GGST/May

From Dustloop Wiki

Overview

Overview

She has good range, strong pressure and explosive damage! Ferocious in battle and cute as a button - It’s May, everyone’s favourite Jellyfish Pirate.

Her signature move is Horizontal Mr. Dolphin, a powerful lunging attack. The S version is a fast blockstring ender and frame trapping tool, whereas the H version trades startup speed for frame advantage. Her c.S is a solid pressure tool and combo starter. Block happy opponents can be opened up with Overhead Kiss, a command grab that leads to devastating corner combos. Cycle these tools for a potent strike/throw mix-up.

May controls the mid range with f.S, 2S and 5H, a trifecta of disjointed normals that complement each other. Her marvelous 5K is a fast, dash cancelable poke that goes over lows. Combining these moves with Horizontal Mr. Dolphin makes for a strong neutral and solid pressure. Her swift jump and excellent aerials, most notably j.H, provide her with great aerial space control. She’s also packing a good anti-air in Vertical Mr. Dolphin. At longer ranges, she can apply pressure with Arisugawa Sparkle, a projectile attack best used as an okizeme tool due to its massive frame advantage on block. Most of her defensive options are mediocre at best, but it’s a small price to pay for such a solid moveset.

If you’re looking for a versatile, mix-up heavy character with plenty of disjoints, or just want to throw dolphins at jerks, then play May today!
May
GGST May Portrait.png
Damage Received Mod
×1.06
Guts Rating
4
Prejump
4F
Backdash
16F Duration
1-4F Invuln
1-11F Airborne
Fastest Attack
5P (4F)
Reversals
632146H (10F)

 May , classified as a Balance type, is a powerful attacker who specializes in charging at the opponent.

Pros
Cons
  • High Meterless Damage: May can dish out big damage off of counterhits anywhere on screen. She can easily convert into wallbreak and deal massive damage in the corner, especially thanks to her high RISC build.
  • Strong Strike-Throw: Her c.S is plus on block and enables scary frametraps, along with her damaging Overhead Kiss grab and ability to force mindgames after Horizontal Mr. Dolphin.
  • Aerial Game: A high and fast jump makes her tricky to catch, along with strong air normals like j.H, j.S and j.D. Many of her combos take to the air, and she has a strong crossup in j.2H for mixups
  • Fat Ground Pokes: 2S, f.S, and 5H are very disjointed, large, and powerful, allowing May to control space effectively. She also has a few faster, safer pokes with 5K and 2K.
  • Speed/Range Gap in Attack: Her aformentioned fat ground pokes either have a slow startup, recovery or a combination of both. Meanwhile, her safer pokes are stubby and unrewarding. Some characters with big and fast pokes can give a lot of trouble.
  • Notably Weaker Midscreen: May is greatly enabled in the corner, as her pressure and damage is far worse midscreen: Her Overhead Kiss is much less rewarding, her strike/throw is more easily stopped by Faultless Defense, and outside of counterhit starters like 2H and 5K, or having enough meter for a Roman Cancel, her damage is greatly limited. Her pokes also do not convert into a lot of damage or hard knockdowns, unless May has meter for a Roman Cancel.
  • Weak To Upper Body Invulnerability: Due to a large number of May's key tools in neutral and pressure like 5K, [4]6S and j.H lacking disjoints or having extended hurtboxes, they are very susceptible to upper body invulnerable moves like 6P. May also has trouble discouraging 6P use, with short range or unsafe low profile tools.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 4 3 8 -1
Total: 14

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 8 6 11 -5
Total: 24

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 All 7 6 8 +3
Total: 20

May's strongest combo starter and go-to pressure and punishment tool at close range. Good for catching backdashes when opponent is trying to avoid her command grab. Hitbox is in front of May and reaches slightly above her head, so this attack can be used as a high-risk, high-reward anti-air.

  • Floats on air hit
  • Jump and dash cancellable
  • Dash cancel is -6 on block
  • c.S > 6H can be used as 3f frametrap or pressure reset, and is a true blockstring against standing Anji, Faust, Goldlewis, and Potemkin.

Gatling Options: 6P, 3K, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 12 3 19 -8
Total: 33

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
55 All 13 8 15 -4
Total: 35

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Dust Attack 50 High 20 3 26 -15
Charged Dust Attack 62 High 28 3 26 -10
Total: 48
Total: 56
Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float

Universal overhead. Longest range dust attack in the game. However, it has no disjoint. Can be gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 All 5 4 8 -2
Total: 16

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 6 4 10 -2 4-15F Low profile
Total: 19

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 All 10 3 18 -7
Total: 30

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 All 11 13 26 -20
Total: 49

May crouches and swings her anchor over her head from front to back. The entire attack is very disjoint, making it a powerful, but high-commitment, anti-air and launcher. This attack is also a staple of May's combo strings because of its favorable launch properties.

