can be used to low profile or clash with wakeup DPs if spaced correctly.
Additional Frame Data: Staggers opponent on ground hit (Max 31F). Pulls in opponent on CH (Max 43F). |
2D |
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May does a split and extends her leg out in front of her.
|
j.P |
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Very short range but her fastest air normal.
|
j.K |
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Quite fast and more range than jP.
|
j.S |
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Big hitbox jump-in.
|
j.H |
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Fairly slow but has a great hitbox and leads to combos on counter hit.
Additional Frame Data: Untechable for 28F. Floats opponent and fully untechable on ground CH. |
j.2H |
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May's best jump in tool which is fairly hard to deal with for most characters
Additional Frame Data: Level 4 attack on block. |
j.D |
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Good at building stun and as an air to air if opponent is above you.
Additional Frame Data: Upper body invincible 7~21F. Floats opponent on hit (untechable for 21F). Dizzy modifier x1.75. Can gatling to P/K/S/H from 29F onwards. |
Universal Mechanics
Throw |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Can be combo'd from by dashing and using Ultimate Whiner.
|
Air Throw |
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Has the second best air throw range in the game.
|
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 |
---|
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 |
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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.
Additional Frame Data: Foot invincible and airborne 16~33F. Low profile 34~39F and 48~51F. Above feet invincible 40~47F. Foot invincible 52~64F. Ground bounces opponent on hit (untechable for 60F). Removes OTG status on hit. May is in CH state during the move. Forced prorate 80%. |
Go, Mr. Dolphin! Horizontal S 56D during Mr. Dolphin Horizontal S |
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Go, Mr. Dolphin! Vertical 58D during any Mr. Dolphin Vertical |
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May's best tool for extending pressure.
Additional Frame Data: Untechable for 30F. |
Overdrives
Ultimate Whiner 63214H |
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May's fastest reversal but unsafe on block.
Additional Frame Data: Fully invincible 1~10F. Throw invincible 11~13F. 1st hit fully untechable on air hit. 3rd-8th hits are untechable for 50F each. 9th attack blows back opponent on hit (untechable for 50F). 2nd-8th hits have hitstop 0F. Removes OTG on hit. If the 1st attack whiffs, no other attacks occur. |
Great Yamada Attack 236236S |
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THE WHALE. Hilariously large super with great utility.
Additional Frame Data: Strike invincible 5~22F. Wall bounces opponent on hit (untechable for 90F). Opponent can't move until 11 frames after superflash. Whale goes through other projectiles. |
Super Screaming Ultimate Spinning Whirlwind 63214S |
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Infinite Superarmor reversal which is safe on block.
Additional Frame Data: Fully invincible on 1F. Wall bounces opponent on hit (untechable for 120F). Hitstop 7F. Can cancel to Deluxe Tile Bomber after the start-up ends. Dizzy modifier x0. Has superarmor, can only be stopped with overdrives. |
Deluxe Goshogawara Bomber P during Super Screaming etc. |
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Instant Kill
May and the Jolly Crew During IK Mode: 4123641236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Kedako | enter | Japan | Mikado | - | Semi-active | The frame data atlas himself. Very Strong player. Kind of a nut. | Link |
Godolphin | Japan | Mikado | - | Active(?) | - | Link |
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 •