< GGACR
m (→Overdrives) |
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|frameAdv=-1 | |frameAdv=-1 | ||
|description= | |description= | ||
May extends her anchor in front of her at head height. Usually only used in block strings or as a mediocre antiair. | |||
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|frameAdv=-6 | |frameAdv=-6 | ||
|description= | |description= | ||
May extends her anchor out as far as she can at waist height. May's longest range poke and is a good followup after 5K on block or hit. Got upgraded to level 4 in +R. | |||
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|frameAdv=+7 | |frameAdv=+7 | ||
|description= | |description= | ||
May slams her anchor down in front of her. On counter hit and at close range can combo off of it. On block it is used to frame trap due to it being +7 on block. | |||
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|recovery=18 | |recovery=18 | ||
|frameAdv=-7 ~ +11 | |frameAdv=-7 ~ +11 | ||
|description=Full charge will wall stick. Whiff cancel possible. | |description=Full charge will wall stick. Whiff cancel possible. Used heavily in her harder combos to build stun. Special cancellable during entire move. | ||
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|recovery=21 | |recovery=21 | ||
|frameAdv=-8 | |frameAdv=-8 | ||
|description=Can be whiff canceled. | |description= | ||
Can be whiff canceled. Can be used as a slow antiair as it has a huge hitbox and good active frames. Max charge on hit causes stagger which can be comboed from. Very high damage with good stun and can be comboed from depending on height. Special cancellable on startup frames with OHK. | |||
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|frameAdv=-4 | |frameAdv=-4 | ||
|description= | |description= | ||
Very slow compared to other characters but it has the built in mixup if held down at the proper range. Safe on block. | |||
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|frameAdv=-10 | |frameAdv=-10 | ||
|description= | |description= | ||
Very slow DAA compared to other characters which means it easier to bait. Not very useful unless in a pinch. | |||
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|frameAdv=0 | |frameAdv=0 | ||
|description= | |description= | ||
May does a short range poke with the small end of her anchor. Useful for mashing out of close range pressure and can be hit confirmed into a 2D knockdown if they are close enough. 80% proration. | |||
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|frameAdv=-3 | |frameAdv=-3 | ||
|description= | |description= | ||
May slides down on the ground and pokes with her foot. Medium range poke that can lead to knockdown or combo with 2D. Can be used to low profile certain jump ins. 80% proration. | |||
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|frameAdv=-29 | |frameAdv=-29 | ||
|description= | |description= | ||
May slides on the ground head first about 1/3-1/2 of the screen. Extreme low profile at the cost of being incredibly unsafe on block. 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 if done predictably. | |||
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|frameAdv=-4 | |frameAdv=-4 | ||
|description= | |description= | ||
May extends her anchor out in front of her fairly far while crouched. Used to extend some of her corner combos. Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with 2D. | |||
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|frameAdv=0 | |frameAdv=0 | ||
|description=Staggers on hit (Max 31F). | |description=Staggers on hit (Max 31F). | ||
Can be used to low profile or clash with wakeup DPs if spaced correctly. Can't really combo from it unless opponent is sleeping. | |||
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|frameAdv=-1 | |frameAdv=-1 | ||
|description= | |description= | ||
May does a split and extends her leg out in front of her. It's incredibly fast, safe on block, and has good range. One of may's most important moves due to it being hit confirmable into a large majority of her combos. Almost all her ground normals chain into this move making any of them safer. | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Very short range but her fastest air normal. Useful for option select air throws and for air to ground or air to air block strings with jK. | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Quite fast and more range than her jP. Also useful for option select air throws and for air to ground or air to air block strings with jP. | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Very slow and generally not as useful as jH. Can be used as a jump in as an alternative to jH or j2H and used in some combos. | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Fairly slow but has a great hitbox and leads to combos on counter hit. Very useful in neutral game to try to fish counter hits although it is not as useful as it was in AC. Weak to air throws, properly timed antiairs, and fast air normals. | |||
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|recovery=0 | |recovery=0 | ||
|frameAdv= | |frameAdv= | ||
|description=Level 4 attack on block | |description= | ||
Level 4 attack on block. May's best jump in tool which is fairly hard to deal with with most characters; however, all characters can jump, instant block, and then throw you to deal with this move. Leads to big damage on hit or counter hit. | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Good at building stun and as an air to air if opponent is above you. Can be used to stop air momentum and stall in the air for a short time. Used in most air combos. | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Can be comboed from by dashing and using Ultimate Whiner which makes it more useful in this iteration. | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Great air throw as it is tied with I-No with second best air throw in range. Only potemkin has a better air throw range wise. Cannot be comboed from. | |||
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|frameAdv=-12 | |frameAdv=-12 | ||
|description= | |description= | ||
Very slow and generally not very useful other than the mixup of 5D, but both can be blocked with proper timing without knowing which it will be. Has a smaller range than 5D so need to space accordingly. | |||
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|recovery=7 + landing 3 | |recovery=7 + landing 3 | ||
|frameAdv=-9 | |frameAdv=-9 | ||
|description=Causes Slide state on air hit. | |description= | ||
Causes Slide state on air hit. A staple in her new corner combos. Has lots of active frames. Mostly used exclusively in combos. As a solitary move it is sometimes safe on block due to spacing but some characters can punish it. You will give up the neutral game even if the opponent cannot punish you, though. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone? | |||
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|frameAdv=-13 | |frameAdv=-13 | ||