  • Launches opponents up and away from May on hit. Launch effect is stronger on counterhit.
  • Soft knockdown on hit.
  • Can be special cancelled on block to make it safer.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 10 7 17 -7
Total: 33

May's sweep is quick but somewhat lacking in range. It combos from 2K and 5K for HKD, but only at close range.

May's okizeme with Arisugawa Sparkle sets up annoying Strike/Throw scenarios with c.S/Overhead Kiss respectively, so landing hard knockdowns is a helpful way to keep the pressure up. If using Arisugawa Sparkle on okizeme, be sure to delay the attack long enough for the ball to actually hit on wakeup, since it's a quick projectile once it starts moving.

  • Hard knockdown on hit

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 All 12 6 18 -7 1-3 Upper Body
4-17 Above Knees
Total: 35

May's anti-air normal. Has good upper body invulnerability and leads to strong on-the-ground pressure when followed up with Arisugawa Sparkle and whiffed HS Vertical Mr. Dolphin on counterhit.

Hurtbox size over time: 1-3 upper body invuln 4-17 above knees invuln

  • Soft knockdown on hit
  • Hard knockdown on counterhit
  • 6P can be used as frametrap after 5P, 2P, 5K, 2K without delay

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 28 6 6 +2
Total: 39

3K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Low 11 9 15 -10
Total: 34

May crouches before sliding anchor-first on the ground. May's hurtbox is larger than the hitbox of this move, which means it usually trades or loses to other low attacks. This move is usually used as Mays best conversion from her P normals. Very punishable on block but gives a soft knockdown which allows for a Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 5K afterwards.

  • Low profile during active frames
  • Leaves May at +16 on hit at worst
  • Cannot be special or super cancelled

6H

(Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 [90] All [All (Guard Crush)] 16~39 [40] 6 24 -8 [+8]

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High 5 3 12 +2~5 (IAD j.PPP)
Total: 19

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High 7 3 12 +0~3 (IAD)
Total: 21

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 High 12 4 15 +6 (IAD)
Total: 30

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 High 12 10 15 +9 (IAD)
Total: 36

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 High 10 6 21 -8 (Airborne)
Total: 36

j.2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High 13 Until L 6 +2 (IAD)

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.

May hurls her opponent over her head in the direction used to input the throw (unlike past games). Not as rewarding as Overhead Kiss when the opponent is near the corner, but is easier to use in pressure and can switch sides. HKD frame advantage is +48.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10
Total: 14
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.

May quickly grabs and kicks her opponent to the ground. Air throws are a universal anti-air option that work well when the opponent makes a predictable high jump-in or when the opponent jumps right next to you. Despite the hit and whiff animations, air throws require the opponent to be above and on either side of you to connect. Quick use of air throws can make opponents think twice about holding back-jump against May's strike/throw mixups.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +48 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage is +50 at lowest possible height, +49 after a normal and super jump, +52 after a double jump and +48 with an added Up Drift Roman Cancel.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Special Moves

Mr. Dolphin Horizontal

[4]6S (Hold OK) or [4]6H (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[4]6S 30 All 7 18 20 (24 OH) -3
[4]6H 40 All 25 18 20 (18 OH) +7
Total: 48
Total: 60

May's premier special move up close and a nearly universal blockstring-ender. The hurtbox is larger than the hitbox, and the hitbox does not hit low profile moves or 6P, so low pokes and 6P will usually counterhit this attack. You will primarily use the held version, however the un-held version useful for mixups as it carries momentum and does not go very far. Mixing between the S and HS versions makes it difficult for May's opponent to land a counterhit. Spacing yourself out before S Dolphin allows you to whiff punish most normal attacks with good positioning. Enormously rewarding on counterhit, particularly in the corner.

  • Staggers on grounded counterhit
  • S unheld is useful to setup grabs on unsuspecting opponent
  • (HS only) Wall-bounces on air hit
  • (HS only) Non-OTG tumble on air counterhit

Mr. Dolphin Vertical

[2]8S (Hold OK) or [2]8H (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[2]8S 40 All→High 6 19 7 (21 OH) 0 (Airborne)
[2]8H 45 All→High 11 27 8 (19 OH) +6 (Airborne)
Total: 45
Total: 56

The S version of this attack is a quick anti-air. The HS version, while slower, travels in a much longer arc, and is commonly used as an anti-air and combo extender. When held down, both version extend the distance traveled. Mr. Dolphin Vertical is a mid attack on the way up and an overhead on the way down. The attack is disjoint while ascending, making it an excellent anti-air. May can use her double jump, airdash or attack on hit or block after recovery if she's still in the air. This is useful for combo extensions using the HS version of this attack or avoiding punishments after a blocked overhead.

