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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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</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. | |||
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 | Despite being strong all around, May lacks damage conversion outside of the corner without meter. She doesn't have the best options against zoners besides simply dancing around in the air, and some of go-to mixup options such as 3C are extremely punishable if blocked or they miss. Overall though, May is a very solid and very annoying character | ||
{{StrengthsAndWeaknesses| | {{Bio | ||
* Large normals with excellent hitbox/hurtbox ratios | | name = May | ||
* Big corner damage conversion | | game = GGACR | ||
* Dominating air mobility and control | | quote = | ||
* Above average grab range | | voice = Satomi Koorogi | ||
* Tricky crossup game | | 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? | ||
* Very strong overdrives with a variety of ultility | }} | ||
* High stun resistance | {{StrengthsAndWeaknesses | ||
* One of the better backdashes in the game | | intro = {{Character Label|GGACR|May|24px}} is defined by her amazing normals, extremely good air mobility, and her oceanic moveset. | ||
* 6P | | pros = | ||
| | * Large normals with excellent hitbox/hurtbox ratios. | ||
* No meterless defensive options besides jumping out and backdash | * Big corner damage conversion. | ||
* Lacks damage midscreen without meter | * Dominating air mobility and control. | ||
* Overhead Kiss has a huge tell | * Above average grab range. | ||
* Dolphins can be stuffed during startup by aware opponents | * Tricky crossup game. | ||
* Extremely vulnerable when she overextends | * 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. | |||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{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. | ||
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*Mostly used for extending her Dolphin Loop and tick OHK set-ups. | *Mostly used for extending her Dolphin Loop and tick OHK set-ups. | ||
*Will whiff on some crouching characters. | *Will whiff on some crouching characters. | ||
'''Additional Frame Data:''' ''Initial Prorate 80%'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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 | |caption=Floating poke with some<br>throw invincibility | ||
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{{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. | *Nice range, relatively fast, and throw invulnerable starting a few frames before going active. | ||
*Good meaty due to throw invulnerability. | |||
*Great tool for footsies. | *Great tool for footsies. | ||
*Can be used to go over RO slide, AN stomps, slidehead, and other low moves. | *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.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=c.S | |name={{clr|3|c.S}} | ||
|image=GGAC_May_cS.png | |image=GGAC_May_cS.png | ||
|caption=Everybody do the twist | |caption=Everybody do the twist | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=f.S | |name={{clr|3|f.S}} | ||
|image=GGAC_May_fS.png | |image=GGAC_May_fS.png | ||
|caption=Chinese Knockoff Mist Finer | |caption=Chinese Knockoff Mist Finer | ||
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{{Description|7|text= | {{Description|7|text= | ||
May extends her anchor out as far as she can at waist height. | 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'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. | *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. | *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. | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|4|5H}} | ||
|image=GGAC_May_5H.png | |image=GGAC_May_5H.png | ||
|caption=As empty-headed a button as May herself | |caption=As empty-headed a button<br>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]] | ||
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*Converts off of counter hit and at close range. | *Converts off of counter hit and at close range. | ||
*Wide Frame trap window at +7 on block. | *Wide Frame trap window at +7 on block. | ||
'''Additional Frame Data:''' ''Foot invincible 13~16F. Staggers opponent on ground CH (max 47F).'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=6P | |name={{clr|1|6P}} | ||
|image=GGAC_May_6P.png | |image=GGAC_May_6P.png | ||
|caption=TAKE 'EM TO SEAWORLD | |caption=TAKE 'EM TO SEAWORLD | ||
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{{#lsth:GGACR/May/Data|6P}} | {{#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}} | {{AttackVersion|name=Charged}} | ||
{{#lsth:GGACR/May/Data|6[P]}} | {{#lsth:GGACR/May/Data|6[P]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Staple use in combos to build stun and corner carry while buffering dolphins. | |||
*Will | *Will ''usually'' dizzy off of one counter hit. | ||
*Wall sticks on hit when close enough. | |||
*Full charge will wall stick. | *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) | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=6H | |name={{clr|4|6H}} | ||
|image=GGAC_May_6H.png | |image=GGAC_May_6H.png | ||
|caption= Untechable for longer than the<br> NA PS3 +R Delay | |caption= Untechable for longer than the<br> NA PS3 +R Delay | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Uncharged}} | {{AttackVersion|name=Uncharged}} | ||
