< GGReload
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* No meterless defensive options besides jumping out and backdash | * No meterless defensive options besides jumping out and backdash | ||
* Lacks damage midscreen without meter | * Lacks damage midscreen without meter | ||
* Dolphins can be stuffed during startup by aware opponents | * Dolphins can be stuffed during startup by aware opponents | ||
* Extremely vulnerable when she overextends | * Extremely vulnerable when she overextends | ||
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{{notice|To edit frame data, edit values in [[GGReload/May/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[GGReload/May/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GGReload}} | {{Navbar-GGReload}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|May]] | ||
Latest revision as of 04:14, 24 December 2023
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
May | |||||||||||||||||||||
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Defense Modifier: x1.06 Guts Rating: 3 Weight: Lightest (x1.10) Stun Resistance: 70 Jump Startup: 3F Backdash Time: 13F / Invul: 1~9F Wake-Up (Face Up/Down): 36F / 34F
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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, 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 3K are extremely punishable if blocked or they miss.
Strengths and Weaknesses
Strengths | Weaknesses |
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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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6H |
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5D |
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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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Universal Mechanics
Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Mr. Dolphin (Horizontal) [4]6S/H |
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Mr. Dolphin (Vertical) [2]8S/H |
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Restive Rolling 623S |
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Applause for the Victim 41236P/K/S/H |
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Overhead Kiss 63214K |
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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 Ultimate Spinning Whirlwind |
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Instant Kill
May and the Jolly Crew During IK Mode: 4123641236H |
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To edit frame data, edit values in GGReload/May/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.