GGReload/May

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< GGReload
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May
GGReload May Portrait.jpg

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

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload May P.png
GGReload May K.png
GGReload May S.png
GGReload May H.png
GGReload May D.png
GGReload May Start.png
SP
GGReload May P(Sp).png
GGReload May K(Sp).png
GGReload May S(Sp).png
GGReload May H(Sp).png
GGReload May D(Sp).png
GGReload May Start(Sp).png

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
  • Large normals with excellent hitbox/hurtbox ratios
  • Big corner damage conversion
  • Dominating air mobility and control
  • Above average grab range
  • Tricky crossup game
  • Very strong overdrives with a variety of ultility
  • High stun resistance
  • One of the better backdashes in the game
  • 6P an deals enormous amount of stun
  • No meterless defensive options besides jumping out and backdash
  • Lacks damage midscreen without meter
  • Overhead Kiss has a huge tell
  • Dolphins can be stuffed during startup by aware opponents
  • Extremely vulnerable when she overextends



Normal Moves

5P
GGAC May 5P.png
I lift anchors, but my punch does 10 damage.
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 Mid CSJR 5 4 6 ±0

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.

5K
GGAC May 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 Mid SJR 9 6 9 -3

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.

c.S
GGAC May cS.png
You'd think this would hurt my back, but it doesn't.
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid SJR 7 3 15 -1

May extends her anchor in front of her at head height. Usually only used in block strings or as a mediocre antiair.

f.S
GGAC May fS.png
MISTU FINAH!!!
Damage Guard Cancel Startup Active Recovery Frame Adv.
33 Mid SJR 12 3 20 -9

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.

5H
GGAC May 5H.png
Foot invincible.
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 Mid SR 13 4 8 +7

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.

6P
GGAC May 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 Mid SR 16 6 18 -7
6H
GGAC May 6H.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Uncharged
Charged
Maximum Charge

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.

5D
GGAC May 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 High R 25 3 18 -4

Very slow compared to other characters but it is safe on block.

2P
GGAC May 2P.png
It'd be easier to punch but... eh
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 Mid CSR 5 4 6 ±0

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.

2K
GGAC May 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
14 Low SR 7 4 9 -3

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.

3K
GGAC May 3K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 Low R 8 21 18 -27

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 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.

2S
GGAC May 2S.png
This would work better if it was sharp, and if I was actually looking where I was stabbing it.
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SR 9 3 15 -4

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.

2H
GGAC May 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 Low SR 14 3 16 ±0

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, but OHK can work.

2D
GGAC May 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Low SR 7 10 8 -1

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.

j.P
GGAC May jP.png
Maybe they'll think I'm air blocking and walk into it...
Damage Guard Cancel Startup Active Recovery Frame Adv.
14 High, Air CSR 5 6 6 -

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.

j.K
GGAC May jK.png
Punch and kick at the same time.
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 High, Air SR 7 6 10 -

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.

j.S
GGAC May jS.png
Mad strugg- wait, that's not Johnny's move.
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 High, Air SJR 13 4 5 -

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.

j.H
GGAC May jH.png
Fish for counter hits.
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High, Air SR 12 10 15 -

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.

j.2H
GGAC May j2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
34 High, Air SR 13 Until L Until L -

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.

j.D
GGAC May jD.png
Why swing my anchor when I can hit you with my thick skull?
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 High, Air SJR 10 12 24+5L -

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)


Universal Mechanics

Throw
GGAC May throw.png
This isn't even my good throw!
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 - - - - - -

Can be comboed from by dashing and using Ultimate Whiner which makes it more useful in this iteration.

Air Throw
GGAC May airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 - - - - - -

It has the second best air throw range (this used to tie with I-No, but she was nerfed into having the worst range). Only Potemkin has a better air throw range wise. Cannot be comboed from.

Dead Angle Attack
GGAC May 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All R 16 6 18 -10

Very slow DAA compared to other characters which means it easier to bait. Not very useful unless in a pinch.


Special Moves

Mr. Dolphin (Horizontal)
[4]6S/H
GGAC May 46S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 50 All F 7 14 See notes -8
H 50 All F 8 20 See notes -8

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?

Mr. Dolphin (Vertical)
[2]8S/H
GGAC May 28S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 50 Mid F 8 22 See notes -13
H 50 Mid F 8 27 See notes -11

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?

Restive Rolling
623S
GGAC May 623S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 30 Mid R 13 40 22+9L -57
Air 30 Mid R 10 40 Until L+9 -
Hard to Port
Direction + S/H

Used in fuzzy guards into combos with FRC. Used in some combos to knockdown and/or for additional damage.

Applause for the Victim
41236P/K/S/H
GGAC May 41236P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Dolphin (hold button)
Dolphin (release button)

Will release automatically two seconds after reaching maximum charge. Displays charge time above Tension Gauge. 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.

Overhead Kiss
63214K
GGAC May 63214K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 Throw R 5 1 - -

May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker).


Overdrives

Ultimate Whiner
63214H
GGAC May 63214H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25,20*8 Mid R 7+2 3 24 -8

Good reversal but unsafe on block. Can RC on block to make safe/advantageous.

Great Yamada Attack
236236S
GGAC May 236236S.png
You can't Fuujin the whale. Do not attempt to Fujin the whale.
Damage Guard Cancel Startup Active Recovery Frame Adv.
110 Mid - 9+0 - Total 74 -

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.

Super Screaming Ultimate Spinning Whirlwind
63214S
GGAC May 63214S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18*10 Mid R 1+8 {2(12)}*9,2 21 -4
Deluxe Goshogawara Bomber
P during Super Screaming Ultimate Spinning Whirlwind
GGAC May 63214SP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
48 Mid - 11 10 24 -3

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.


Instant Kill

May and the Jolly Crew
During IK Mode: 4123641236H
GGAC May IK1.png
GGAC May IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY - - 7+9 9 - -

May stuns often, so this gets much more mileage than your average IK.


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