{{#lsth:GGACR/May/Data|6H Lv1}} | {{#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}} | {{AttackVersion|name=Charged}} | ||
{{#lsth:GGACR/May/Data|6H Lv2}} | {{#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}} | {{AttackVersion|name=Maximum Charge}} | ||
{{#lsth:GGACR/May/Data|6H Lv3}} | {{#lsth:GGACR/May/Data|{{clr|4|6H}} Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Can be whiff canceled. | 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. | |||
*Special cancellable before and 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.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|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 {{clr|5|5D}}] | ||
|image=GGAC_May_5D.png | |image=GGAC_May_5D.png | ||
|caption=Ranged, big moderate sized hitbox 5D | |caption=Ranged, big moderate sized hitbox {{clr|5|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]] | ||
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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. | 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. | *Safe on block if not point blank. | ||
'''Additional Frame Data:''' '' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2P | |name={{clr|1|2P}} | ||
|image=GGAC_May_2P.png | |image=GGAC_May_2P.png | ||
|caption=Simple low poke | |caption=Simple low poke | ||
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{{Description|7|text= | {{Description|7|text= | ||
May does a short range poke with the small end of her anchor. | May does a short range poke with the small end of her anchor. | ||
*Useful for mashing out of close range pressure | *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%.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2K | |name={{clr|2|2K}} | ||
|image=GGAC_May_2K.png | |image=GGAC_May_2K.png | ||
|caption=Typical Low Starter | |caption=Typical Low Starter | ||
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{{Description|7|text= | {{Description|7|text= | ||
May slides down on the ground and pokes with her foot. | May slides down on the ground and pokes with her foot. | ||
*Medium range poke that can lead to knockdown or combo with 2D. | *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. | *Can be used to low profile certain jump ins and DPs. | ||
'''Additional Frame Data:''' ''Low Profile 7-10F. Initial prorate 80%.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=3K | |name={{clr|2|3K}} | ||
|image=GGAC_May_3K.png | |image=GGAC_May_3K.png | ||
|caption=Go under things with a stupid smile on your face | |caption=Go under things with a stupid smile on your face | ||
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*Knocks down on hit. | *Knocks down on hit. | ||
*Can be very useful in dealing with characters with projectiles but easily baited and punished harshly if done predictably. | *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.'' | |||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name={{clr|3|2S}} | ||
|image=GGAC_May_2S.png | |image=GGAC_May_2S.png | ||
|caption=Decent ranged poke | |caption=Decent ranged poke | ||
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*Used to extend some of her corner combos. | *Used to extend some of her corner combos. | ||
*Useful against some projectiles like Justice nukes. | *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. | *Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with {{clr|5|2D}}. | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|4|2H}} | ||
|image=GGAC_May_2H.png | |image=GGAC_May_2H.png | ||
|caption=Hitbox goes under the floor | |caption=Hitbox goes under the floor | ||
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*Massively disjointed low hitbox. | *Massively disjointed low hitbox. | ||
*Extra long stagger on counter hit for better confirms. | *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. | **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).'' | |||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2D | |name={{clr|5|2D}} | ||
|image=GGAC_May_2D.png | |image=GGAC_May_2D.png | ||
|caption=Hitbox does not go under the floor | |caption=Hitbox does not go under the floor | ||
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====== ====== | ====== ====== | ||
{{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... | ||
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====== ====== | ====== ====== | ||
{{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. | ||
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====== ====== | ====== ====== | ||
{{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. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Big hitbox jump-in. | Big hitbox jump-in. | ||
*Very slow and generally not as useful as jH and j2H. | *Very slow and generally not as useful as jH and {{clr|4|j2H}}. | ||
*Can beat/trade with certain | *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. | *Useful for IAD jS > jH which is her most used IAD jump-in. | ||
*Loses to faster AA's like jabs. | *Loses to faster AA's like jabs. | ||
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====== ====== | ====== ====== | ||
{{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 | ||
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Fairly slow but has a great hitbox and leads to combos on counter hit. | 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. | *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. | *Can be used to safe jump wakeup super/DPs. | ||