|description= | |description= | ||
Useful as an overhead, but they are very unsafe on block now and most characters can punish them so be sure to FRC. On hit and FRC will lead to high damage. Has more recovery than in AC which prevents the many dolphin loops, at least without FRC. Used in the majority of combos. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone? | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Much more useful in +R. Used in fuzzy guards into combos with FRC. Used in some combos to knockdown and/or for additional damage. With FRC they can be used to escape the corner quickly. | |||
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|recovery= | |recovery= | ||
|frameAdv=3 | |frameAdv=3 | ||
|description=Will release automatically two seconds after reaching maximum charge. Displays charge time above Tension Guage. | |description= | ||
Will release automatically two seconds after reaching maximum charge. Displays charge time above Tension Guage. Useful after knockdowns for oki setups or at neutral to gain the advantage. D version can be used for certain burst bait setups into combos. | |||
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|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|description=May dashes forward and then grabs the opponent (dash looks like her normal dash). | |description= | ||
May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). Has some strike invincibility (~5 frames?) before it activates. On whiff it is FRCable which should always be option selected in case the opponent jumps to lead into vertical dolphins. | |||
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|frameAdv=-26 | |frameAdv=-26 | ||
|description= | |description= | ||
Used to continue combos on opponents in OTG state. Pretty slow/obvious overhead but can be RCed for an expensive frame trap. | |||
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|frameAdv=+10 | |frameAdv=+10 | ||
|description= | |description= | ||
A staple in all virtually all her new combos. Good at corner carrying mid/heavy characters with 6P loops as well as building dizzy. Can be used at neutral to gain the advantage or go through most projectiles. Must be jump installed in block strings/combos for jump/airdash after FRC. Auto-JIs if done alone? | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Her best tool for extending pressure. Used rarely in combos except for starter. Can be used at neutral to establish advantage and goes over a lot of projectiles. Must be jump installed in block strings/combos for jump/airdash. Auto-JIs if done alone? | |||
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|frameAdv=-10 | |frameAdv=-10 | ||
|description= | |description= | ||
Good reversal but unsafe on block. Can RC on block to make safe/advantageous. Vacuums on hit which means they won't get knocked out of it anymore. Can be used to cancel OTG state to extend combos or off of normal throws. If used to cancel OTG state they can tech as soon as next OTG state occurs. | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Can be used as an antiair and has some upper body invincibility on startup. Can be comboed into from a 6P combo depending on spacing. Depending on opponent height when they get hit it can be comboed from. | |||
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Line 1,008: | Line 1,039: | ||
|frameAdv=+2 | |frameAdv=+2 | ||
|description= | |description= | ||
Has infinite superarmor and can be used to get out of a bad situation. As a reversal it is very hard to hit with since it starts 14 frames after the superflash, but if they are forced to block you are at advantage after Deluxe Goshogawara Bomber. If you hit them near the corner you will have to cancel into Deluxe Goshogawara Bomber before they fly over you taking away any setup afterwards. | |||
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|frameAdv=+20 | |frameAdv=+20 | ||
|description= | |description= | ||
Makes Super Screaming Ultimate Spinning Whirlwind safer and can hit behind her if an opponent ends up on the other side and tries to challenge her. | |||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Can be inputted 4123641236HS or 6321463214HS no matter what side may is on. 18 frames of invincibility which could somehow be useful if you accidentally activate IK mode. Only really going to land this with a stun, which may does extremely well, and it is also good against ABA. | |||
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Revision as of 09:41, 10 August 2013
Overview
Guts Rating: 3
Defense Modifier: x1.06
Stun Resistance: 70
Strengths: Normals have great hitboxes, good damage
Weaknesses: Overhead Kiss is not Potemkin Buster
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash
Move List
- See also: May Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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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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Dead Angle Attack |
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2P |
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2K |
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3K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.2H |
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j.D |
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Throws
Throw |
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Air Throw |
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Special Moves
Just Kidding~ Hold D |
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Mr. Dolphin Horizontal S [4]6S/H |
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Mr. Dolphin Vertical S [2]8S/H |
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Restive Rolling 623S/H |
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Applause for the Victim 41236P/K/S/H/D |
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Overhead Kiss 63214K |
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Force Breaks
Jackhound 214D |
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Go, Mr. Dolphin! Horizontal S 56D during Mr. Dolphin Horizontal S |
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Go, Mr. Dolphin! Horizontal H 56D during Mr. Dolphin Horizontal H |
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Go, Mr. Dolphin! Vertical 58D during any Mr. Dolphin Vertical |
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Overdrives
Ultimate Whiner 63214H |
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Great Yamada Attack 236236S |
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Super Screaming Ultimate Spinning Whirlwind 63214S |
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Deluxe Goshogawara Bomber P during Super Screaming etc. |
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Instant Kill
May and the Jolly Crew 4123641236H |
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Strategy
- Basic Combos
- 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 •