GGXRD-R2/May: Difference between revisions

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[[File:GGXRD-R_May_Portrait.png|350px|center]]
[[File:GGXRD-R_May_Portrait.png|350x500px|center]]
|-
|-
||{{CharData-GGXRD-R2
||{{#lsth:GGXRD-R2/May/Data|SystemData}}
|defense=x1.06
|guts=3
|stun=70
|weight=Light
|jumpStartup=3F
|backdashTime=13F
|backdashInv=1-9F
}}
;Movement Options
;Movement Options
:Double Jump, 1 Air Dash, Dash Type: Run
:Double Jump, 1 Air Dash, Dash Type: Run
;Play-style
:Aggressive, Oki, Mixup
|}
|}
{{CharNav |charMainPage=GGXRD-R2/May
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_MA.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/287-may/
}}
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<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:225px; width:1px;">
  &nbsp;
</div>
</div>


==Overview==
==Overview==
22-year-old little girl with an anchor. Pixie brawler of the game.
22-year-old little girl with an anchor. She is a member of the Jellyfish Pirates, and is obsessed with its leader Johnny. Gameplay-wise, she is the pixie brawler of the game.


===Strengths===
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Great ability to control space thanks to the new Beach Ball and Applause for the Victim mechanics
* Great ability to control space thanks to the new Beach Ball and Applause for the Victim mechanics
* Above average damage output
* Above average damage output
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* 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
* Great mobility, especially in the air: good run, good backdash, amazing jump, fdc to alter jump arc, dolphin ride, and ball hop
 
| style="width: 50%;"|
===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
* Mediocre midscreen meterless damage without summons for combo extension
* Is not real :(
|-
|}
{{#lst:GGXRD-R2/May/Data|Links}}
<br clear=all/>
<br clear=all/>
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}


==Normal Moves==
==Normal Moves==
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|image=GGXRD_May_5P.png
|image=GGXRD_May_5P.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=10
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|5P}}
|risc=
{{!}}-
|prorate=
{{Description|6|
|level=?
|guard=Mid
|cancel=CSJ
|roman=YRP
|startup=5
|active=4
|recovery=6
|frameAdv=0
|inv=
|description=
 
