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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
Dolphins can be stuffed during startup by aware opponents
May does a standard jab, It's pretty fast and the range on it is very short, mostly used for tick Overhead Kiss set-ups. Will whiff on some crouching characters.
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 Robo-Ky's slide, Anji's stomps, Slide Head, and other low moves.
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.
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.
Can be used as a high risk, high reward anti-air 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.
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.
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.
May slides on the ground head first about 1/3-1/2 of the screen. Extreme low profile from frames 7~28 at the cost of being incredibly unsafe on block. 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.
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.
Knocks down opponent on ground hit. Floats and pulls in opponent on ground CH. Can be used to low profile or clash with wakeup DPs if spaced correctly.
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.
Very slow and generally not as useful as j.H and j.2H. It can be used to beat/trade with certain 6P's 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 j.S > j.H which is her most used IAD jumpin.
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.
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.
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.
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.
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.
4F onwards upper body invul. 1F onwards airborne. May has landing recovery 5F on hit or block. 3F Landing recovery on whiff. Can be cancelled into anything except for ordinary movement. Must charge for 30F to use this move.
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. Used in the majority of combos. Must be jump installed in block strings for jump/airdash after FRC.
1F onwards throw invul. 4F onwards airborne. Knocks down opponent on ground hit. During the descending part of the attack, must be blocked high. May has landing recovery 5F on hit or block. 3F Landing recovery on whiff. Can be cancelled into anything except for ordinary movement. Must charge for 30F to use this move.
Useful after knockdowns for oki setups or at neutral to gain the advantage. Button held determines distance at which the hoop will appear. 1~25F Upper body invul. Floats opponent on hit. Total 55F. Dolphin startup is 17F after button release. Number of dolphins depends on how long button is held:
1 Dolphin: (1~119F)
2 dolphins: (120~359F)
3 dolphins (360~719F)
4 dolphins (720~1079F)
If held for 1080F, 3 dolphins are released automatically
Can be used as an antiair and has some strike invincibility on startup. Can be comboed into from a 6P combo depending on spacing. Only 9+0 directly above/behind May.
Super Screaming Ultimate Spinning Whirlwind 63214S
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.