GGACR/May: Difference between revisions

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  |frameAdv=0
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  |description=
  |description=
May does a standard jab, It's pretty fast and the range on it is very short, mostly used for extending her Dolphin Loop and tick OHK set-ups.
May does a standard jab, It's 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.
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  |frameAdv=-3
  |frameAdv=-3
  |description=
  |description=
May plants her anchor to the ground and does a quick spin with her feet out. has nice range, it's relatively fast and throw invulnerable. Great tool for footsies.
May plants her anchor to the ground and does a quick spin with her feet out. has nice range, it's relatively fast and throw invulnerable. Great tool for footsies. Can be used to go over RO slide, AN stomps, slidehead, and other low moves.
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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.
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. 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.
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  |recovery=18
  |recovery=18
  |frameAdv=-7 ~ +11
  |frameAdv=-7 ~ +11
  |description=Full charge will wall stick. Whiff cancel possible. Used heavily in her harder combos to build stun. Special cancellable during entire move.
  |description=Full charge will wall stick. Whiff cancel possible. A stable in her new corner carry and corner combos. Special cancellable before and after active frames.
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  |frameAdv=-8
  |frameAdv=-8
  |description=
  |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.
Can be whiff canceled. Can be used as a high risk, high reward antiair as it has a huge hitbox as well as decent active frames but slow recovery. Max charge on ground hit causes stagger which can be comboed from. Very high damage with good stun and can be comboed from depending on height. It is used a lot more often in this iteration for corner pressure and mixup afterwards. Special cancellable before and after active frames.
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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.
May does a short range poke with the small end of her anchor. Useful for mashing out of close range pressure and can be hit confirmed into a 2D knockdown and/or corner carry. 80% proration.
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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.
May slides down on the ground and pokes with her foot. Medium range poke that can lead to knockdown or combo with 2D. Can be used to low profile certain jump ins and DPs. 80% proration.
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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.
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.
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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.
Can be used to low profile or clash with wakeup DPs if spaced correctly. Can't really combo from it unless opponent is sleeping, but OHK can work.
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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.
May does a split and extends her leg out in front of her. It's incredibly fast, lots of active frames, safe on block, and has 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 her ground normals chain into this move making most of them safer.
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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.
Very slow and generally not as useful as jH and j2H. It can be used to beat/trade with certain 6Ps though as the hitbox extends much deeper into the opponent, but comes at the cost of being antiaired with quick normals like 5P. Also useful for IAD jS > jH which is her most used IAD jumpin.
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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.
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. Can be used to safe jump wakeup super/DPs.
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  |frameAdv=
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  |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.
Level 4 attack on block. May's best jump in tool which is fairly hard to deal with for 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 with 25% meter.
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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.
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. Used in gimmicky "infinite" corner pressure after a jK. (i.e. jK > jD > jK > jD > jH)
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==Throws==
==Throws==
{{MoveData
{{MoveData

Revision as of 23:57, 9 February 2014

May

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
GGAC May 5P.png
10 HLF 5 4 6 0 -
5K
GGAC May 5K.png
20 HLF 9 6 9 -3 -
c.S
GGAC May cS.png
30 HLF 7 3 15 -1 -
f.S
GGAC May fS.png
33 HLF 12 3 20 -6 -
5H
GGAC May 5H.png
50 HLF 13 4 8 +7 -
6P
GGAC May 6P.png
44 HLF 16 6 18 -7 - 44 HLF 17~47 6 18 -7 ~ +11 -
Charged 6P Data Table
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
GGAC May 6H.png
70 HLF 16 6 34 -21 - 70 HLF 19 ~ 29 6 31 -18 - 90 HF 27 6 21 -8 -
5D
GGAC May 5D.png
22 HF 28 3 18 -4 -
Dead Angle Attack
GGAC May 6P.png
25 Any 16 6 18 -10 -
2P
GGAC May 2P.png
10 HLF 5 4 6 0 -
2K
GGAC May 2K.png
14 LF 7 4 9 -3 -
3K
GGAC May 3K.png
24 LF 8 21 20 -29 -
2S
GGAC May 2S.png
26 HLF 9 3 15 -4 -
2H
GGAC May 2H.png
44 LF 14 3 16 0 -
2D
GGAC May 2D.png
30 LF 7 10 8 -1 -
j.P
GGAC May jP.png
14 HA 5 6 6 - -
j.K
GGAC May jK.png
24 HA 6 6 8 - -
j.S
GGAC May jS.png
30 HA 13 4 5 - -
j.H
GGAC May jH.png
40 HA 12 10 15 - -
j.2H
GGAC May j2H.png
41 HA 13 until landing 0 - -
j.D
GGAC May jD.png
38 HA 10 12 24+landing 5 - -


Throws

Throw
GGAC May throw.png
55 43 pixels - - - - -
Air Throw
GGAC May airThrow.png
60 96 pixels - - - - -


Special Moves

Just Kidding~
Hold D
GGAC May Dhold.png
38 LF 35 4 25 -12 -
Mr. Dolphin Horizontal S
[4]6S/H
GGAC May 46S.png
50 any 7 10 8 + landing 3 -9 - 50 any 8 20 7 + landing 3 -9 -
Mr. Dolphin Vertical S
[2]8S/H
GGAC May 28S.png
50 HLF/HA 8 20 landing 3 -15 - 50 HLF/HA 8 27 landing 3 -13 -
Restive Rolling
623S/H
GGAC May 623S.png
30 HLF 13 40 22 + landing 15 -63 - 30 HLF 13 40 24 + landing 17 -65 - 30 HA 10 40 landing 15 - - 30 HA 16 40 landing 15 +1 - 18 HLA 5 24 landing 15 - -
Applause for the Victim
41236P/K/S/H/D
GGAC May 41236P.png
20 HLF 23 12 21 -19 - 22 x 1/2/3/6 Any 49 - - 3 -
Overhead Kiss
63214K
GGAC May 63214K.png
40 90 pixels 25 1 - - -


Force Breaks

Jackhound
214D
GGAC May 214D.png
38 HF 24 10 35 -26 -
Go, Mr. Dolphin! Horizontal S
56D during Mr. Dolphin Horizontal S
GGAC May 46SD.png
22 any 1 17 landing 11 +13 -
Go, Mr. Dolphin! Horizontal H
56D during Mr. Dolphin Horizontal H
GGAC May 46SD.png
22 any 1 20 landing 14 +10 -
Go, Mr. Dolphin! Vertical
58D during any Mr. Dolphin Vertical
GGAC May 28SD.png
22 any 1 - total: 16 - -


Overdrives

Ultimate Whiner
63214H
GGAC May 63214H.png
25, 17x8 HLF 7+2 3 26 -10 -
Great Yamada Attack
236236S
GGAC May 236236S.png
110 HLF 9+0 - total: 74 - -
Super Screaming Ultimate Spinning Whirlwind
63214S
GGAC May 63214S.png
24x10 HLF 1+14 {2(12)}x9,2 15 +2 -
Deluxe Goshogawara Bomber
P during Super Screaming etc.
GGAC May 63214SP.png
48 HLF 11 10 14 +20 -


Instant Kill

May and the Jolly Crew
4123641236H
GGAC May IK1.png
GGAC May IK2.png
Fatal 70 pixels 7+9 2 - - -


Strategy

Basic Combos