*Used for pressure, setting up tick throws or frame traps, Burst-safe confirms, anti-airing, and disrespecting pressure.
*Used for pressure, setting up tick throws or frame traps, Burst-safe confirms, anti-airing, and disrespecting pressure.
*Proration: 80%
*Proration: 80%
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|image=GGXRD_May_5K.png
|image=GGXRD_May_5K.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=20
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|5K}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used as a fast, long-range poke. Also used for ranged pressure, jump-checks and punishes.
|level=?
|guard=Mid
|cancel=SJ
|roman=YRP
|startup=9
|active=6
|recovery=9
|frameAdv=-3
|inv=
|description=
*Used as a fast, long-range poke. Also used for ranged pressure, jump-checks and punishes.
*Foot invulnerability from frames 4-17.
*Foot invulnerability from frames 4-17.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
May's main poke. Good at stopping your opponent's advance and whiff punishing. Relatively safe on whiff with only 9f recovery, and pretty safe on block. On block, whiff cancel with 2K or frametrap with stagger f.S / 5H. On hit, cancel to 2D for knockdown or f.S when 2D does not reach. Dodges some low moves, notably Sol's 2D and Potemkin's Slide Head. 5K after a blocked Applause for the Victim / Beach ball / 5H is a good way to jump-check your opponent.
May's main poke. Good at stopping your opponent's advance and whiff punishing. Relatively safe on whiff with only 9f recovery, and pretty safe on block. On block, whiff cancel with 2K or frametrap with stagger f.S / 5H. On hit, cancel to 2D for knockdown or f.S when 2D does not reach. Dodges some low moves such as Ky's 2D and Potemkin's Slide Head. 5K after a blocked Applause for the Victim / Beach ball / 5H is a good way to jump-check your opponent.
  }}
  }}
}}
}}
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|image=GGXRD_May_6K.png
|image=GGXRD_May_6K.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=35
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|6K}}
|risc=
{{!}}-
|prorate=
{{Description|6|* Used as an overhead attack in pressure, baiting wake-up throws, and setup her Hop on Dolphin mixups.
|level=?
|guard=High / Air
|cancel=
|roman=YRP
|startup=20
|active=5
|recovery=8
|frameAdv=+1
|inv=
|description=
* Used as an overhead attack in pressure, baiting wake-up throws, and setup her Hop on Dolphin mixups.
* Airborne from frame 6
* Airborne from frame 6
* Feet invulnerability from frames 6-24
* Feet invulnerability from frames 6-24
Line 138: Line 97:
|image=GGXRD_May_cS.png
|image=GGXRD_May_cS.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=30
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|c.S}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for air converts, punishing, pressure, option selecting with forward throw, anti-airing, and setting up tick throws.
|level=?
|guard=Mid
|cancel=SJ
|roman=YRP
|startup=7
|active=3
|recovery=15
|frameAdv=-1
|inv=
|description=
*Used for air converts, punishing, pressure, option selecting with forward throw, anti-airing, and setting up tick throws.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Combo filler, jump cancel this for an air combo, or cancel into 2D for a knockdown on ground hit. Go-to starter for a fat corner punish. Can be used for throw OS (6S+H), however S horizontal dolphin will come out instead if done immediately from blocking. Prevent this by doing throw OS after instant blocking. Situational anti-air. Can be used to tick throw OHK, but you need to be dashing into point blank.
Combo filler, jump cancel this for an air combo, or cancel into 2D for a knockdown on ground hit. Go-to starter for a fat corner punish. Can be used for throw OS (6S+H), however S horizontal dolphin will come out instead if done immediately from blocking. Prevent this by doing throw OS after instant blocking. Situational anti-air. Can be used to tick throw OHK, but you need to be dashing into point blank.
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|image=GGXRD_May_fS.png
|image=GGXRD_May_fS.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=33
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|f.S}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used as a long-range poke. Also used for ranged pressure and punishes.
|level=?
|guard=Mid
|cancel=SJ
|roman=YRP
|startup=12
|active=3
|recovery=20
|frameAdv=-9
|inv=
|description=
*Used as a long-range poke. Also used for ranged pressure and punishes.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6K, 2S, 5H, 2H, 5D, 2D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6K, 2S, 5H, 2H, 5D, 2D
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. Detached hitbox at the tip of the animation (no hurtbox there) and hence can be used to safely meaty against many uppercut-type reversals including Sol's Volcanic Viper. Hitbox reaches low to the ground, making f.S generally good against 6P counterpokes as well as low profile moves e.g. Sol's 2D.
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. Detached hitbox at the tip of the animation (no hurtbox there) and hence can be used to safely meaty against many uppercut-type reversals including Sol's Volcanic Viper. Hitbox reaches low to the ground, making f.S generally good against 6P counterpokes as well as low profile moves e.g. Sol's 2D.
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{{MoveData
{{MoveData
|name=5H
|name=5H
|image=GGXRD_May_5H.png
|image=GGXRD_May_5H.png |caption=The Wall
|caption=Somehow not an overhead...
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=50
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|5H}}
|risc=
{{!}}-
|prorate=
{{Description|6|* Used for counter poking, anti-airing, pressure, frame traps, combo filler, and punishing.
|level=?
|guard=Mid
|cancel=SJ
|roman=YRP
|startup=13
|active=4
|recovery=8
|frameAdv=+7
|inv=
|description=
* Used for counter poking, anti-airing, pressure, frame traps, combo filler, and punishing.
* Causes stagger on ground CH.
* Causes stagger on ground CH.
* Foot invulnerability from frames 13-16.
* Foot invulnerability from frames 13-16.
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|name=6P
|name=6P
|image=GGXRD_May_6P.png
|image=GGXRD_May_6P.png
|caption=PAAAAAWWWNCH!!!!!
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Normal
{{!}}-
|damage=44
{{AttackVersion|name=Normal }}
|tension=?
{{#lsth:GGXRD-R2/May/Data|6P }}
|risc=
{{!}}-
|prorate=
{{Description|7|*Used for counter poking, anti-airing, pressure, frame traps.
|level=?
|guard=Mid
|cancel=S
|roman=YRP
|startup=16
|active=6
|recovery=18
|frameAdv=-7
}}
{{AttackData-GGXRD-R2
|header=no
|version=Charged
|damage=44
|tension=?
|risc=
|prorate=
|level=?
|guard=Mid
|cancel=S
|roman=YRP
|startup=19~45
|active=6
|recovery=17
|frameAdv=-7~+7
}}
{{AttackData-GGXRD-R2
|header=no
|version=Maximum Charge
|damage=44
|tension=?
|risc=
|prorate=
|level=?
|guard=Mid
|cancel=S
|roman=YRP
|startup=46~47
|active=6
|recovery=17
|frameAdv=+11
|inv=
|description=
*Used for counter poking, anti-airing, pressure, frame traps.
*Above knees invulnerability from frames 1-18. 1-8f before active for partial charge, Retains invuln when held (1-39f for fully charged version).
*Above knees invulnerability from frames 1-18. 1-8f before active for partial charge, Retains invuln when held (1-39f for fully charged version).
*Knocks back on regular hit, knocks down on counter-hit.
*Knocks back on regular hit, knocks down on counter-hit.
*Wallstick on full charge.
*Wallstick on full charge (28f/56f grounded/counter, 16f/32f air/counter).
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6K, c.S, 5H, 2H, 5D, 2D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6K, c.S, 5H, 2H, 5D, 2D
