< GGXRD-R
m (→Instant Kill) |
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(22 intermediate revisions by 9 users not shown) | |||
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|guts=3 | |guts=3 | ||
|stun=70 | |stun=70 | ||
|weight=Light | |||
|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=13F | |backdashTime=13F | ||
Line 37: | Line 38: | ||
* Beefy normals with good rewards on counter hit | * Beefy normals with good rewards on counter hit | ||
* Great oki and solid mixups with high/low and command grab | * Great oki and solid mixups with high/low and command grab | ||
* Great mobility, especially in the air: good run, good backdash, amazing jump, fdc to alter jump arc, dolphin ride, and ball hop | |||
===Weaknesses=== | ===Weaknesses=== | ||
* No real way to escape pressure outside of universal system mechanics | * No real way to escape pressure outside of universal system mechanics | ||
* Has difficulty keeping safe pressure on opponent without summons | * Has difficulty keeping safe pressure on opponent without summons | ||
* | * Mediocre midscreen meterless damage without summons for combo extension | ||
<br clear=all/> | <br clear=all/> | ||
Line 241: | Line 243: | ||
|cancel=S | |cancel=S | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=19~47 | ||
|active=6 | |active=6 | ||
|recovery=18 | |recovery=18 | ||
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|header=no | |header=no | ||
|version=Charged | |version=Charged | ||
|damage=70 | |damage=70 | ||
|tension=? | |tension=? | ||
|risc= | |risc= | ||
Line 286: | Line 288: | ||
|cancel=S | |cancel=S | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=20~25 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=31 | ||
|frameAdv=- | |frameAdv=-18 | ||
}} | }} | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|startup=26 | |startup=26 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=21 | ||
|frameAdv=-8 | |frameAdv=-8 | ||
|inv= | |inv= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for jump-ins, anti-air, | *Used for jump-ins, anti-air, covering May's jump and controlling air space. | ||
*[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] j.H, j.D | *[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] j.H, j.D | ||
May extends her anchor really low to the ground. Your go-to tool for jump-ins after jumps and airdashes. Rising j.S cover May from airthrow attempts, and can be used as anti-air, especially when combined with throw OS. Recovers really quickly, giving May air movement freedom after whiffing a rising j.S. Can be linked to j.P on block or hit, or gattling to j.HS. | May extends her anchor really low to the ground. Your go-to tool for jump-ins after jumps and airdashes. Rising j.S cover May from airthrow attempts, and can be used as anti-air, especially when combined with throw OS. Recovers really quickly, giving May air movement freedom after whiffing a rising j.S. Can be linked to j.P on block or hit, or gattling to j.HS. Links to j.HS on counter hit for major damage. | ||
}} | }} | ||
}} | }} | ||
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*[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] j.D | *[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] j.D | ||
Fairly slow but has a great hitbox that goes from below May to | Fairly slow but has a great hitbox that goes from below May to above her hat. Great tool for controlling air space, especially with backthrow OS. Has a lot of untech frames, especially on counter hit, for relaunch combos. | ||
}} | }} | ||
}} | }} | ||
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* Used for jump-ins and left/right mixups | * Used for jump-ins and left/right mixups | ||
May's other jump in tool. May hurtbox extends below the hitbox, making this move vulnerable to anti-airs. Changes May's air momentum, making this great for left/right mixups off an airdash or backward airdash. Has no landing recovery, making this move vital for her dolphin cancel mixups, by whiffing this into a low attack immediately after landing. | May's other jump in tool. May hurtbox extends below the hitbox, making this move vulnerable to anti-airs. Changes May's air momentum, making this great for left/right mixups off an airdash or backward airdash. Has no landing recovery, making this move vital for her dolphin cancel mixups, by whiffing this into a low attack immediately after landing. Can be Faultless Defense-cancelled, though probably not as useful as Faust or I-No's FDCs. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=0, | |damage=0,60 | ||
|tension=? | |tension=? | ||
|risc= | |risc= | ||
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* Proration: Forced 65% | * Proration: Forced 65% | ||
May | May is tied with Bedman for the largest air throw range in the game. Because May's AAs are a bit slow to come out (especially in the context of pressure), jumping up and air throwing opponents can be a very effective way to deal with jump ins at closer ranges. Jumping up and air throwing opponents can also be used in general to make opponents less jumpy if used correctly. After landing, setup Applause for the Victim for okizeme, or dash in to start pressure. | ||
}} | }} | ||
}} | }} | ||
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|startup=5 | |startup=5 | ||
|active=14 | |active=14 | ||
|recovery= | |recovery=4 + 5 after landing | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|inv= | |inv= | ||
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|image=GGXRD_May_ApplauseForTheVictim_PK.png | |image=GGXRD_May_ApplauseForTheVictim_PK.png | ||
