GGACR/May: Difference between revisions

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Can be used as an antiair and has some upper body invincibility on startup. Can be comboed into from a 6P combo depending on spacing. Depending on opponent height when they get hit it can be comboed from.
Can be used as an antiair and has some upper body invincibility on startup. Can be comboed into from a 6P combo depending on spacing. Depending on opponent height when they get hit it can be comboed from. Only 9+0 directly above/behind May.
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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.
Has infinite superarmor and can be used to get out of a bad situation. Will lose to Overdrives and throws. It can be thrown from a decent range on startup with proper timing or after slashbacking one of the hits. As a reversal it is very hard to hit with since it starts 14 frames after the superflash, but if they are forced to block you are at advantage after Deluxe Goshogawara Bomber. If you hit them near the corner you will have to cancel into Deluxe Goshogawara Bomber before they fly over you to not lose an advantageous setup afterwards. It is also pretty good at chipping out the opponent if they are out of meter and are not confident enough to slashback > throw it. Also extremely useful against Eddie setups.
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Makes Super Screaming Ultimate Spinning Whirlwind safer and can hit behind her if an opponent ends up on the other side and tries to challenge her.
Makes Super Screaming Ultimate Spinning Whirlwind safer and can hit behind her if an opponent ends up on the other side and tries to challenge her. If the opponent gets behind May and tries to punish you can release this into their direction if they hit you while superarmor is still active. OHK is a safe but predictable followup to this as you are +20 on block and OHK has 25 startup frames (with guard point on last few frames). They are forced to do something with throw invincibility or jump.
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==Instant Kill==
==Instant Kill==
{{MoveData
{{MoveData

Revision as of 00:11, 10 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