May punch. Great priority in anti-air situations, however difficult to use due to its slow startup. Useful counterpoke against long-reaching mid moves with extended hurtbox e.g. Ky and Johnny's f.S. Gattling to c.S for a quick confirm. Charge it in blockstring for frame traps and mind games. Does crazy amount of stun, especially on counter-hit or when fully held. Can be YRC'd at any point during the charge.
May punch. Great priority in anti-air situations, however difficult to use due to its slow startup. Useful counterpoke against long-reaching mid moves with extended hurtbox e.g. Ky and Johnny's f.S. Gattling to c.S for a quick confirm. Charge it in blockstring for frame traps and mind games. Does crazy amount of stun, especially on counter-hit or when fully held. Can be YRC'd at any point during the charge.
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|name=6H
|name=6H
|image=GGXRD_May_6H.png
|image=GGXRD_May_6H.png
|caption=Your opponent will never block this.
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Normal
{{!}}-
|damage=70
{{AttackVersion|name=Normal }}
|tension=?
{{#lsth:GGXRD-R2/May/Data|6H}}
|risc=
{{!}}-
|prorate=
{{Description|6|* Used for frame traps, catching jump outs, combo filler and combo ender.
|level=?
|guard=Mid
|cancel=S
|roman=YRP
|startup=16
|active=6
|recovery=34
|frameAdv=-21
}}
{{AttackData-GGXRD-R2
|header=no
|version=Charged
|damage=70
|tension=?
|risc=
|prorate=
|level=?
|guard=Mid
|cancel=S
|roman=YRP
|startup=20~25
|active=6
|recovery=31
|frameAdv=-18
}}
{{AttackData-GGXRD-R2
|header=no
|version=Maximum Charge
|damage=90
|tension=?
|risc=
|prorate=
|level=?
|guard=High
|cancel=SR
|roman=YRP
|startup=26
|active=6
|recovery=21
|frameAdv=-8
|inv=
|description=
* Used for frame traps, catching jump outs, combo filler and combo ender.
* Knockdown on air hit, ground bounces on air hit at maximum charge
* Knockdown on air hit, ground bounces on air hit at maximum charge
May's other overhead when fully charged. Mostly used in combo to score a hard knockdown on airborne opponent, while charged version is May's best combo filler in corner. Because of its reach and the ability to play with the timing by charging, 6HS can be good for catching attempts to jump out of pressure as well. Cancel to Applause for the Victim or Beach ball on hit to setup okizeme.
May's other overhead when fully charged. Mostly used in combo to score a hard knockdown on airborne opponent, while charged version is May's best combo filler in corner. Because of its reach and the ability to play with the timing by charging, 6HS can be good for catching attempts to jump out of pressure as well. Cancel to Applause for the Victim or Beach ball on hit to setup okizeme.
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|image=GGXRD_May_5D.png
|image=GGXRD_May_5D.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=25
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|5D}}
|risc=
{{!}}-
|prorate=
{{Description|6|* Used as an overhead attack in pressure and combo extender.
|level=?
|guard=High
|cancel=
|roman=YRP
|startup=27
|active=3
|recovery=18
|frameAdv=-7
|inv=
|description=
* Used as an overhead attack in pressure and combo extender.
* Hits overhead, cancels to Homing Jump or Dash on hit only.
* Hits overhead, cancels to Homing Jump or Dash on hit only.
* Proration: 80%
* Proration: 80%
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|image=GGXRD_May_2P.png
|image=GGXRD_May_2P.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=10
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|2P}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for pressure, setting up tick throws or frame traps, and Burst-safe confirms
|level=?
|guard=Mid
|cancel=CSJ
|roman=YRP
|startup=4
|active=4
|recovery=6
|frameAdv=0
|inv=
|description=
*Used for pressure, setting up tick throws or frame traps, and Burst-safe confirms
*Proration: 80%
*Proration: 80%
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
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|image=GGXRD_May_2K.png
|image=GGXRD_May_2K.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=14
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|2K}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used as a quick low hit in pressure and okizeme, mid-range poke, setup for tick throws, and low profile under pokes/airdashes.
|level=?
|guard=Low
|cancel=S
|roman=YRP
|startup=5
|active=4
|recovery=9
|frameAdv=-3
|inv=
|description=
*Used as a quick low hit in pressure and okizeme, mid-range poke, setup for tick throws, and low profile under pokes/airdashes.
*Proration: 80%
*Proration: 80%
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
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|name=3K
|name=3K
|image=GGXRD_May_3K.png
|image=GGXRD_May_3K.png
|caption=Slide into the DMs with this
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=24
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|3K}}
|risc=
{{!}}-
|prorate=
{{Description|6|* Used for low profiling oncoming attacks or catching your opponent off-guard.
|level=?
|guard=Low
|cancel=
|roman=YRP
|startup=8
|active=21
|recovery=18
|frameAdv=-27
|inv=
|description=
* Used for low profiling oncoming attacks or catching your opponent off-guard.
* Low profile from frames 8-28
* Low profile from frames 8-28
May slides on the ground head first about 1/3-1/2 of the screen. Very good at low profiling at the cost of being incredibly unsafe on block and in CH state until recovery. Must be YRC/RRCed 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 slides on the ground head first about 1/3-1/2 of the screen. Very good at low profiling at the cost of being incredibly unsafe on block and in CH state until recovery. Must be YRC/RRCed 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.
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|image=GGXRD_May_2S.png
|image=GGXRD_May_2S.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=26
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|2S}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for counter poking, stopping ground approaches.
|level=?
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 3K, 5H, 2H, 5D, 2D
|guard=Mid
|cancel=SJ
|roman=YRP
|startup=9
|active=3
|recovery=15
|frameAdv=-4
|inv=
|description=
*Used for counter poking, stopping ground approaches.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6K, 5H, 2H, 5D, 2D
May extends her anchor out in front of her fairly far while crouched. Great as a medium/far range poke. Has detached hitbox at the tip of the anchor (no hurtbox there) and will stuff a lot of things. However, has longer recovery compared to her 5K, making it more prone to whiff punishes. Cancel into a S horizontal dolphin for a quick confirm, or whiffed S vertical dolphin for a gimmicky low/tick throw.
May extends her anchor out in front of her fairly far while crouched. Great as a medium/far range poke. Has detached hitbox at the tip of the anchor (no hurtbox there) and will stuff a lot of things. However, has longer recovery compared to her 5K, making it more prone to whiff punishes. Cancel into a S horizontal dolphin for a quick confirm, or whiffed S vertical dolphin for a gimmicky low/tick throw.
  }}
  }}
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|image=GGXRD_May_2H.png
|image=GGXRD_May_2H.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=40
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|2H}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for anti-airing and catching backdashes.
|level=?
|guard=Mid
|cancel=S
|roman=YRP
|startup=11
|active=13
|recovery=29
|frameAdv=-25
|inv=
|description=
*Used for anti-airing and catching backdashes.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6K, 5D, 2D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6K, 5D, 2D