|caption=Hold button to delay | |caption=Hold button to delay | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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* Hold the button during summon and release it later to activate the attack. | * Hold the button during summon and release it later to activate the attack. | ||
* Alternatively, tap the button during summon, press it again later and then release it to activate the attack. | * Alternatively, tap the button during summon, press it again later and then release it to activate the attack. | ||
* Dolphins will automatically release after 208f (K and HS) or 209f (P and S) | |||
* Startup after release: 5f (K and HS) or 6f (P and S) | |||
All around great tool for neutral and pressure. In neutral, the dolphin is great for controlling space. You can hold the button and make use of the threat of being able to send the dolphin to attack at any time to discourage the opponent from doing anything, making it easy to appraoch them. | All around great tool for neutral and pressure. In neutral, the dolphin is great for controlling space. You can hold the button and make use of the threat of being able to send the dolphin to attack at any time to discourage the opponent from doing anything, making it easy to appraoch them. | ||
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|roman=YRP | |roman=YRP | ||
|startup=24 | |startup=24 | ||
|active= | |active=34 | ||
|recovery=37 Total | |recovery=37 Total | ||
|frameAdv=+7 | |frameAdv=+7 | ||
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|roman=YRP | |roman=YRP | ||
|startup=24 | |startup=24 | ||
|active= | |active=34 | ||
|recovery=37 Total | |recovery=37 Total | ||
|frameAdv=+7 | |frameAdv=+7 | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|header=yes | |||
|version=P | |||
|damage=50 | |||
|tension=? | |||
|risc= | |||
|prorate= | |||
|level=? | |||
|guard=All | |||
|cancel= | |||
|roman=YRP | |||
|startup=10 | |||
|active=12 | |||
|recovery=0 | |||
|frameAdv= | |||
|inv= | |||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=K | |||
|damage=50 | |damage=50 | ||
|tension=? | |tension=? | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=10 | ||
|active=18 | |active=18 | ||
|recovery=0 | |recovery=0 | ||
Line 1,007: | Line 1,030: | ||
|inv= | |inv= | ||
|description= | |description= | ||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=S | |||
|damage=50 | |||
|tension=? | |||
|risc= | |||
|prorate= | |||
|level=? | |||
|guard=All | |||
|cancel= | |||
|roman=YRP | |||
|startup=10 | |||
|active=24 | |||
|recovery=0 | |||
|frameAdv= | |||
|inv= | |||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=HS | |||
|damage=50 | |||
|tension=? | |||
|risc= | |||
|prorate= | |||
|level=? | |||
|guard=All | |||
|cancel= | |||
|roman=YRP | |||
|startup=10 | |||
|active=22 | |||
|recovery=0 | |||
|frameAdv= | |||
|inv= | |||
|description= | |||
* Active frames are max distance on whiff (?) | |||
* Used for okizeme, combos and closing distance | * Used for okizeme, combos and closing distance | ||
* Proration: Forced 70% | * Proration: Forced 70% | ||
* Wallsplats on air hit near corner | * Wallsplats on air hit near corner | ||
Effectively the opposite of Force Break Dolphins from AC and +R, Dolphin Hopping is a vital combo and pressure tool for May in Xrd. Can be canceled into an airdash on hit or block with a generous window. May can also | Effectively the opposite of Force Break Dolphins from AC and +R, Dolphin Hopping is a vital combo and pressure tool for May in Xrd. Can be canceled into an airdash on hit or block with a generous window. May can also kill her forward momentum by using an air normal within a certain frame window when the dolphin hits or is blocked, enabling her deadly dolphin cancel mixup. Check Strategy section for more details. | ||
}} | }} | ||
}} | }} | ||
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|cancel= | |cancel= | ||
|roman=Y | |roman=Y | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery=6 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
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|startup=16 | |startup=16 | ||
|active=5(18)Till Landing | |active=5(18)Till Landing | ||
|recovery= | |recovery=20 after Landing | ||
|frameAdv=-15 | |frameAdv=-15 | ||
|inv= | |inv= | ||
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|input=623K | |input=623K | ||
|image=GGXRD_May_OverheadKiss.png | |image=GGXRD_May_OverheadKiss.png | ||
|caption=this is you, when you don't condition your opponent | |||
|image2=GGXRD_May_OverheadKiss2.png | |image2=GGXRD_May_OverheadKiss2.png | ||
|caption2=places the opponent on the ground, right next to you | |||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used | *Used for unburstable damage, and as an invulnerable reversal on defense. | ||
*Full invulnerability from frames 1-9 | *Full invulnerability from frames 1-9 | ||
*Strike invulnerability from frames 10-14 | *Strike invulnerability from frames 10-14 | ||
*20% minimum damage | |||
Mediocre reversal with 50 meter, unsafe on block. Gives your opponent a ton of meter on hit. YRC before super flash is a good defense option to dodge meaties at only 25% meter. Also a good combo ender when the opponent's at low health due to its multi-hit nature being able to blow through guts, as well as being unburstable. | Mediocre reversal with 50 meter, unsafe on block. Gives your opponent a ton of meter on hit. YRC before super flash is a good defense option to dodge meaties at only 25% meter. Also a good combo ender when the opponent's at low health due to its multi-hit nature being able to blow through guts, as well as being unburstable. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Great Yamada Attack | |name=Great Yamada Attack | ||
|input=236236S | |input=236236S<br/>[236236D] | ||
