GGML/May

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Overview

Overview

Outside of timer scamming, May has little grime in a game filled with it. She doesn't do much wrong but she doesn't do enough to keep up with the better characters.
Lore:After losing her entire family in the Crusades, May wandered the battlefield until she was picked up by Johnny, the roguish captain of the Jellyfish Pirates. Since joining the crew, she has become one of the most important members and loves her crewmates like a family.
Playstyle
May is a standard Missing Link character with the bonus of a timer scamming technique.
Pros Cons
  • Great Air Options: May can literally play an entire match in the air thanks to Restive Rolling (623S) functionally being an 8 way air dash with a hitbox that you can repeat as many times as you want. Helping this is her strong air normals and Aqua Rolling (236S).
  • Great Normals: Her normals are big, recover fast, and disjointed, making them very strong.
  • Solid Mixups: May has two overheads, 6P and Dust, both of which are fairly fast and one of which converts into her infinite. She also has Overhead Kiss (41236K), an instant command throw with good range but no oki.
  • Weak Throws: While they have good damage, both her throw and command throw toss the opponent high into the air where they can tech and reset to neutral.
  • Hard CC Infinite: May's CC infinite is much tighter than other characters' and there's a good chance you'll drop it.
May
GGML May Portrait.png
Defense:80%Raw Value: 8
Jump Startup:3f
Backdash:22f
Meter Gain Mod:100%Raw Value: 10
Charge Time:48f
Forward Walk Speed:93%Raw Value: 716
Backward Walk Speed:96%Raw Value: 563
Dizzy Resistance:127%Raw Value: 38

Normals

How to Read Frame Data

Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
On-Block
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
Invuln
No results

5P

5P

damage guard startup active recovery onBlock onHit invuln
All 9 4 9 none

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5K

5K

damage guard startup active recovery onBlock onHit invuln
All 9 7 18 none

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c.S

c.S

damage guard startup active recovery onBlock onHit invuln
All 8 4 13 none

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f.S

f.S

damage guard startup active recovery onBlock onHit invuln
All 16 4 26 none

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5H

5H

damage guard startup active recovery onBlock onHit invuln
All 12 4 13 none

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6P

6P

damage guard startup active recovery onBlock onHit invuln
Overhead 25 3 15 none

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2P

2P

damage guard startup active recovery onBlock onHit invuln
Low 6 4 9 none

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2K

2K

damage guard startup active recovery onBlock onHit invuln
Low 9 6 11 none

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2S

2S

damage guard startup active recovery onBlock onHit invuln
Low 8 12 17 8~11, 24~27 Strike

Turns May's entire body into a hitbox for a few frames while removing her hurtboxes.

2H

2H

damage guard startup active recovery onBlock onHit invuln
Low 20 4 23 none

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j.P

j.P

damage guard startup active recovery onBlock onHit invuln
Overhead 8 7 9 none

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j.K

j.K

damage guard startup active recovery onBlock onHit invuln
Overhead 8 10 13 none

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j.S

j.S

damage guard startup active recovery onBlock onHit invuln
Overhead 9 13 13 none

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j.H

j.H

damage guard startup active recovery onBlock onHit invuln
Overhead 4 until landing 0 none

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Universal Mechanics

Dust Attack

S+H

damage guard startup active recovery onBlock onHit invuln
Overhead 21 4 27 none

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Throw

4H or 6H

damage guard startup active recovery onBlock onHit invuln
Throw N/A none

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Dash Attack

6[6]

damage guard startup active recovery onBlock onHit invuln
All

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Instant Kill

Fly Away!

P+K > 236X

damage guard startup active recovery onBlock onHit invuln
FATAL All 12 18 11 N/A Above Knees 1~11, 15~40

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Specials

Aqua Rolling

236S

name damage guard startup active recovery onBlock onHit invuln
Aqua Rolling All none
Aqua Rolling Level 2 All none
Aqua Rolling Level 3 All none

A forward advancing, airborne roll which floats May far away from the opponent on hit. May is wrapped inside of one giant hitbox during the active portion of the move making it difficult to contest.

The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage.

The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Instead it deal ludicrous damage.

Resistive Rolling

623S

damage guard startup active recovery onBlock onHit invuln
All none

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Mr. Dolphin!

41236H

damage guard startup active recovery onBlock onHit invuln
All none

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Mist Finer

214S or 214S > SxN

name damage guard startup active recovery onBlock onHit invuln
Mist Finer All none
Gentle Mist Finer All none

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Overhead Kiss

41236K

damage guard startup active recovery onBlock onHit invuln
Throw 1 N/A none

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Supers

May Dynamic

463214H

damage guard startup active recovery onBlock onHit invuln
Mid none

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Colors

GGML May Color 1.png
GGML May Color 2.png
GGML May Color 3.png
GGML May Color 4.png
GGML May Color 5.png
Default
Alt. 1
Alt. 2
Alt. 3
Mirror


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May