Old 2H got replaced with a new anti-air. It comes out quicker than 6P, has lots of active frames and a wide sweeping hitbox. May's hurtbox is really low during this move, giving it really good anti-air priority. However, it has a lot of recovery on whiff, making it dangerous to throw out too often. Whiff cancel into 2D to reduce recovery, allowing a confirm into dash c.S on counter hit or 2P on normal hit when done low enough, and to keep yourself safe on block. It's possible to use a meaty 2H to catch reversal backdashes, notably Millia's.
Old 2H got replaced with a new anti-air. It comes out quicker than 6P, has lots of active frames and a wide sweeping hitbox. May's hurtbox is really low during this move, giving it really good anti-air priority. However, it has a lot of recovery on whiff, making it dangerous to throw out too often. Cancel it into 2D to reduce recovery, allowing a confirm into dash c.S on counter hit or 2P on normal hit when done low enough, and to keep yourself safe on block. It's possible to use a meaty 2H to catch faster reversal backdashes, notably Millia's.
  }}
  }}
}}
}}
Line 501: Line 277:
|image=GGXRD_May_2D.png
|image=GGXRD_May_2D.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=30
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|2D}}
|risc=
{{!}}-
|prorate=
{{Description|6|* Used for leading combos into knockdown and as a low hit in pressure and okizeme.
|level=?
|guard=Low
|cancel=S
|roman=YRP
|startup=7
|active=10
|recovery=8
|frameAdv=-1
|inv=
|description=
* Used for leading combos into knockdown and as a low hit in pressure and okizeme.