  • (Ascending only) Hard knockdown on hit.
  • H point blank after landing is -4.
  • Hard knockdown on air hit
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
[2]8S 80% 2 Mid HKD +65 [+3] (Airborne) 1500→1125 2000 700 60%→100% 25% 150
[2]8H 80% 3 Mid HKD +84 [+9] (Airborne) 2000→1500 2000 700 60%→100% 25% 150

[2]8S:

  • Values in [ ] are for the descending part of the move.
  • Properties change between the initial rising arc and the final descending arc of the attack
    • Attack is only an overhead during the descending arc.
    • Hard Knockdown on only the rising arc.
    • Launches on hit of only the rising arc.
    • Lower R.I.S.C. Gain but higher OTG damage on the descending arc.
  • When attack connects, May receives only 5F hitstop (8F less than her opponent)
    • To be ultra precise, May has 6F hitstop but unusually it begins the same frame her attack lands, defying system conventions.
  • Horizontal Activation Range: 350
  • Vertical Activation Range: 300 (Only during descending arc)


[2]8H:

  • Values in [ ] are for the descending part of the move.

Overhead Kiss

623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Ground Throw 6 2 40 N/A 1-6F Throw
Total: 47

May's command grab which enables her powerful throw mixups. Can combo into wallbreak in the corner without RC or combo into strong follow-up pressure midscreen.

  • Throw invulnerable frames 1-6
  • Throw results in a ground-bounce. Hitting the opponent while they are airborne nets a wall bounce/wall splat.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% Forced HKD +66 2500 1000 100
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • If comboed into from a Stagger after Mr. Dolphin Horizontal, applies 0 Combo Decay
  • First does 20 damage, then does 30 damage.

Arisugawa Sparkle

214P or 214K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P 50 All 48 6, 10 Total 45 +29
214K 50 All 48 10, 10 Total 45 +29
Total: 98
Total: 102

Mr. Arisugawa kicks a ball towards the opponent. The P version fires at a ~50⁰ downward angle, while the K version fires at a ~15⁰ downward angle. Mr. Arisugawa spawns the ball high above May, so avoid using it when the opponent is right in your face as it will likely whiff. Useful as a meaty projectile for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and for on-the-ground pressure following a 6P counterhit.

Since it also gives you meter frame 1, you can super cancel this move if you almost have 50 meter and need a super, for example to wall break and knockdown.

  • The opponent can destroy the ball by hitting it with an attack.
  • After destroying the ball, the opponents attack will still be active, and they can cancel their move like normally.
  • May is actionable before the beachball hitbox comes out
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
214P 80% 2 Very Small +32 200 1000 300 100% 12% 100
214K 80% 2 Very Small +32 200 1000 300 100% 12% 100

214P:

  • Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
  • Clash Level: 0 (Loses to other projectiles and strikes)
  • Clash Hits: 1


214K:

  • Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
  • Clash Level: 0 (Loses to other projectiles and strikes)
  • Clash Hits: 1
  • Horizontal Activation Range: 150

Overdrives

Great Yamada Attack

236236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
170 All 10+1 88 -54
  • Can whiff or be low profiled in certain dead zones.
  • Non-OTG tumble on hit

After a cinematic, Mr. Yamada appears from the corner behind May and travels in a long arc across the screen while May enters a recovery animation. A belligerent, whale-sized punish. May can use a forward Purple Roman Cancel after summoning Mr. Yamada to force an extremely damaging high/low mixup at the cost of 100 tension if used at mid-to-close range.

The Wonderful and Dynamic Goshogawara

632146H (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
66[43], 82 All 6+4 12(22)10 55 -31 1-21F Full
Total: 108
  • Invincible from frame 1
  • Second hit knocks opponent away from May on hit

May's only true reversal and a useful move for forcing a wall-break. May hops on to Goshogawara the orca for a two-hit attack. The first hit, on the way up, is effectively a massive invulnerable uppercut. The second hit, when Goshogawara splashes down, sends the opponent flying and can wallbreak. If May uses a Purple or Red Roman Cancel during the move, she gets off Goshogawara, but the attack continues anyway, which can lead to an extremely damaging combo on hit or a potent high/low or left/right mixup on block at the cost of 100 tension.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
100% Mid HKD +38 1200, 500 1000 0 80%, 60% 25%, 12%
  • Goshogawara spawns during super freeze on frame 6 and can be Purple Roman Cancelled immediately after end of super freeze. If this is done, the first hit will deal 43 damage
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.

Colors

GGST May color 1.png
GGST May color 2.png
GGST May color 3.png
GGST May color 4.png
GGST May color 5.png
GGST May color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST May color 7.png
GGST May color 8.png
GGST May color 9.png
GGST May color 10.png
GGST May color 11.png
GGST May color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST May color 13.png
GGST May color 14.png
GGST May color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

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