|image=GGXRD_May_GreatYamadaAttack.png | |image=GGXRD_May_GreatYamadaAttack.png | ||
|image2=GGXRD_May_GreatYamadaAttack2.png | |image2=GGXRD_May_GreatYamadaAttack2.png | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|header=yes | |||
|version=Normal | |||
|subtitle=236236S | |||
|damage=140 | |damage=140 | ||
|tension= | |||
|risc= | |||
|prorate= | |||
|level=? | |||
|guard=Mid | |||
|cancel= | |||
|roman=YRP | |||
|startup=9+0 | |||
|active=27 | |||
|recovery=38 | |||
|frameAdv=-33 | |||
|inv= | |||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=Burst | |||
|subtitle=236236D | |||
|damage=175 | |||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|description= | |description= | ||
* Used in corner combos for unburstable damage, anti-air, or to create unblockable situation | * Used in corner combos for unburstable damage, anti-air, or to create unblockable situation | ||
* 20% minimum damage (65% for Burst) | |||
* Proration: Forced 65% | * Proration: Forced 65% | ||
* Strike invulnerability from frames 5- | * Strike invulnerability from frames 5-8 (1-9 full for Burst) | ||
* Tumbles for 54f on hit and 79f on CH | |||
A huge whale. Hitbox does not reach low to the ground. Great combo filler after 6[H], dealing major damage and stun. Situational anti air when May's back is facing the corner due to being 0 startup after super flash at that spot. Possible to be used in hilarious "unblockable" setups, check Strategy section for details. | A huge whale. Hitbox does not reach low to the ground. Great combo filler after 6[H], dealing major damage and stun. Situational anti air when May's back is facing the corner due to being 0 startup after super flash at that spot. Possible to be used in hilarious "unblockable" setups, check Strategy section for details. | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for unburstable corner carry and confirming whiff punishes. | |||
*Strike invulnerability on frame 1 | *Strike invulnerability on frame 1 | ||
*Throw invulnerability during movement | *Throw invulnerability during movement | ||
Spins. Unfortunately does not have super armor. Combo filler with great corner carry. Buffer into this move to confirm whiff punishes. Possible to combo after corner HS horizontal dolphin in the corner as well. | *20% minimum damage | ||
Spins. Unfortunately does not have super armor. Combo filler with great corner carry. Buffer into this move to confirm whiff punishes. Possible to combo after corner HS horizontal dolphin in the corner as well, by performing microdash before this move. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
There's absolutely no reason to | There's absolutely no reason not to do this move after Ultimate Spinning Whirlwind, as it adds extra damage and safe even if blocked. 20% minimum damage. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|May]] | ||
Latest revision as of 04:47, 25 December 2023
May |
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Defense Modifier: x1.06 Guts Rating: 3 Weight: Light Stun Resistance: 70 Jump Startup: 3F Backdash Time 13F / Invul: 1-9F
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Overview
22-year-old little girl with an anchor. Pixie brawler of the game.
Strengths
- Great ability to control space thanks to the new Beach Ball and Applause for the Victim mechanics
- Above average damage output
- Beefy normals with good rewards on counter hit
- Great oki and solid mixups with high/low and command grab
- Great mobility, especially in the air: good run, good backdash, amazing jump, fdc to alter jump arc, dolphin ride, and ball hop
Weaknesses
- No real way to escape pressure outside of universal system mechanics
- Has difficulty keeping safe pressure on opponent without summons
- Mediocre midscreen meterless damage without summons for combo extension
Normal Moves
5P
5P |
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5K
5K |
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6K
6K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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3K
3K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.2H
j.2H |
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j.D
j.D |
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Universal Mechanics
Throw
Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Mr. Dolphin Horizontal
Mr. Dolphin Horizontal [4]6S/H |
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Mr. Dolphin Vertical
Mr. Dolphin Vertical [2]8S/H |
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Applause for the Victim
Applause for the Victim 41236P/K/S/H |
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Hop on Dolphin
Hop on Dolphin Touch the Hoop dolphin during a jump |
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Don't Miss It!
Don't Miss It! 214P/K |
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Ball Jump
Ball Jump 1/2/3 near the ball during a jump |
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Ensenga
Ensenga? j41236HS |
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Overhead Kiss
Overhead Kiss 623K |
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Overdrives
Ultimate Whiner
Ultimate Whiner 63214H |
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Great Yamada Attack
Great Yamada Attack 236236S [236236D] |
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Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind 63214S |
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Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber P during Ultimate Spinning Whirlwind |
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Instant Kill
And Then She Said... Farewell in IK mode: 236236H |
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