*Weak to air throws, properly timed antiairs, and fast air normals. | *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.'' | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name={{clr|4|j.2H}} | ||
|image=GGAC_May_j2H.png | |image=GGAC_May_j2H.png | ||
|caption=Fish for crossups | |caption=Fish for crossups | ||
Line 533: | Line 588: | ||
*Leads to big damage on hit or counter hit with 25% meter. | *Leads to big damage on hit or counter hit with 25% meter. | ||
*Don't get predictable. Can be air IB'd and thrown. | *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? | ||
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{{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. | ||
* | *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. | *Stops air momentum and stalls briefly. | ||
*Used in gimmicky "infinite" corner pressure after a jK. (i.e. jK > jD > jK > jD > jH) | *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.'' | |||
}} | }} | ||
}} | }} | ||
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|caption=''Uso da yooo~~'' | |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: | [[File:GGXXACPR_May_{{clr|5|5D}}Hold-1-Hitbox.png|center|175px]] | ||
Frames 35-36 | Frames 35-36 | ||
[[File: | [[File:GGXXACPR_May_{{clr|5|5D}}Hold-2-Hitbox.png|center|175px]] | ||
Frames 37-38 | Frames 37-38 | ||
</div> | </div> | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Mixes with 5D, but both can be properly blocked with an OS | Mixes with {{clr|5|5D}}, but both can be properly blocked with an OS | ||
*Has a smaller range than 5D so need to space accordingly. | *Has a smaller range than {{clr|5|5D}} so need to space accordingly. | ||
*Can convert to an air combo. | *Can convert to an air combo. | ||
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{{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=Oppressive Ocean Zone: Act 1 | |caption=Oppressive Ocean Zone: Act 1 | ||
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{{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! | ||
Line 699: | Line 760: | ||
*Similar FRC behavior to the S Version. | *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 | '''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=May take the wheel! | |caption=May take the wheel! | ||
Line 751: | Line 813: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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! | ||
Line 786: | 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=Running Bear Grab.<Br> Infinitely more terrifying<br> coming from the Gremlin child. | |caption=Running Bear Grab.<Br> Infinitely more terrifying<br> coming from the Gremlin child. | ||
Line 809: | 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 | |caption=The Hidden Faceplant Tech | ||
Line 827: | 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! | |caption=I can get off this dolphin in one frame! | ||
|image=GGAC_May_46SD.png | |image=GGAC_May_46SD.png | ||
Line 850: | Line 913: | ||
{{Description|8|text= | {{Description|8|text= | ||
Staple for combo extensions and loops. | Staple for combo extensions and loops. | ||
*Carrys mid/heavy characters with 6P loops as well as building dizzy. | *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. | *Can be used at neutral to gain the advantage or go through most projectiles. | ||
Line 856: | Line 919: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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 | |caption=Back to the Ocean | ||
Line 882: | Line 946: | ||
{{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=TANTRUM TIME! | |caption=TANTRUM TIME! | ||
Line 903: | 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. | ||
Line 916: | Line 980: | ||
*Blasts through other projectiles and locks the opponent's movement for 11 frames after the flash. | *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). | *''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 6P combo depending on spacing. | *Combos from a {{clr|1|6P}} combo depending on spacing. | ||
*Will convert based on the height the opponent was at when they get hit. | *Will convert based on the height the opponent was at when they get hit. | ||
Line 925: | 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=This isn't even my real reversal! | |caption=This isn't even my real reversal! | ||
Line 953: | Line 1,017: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/May/Data|63214S > P}} | {{#lsth:GGACR/May/Data|{{clr|3|63214S}} > P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 969: | Line 1,033: | ||
{{MoveData | {{MoveData | ||
|name=May and the Jolly Crew | |name=May and the Jolly Crew | ||
|input=During IK Mode: 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 | ||
Line 978: | Line 1,042: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Can be inputted | 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.'' | |||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <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]]== | ==[[Dustloop_Wiki:Roadmap/GGACR#May|Roadmap]]== |
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.
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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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
---|
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 •