GGReload/May/Frame Data

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System Data[edit]

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


Normals[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 10 1.4 - - 1 Mid CSJR 5 4 6 ±0
  • Initial proration 80%
5K 20 2.6 - - 2 Mid SJR 9 6 9 -3
  • 4-15F Throw inv
  • 4-17F Foot inv
c.S 30 3.8 - - 4 Mid SJR 7 3 15 -1
f.S 33 2.6 - - 3 Mid SJR 12 3 20 -9
5H 50 3.8 - - 5 Mid SR 13 4 8 +7
  • 13-16F Foot inv
  • Staggers opponent on CH (max 47F)
5D 22 2.6 - - 3 High R 25 3 18 -4
6P 44 3.8 - - 4 Mid SR 16 6 18 -7
  • 1-18F above knees inv
  • Knocks down opponent on ground hit
  • Dizzy modifier x3
6H 70 3.8 - - 5 Mid SR 16 6 34 -21
2P 10 1.4 - - 1 Mid CSR 5 4 6 ±0
  • Initial proration 80%
2K 14 1.4 - - 1 Low SR 7 4 9 -3
  • Initial proration 80%
  • 7-10F Low profile
2S 26 2.6 - - 3 Mid SR 9 3 15 -4
2H 44 3.8 - - 5 Low SR 14 3 16 ±0
  • Knocks down opponent on ground hit
  • Floats and pulls in opponent on ground CH
2D 30 2.6 - - 4 Low SR 7 10 8 -1
3K 24 2.6 - - 2 Low R 8 21 18 -27
  • 7-28F Low profile
j.P 14 1.4 - - 1 High, Air CSR 5 6 6 -
j.K 24 2.6 - - 2 High, Air SR 7 6 10 -
j.S 30 2.6 - - 3 High, Air SJR 13 4 5 -
j.H 40 2.6 - - 3 High, Air SR 12 10 15 -
j.D 38 3.8 - - 4 High, Air SJR 10 12 24+5L -
  • Floats opponent on hit
  • Dizzy modifier x1.75
  • can gatling to P/K/S/H from 29F onwards
j.2H 34 2.6 - - 3 High, Air SR 13 Until L Until L -
Ground Throw 55 - - - - - - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
Air Throw 60 - - - - - - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
DAA 25 2.6 - - 3 All R 16 6 18 -10
  • Total 43F

Specials[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
S Mr. Dolphin Horizontal
[4]6S
50 1.5/4.8 - - 3 All F 7 14 See notes -8
  • 4F onwards upper body inv
  • 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
H Mr. Dolphin Horizontal
[4]6H
50 1.5/4.8 - - 3 All F 8 20 See notes -8
  • 4F onwards upper body inv
  • 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
S Mr. Dolphin Vertical
[2]8S
50 1.5/4.8 - - 3 Mid F 8 22 See notes -13
  • 1F onwards throw inv
  • 4F onwards airborne
  • Knocks down opponent on ground hit
  • During the descending part of the attack, must be blocked HA
  • 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
H Mr. Dolphin Vertical
[2]8H
50 3.0/7.2 - - 3 Mid F 8 27 See notes -11
  • 1F onwards throw inv
  • 4F onwards airborne
  • Knocks down opponent on ground hit
  • During the descending part of the attack, must be blocked HA
  • 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
Restive Rolling
623S
30 1.5/3.6 - - 3 Mid R 13 40 22+9L -57
  • Floats opponent on hit
  • 26F onwards can cancel into Hard to Port
Air Restive Rolling
j.623S
30 1.5/3.6 - - 3 Mid R 10 40 Until L+9 -
  • Floats opponent on hit
  • 23F onwards can cancel into Hard to Port
Hard to Port
Restive Rolling > Direction + S
20 0.5/3.0 - - 3 Mid R 11 24 Until L+9 -
  • Floats opponent on hit
  • 26F onward can cancel into another Hard to Port (max 3)
Applause for the Victim
41236P/K/S/H
20,22*2or3or6 2.5/0.0 - - 3 Strike: HLF
Dolphin: All
RF 23 12 21 -19
  • 1-25F Upper body inv
  • 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: (~119F), 2 dolphins: (120~359F), 3 dolphins (360~719F), 4 dolphins (720~1079F)
  • If held for 1080F, 3 dolphins are released automatically
Overhead Kiss
63214K
40 2.0/4.8 - - - Throw R 5 1 - -
  • On whiff, recovery 42F
  • 1-5F Throw inv
  • Initial proration 75%

Overdrives[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Ultimate Whiner
63214H
25,20*8 - - - 5 Mid R 7+2 3 24 -8
  • 1-10F Full inv
  • 11-13F Strike inv
  • 1st hit and 9th hit knock down opponent on hit
Super Screaming Ultimate Spinning Whirlwind
63214S
18*10 - - - 5 Mid R 1+8 {2(12)}*9,2 21 -4
  • 1F onwards throw inv
  • Knocks down opponent on air hit
  • Hitstop 7F
  • Dizzy modifier x0
  • Can cancel into Deluxe Goshogawara Bomber 10F onwards (1F after attack becomes active)
Deluxe Goshogawara Bomber
Super Screaming > P
48 - - - 4 Mid - 11 10 24 -3
  • Knocks down opponent on hit
Great Yamada Attack
236236S
110 - - - 5 Mid - 9+0 - Total 74 -
  • 5-12F Strike inv
  • Wall bounces opponent on hit

Instant Kill[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
May and the Jolly Crew
in IK Mode: 4123641236H
DESTROY - - - - - - 7+9 9 - -
  • IK Mode activation: 50F
  • 1-18F Full inv

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
5K 6P 3K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
3K - - - - - -
c.S - - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - 3K 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2S - - - 5H, 2H, 6H 5D, 2D Sp
5H - - - - 5D, 2D Sp
2H - - - - 2D Sp
6H - - - - - Sp
5D - - - - - homing jump
5[D] - - - - - -
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S j.H j.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.2H - - - - - Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


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Guilty Gear XX #Reloade
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System Explanations

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