May does a split and extends her leg out in front of her. A low that sweeps the opponent off their feet and gives knockdown. Has lots of active frames, making it a strong counterpoke and meaty on oki. Good in pressure as a low and as a means to end a blockstring while remaining safe. On hit, you can safely summon a beach ball or an Applause for the Victim dolphin for oki. Alternatively, cancel this into Horizontal Dolphin to send them flying back and give the combo more corner carry or go for an RC combo route.
May does a split and extends her leg out in front of her. A low that sweeps the opponent off their feet and gives knockdown. Has lots of active frames, making it a strong counterpoke and meaty on oki. Good in pressure as a low and as a means to end a blockstring while remaining safe. On hit, you can safely summon a beach ball or an Applause for the Victim dolphin for oki. Alternatively, cancel this into Horizontal Dolphin to send them flying back and give the combo more corner carry or go for an RC combo route.
Line 528: Line 293:
|image=GGXRD_May_jP.png
|image=GGXRD_May_jP.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=8,8
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|j.P}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for a quick air-to-air.
|level=?
|guard=High/Air
|cancel=CS
|roman=YRP
|startup=5
|active=2(2)2
|recovery=9
|frameAdv=
|inv=
|description=
*Used for a quick air-to-air.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] j.P, j.K, j.S, j.H, j.D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] j.P, j.K, j.S, j.H, j.D
Very short range but her fastest air normal. Hits twice. Useful for option selecting air throws and air to air blockstrings with jK. Not burst safe, but you can play around with its 2 hits to create burst safe points.
Very short range but her fastest air normal. Hits twice. Useful for option selecting air throws and air to air blockstrings with jK. Not burst safe, but you can play around with its 2 hits to create burst safe points.
Line 554: Line 308:
|image=GGXRD_May_jK.png
|image=GGXRD_May_jK.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=24
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|j.K}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for a quick air-to-air that hits above May.
|level=?
|guard=High/Air
|cancel=S
|roman=YRP
|startup=7
|active=6
|recovery=10
|frameAdv=
|inv=
|description=
*Used for a quick air-to-air that hits above May.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] j.P, j.S, j.H, j.D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] j.P, j.S, j.H, j.D
Quite fast and has more range and active frames than her j.P. Also useful for option selecting air throws and for air to air block strings with j.P. It's also good in air combos in instances where you have to jump back up into the air but the opponent is too high up for j.S to hit. In these instances, j.K's rising hitbox is a good substitute. While the reverse gatling from j.S is no longer in Xrd, it is still possible to link a j.K after j.S recovers. This is extremely useful for throwing bursts by linking j.S to a throw OS j.K.
Quite fast and has more range and active frames than her j.P. Also useful for option selecting air throws and for air to air block strings with j.P. It's also good in air combos in instances where you have to jump back up into the air but the opponent is too high up for j.S to hit. In these instances, j.K's rising hitbox is a good substitute. While the reverse gatling from j.S is no longer in Xrd, it is still possible to link a j.K after j.S recovers. This is extremely useful for throwing bursts by linking j.S to a throw OS j.K.
Line 580: Line 323:
|image=GGXRD_May_jS.png
|image=GGXRD_May_jS.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=30
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|j.S}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for jump-ins, anti-air, covering May's jump and controlling air space.
|level=?
|guard=High/Air
|cancel=SJ
|roman=YRP
|startup=12
|active=4
|recovery=5
|frameAdv=
|inv=
|description=
*Used for jump-ins, anti-air, covering May's jump and controlling air space.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] j.H, j.D
*[[GGXRD-R2/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. Links to j.HS on counter hit for major damage.
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.
Line 606: Line 338:
|image=GGXRD_May_jH.png
|image=GGXRD_May_jH.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=38
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|j.H}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for controlling air space and relaunch combos.
|level=?
|guard=High/Air
|cancel=S
|roman=YRP
|startup=12
|active=10
|recovery=15
|frameAdv=
|inv=
|description=
*Used for controlling air space and relaunch combos.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] j.D
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] j.D


Line 632: Line 353:
|name=j.2H
|name=j.2H
|image=GGXRD_May_j2H.png
|image=GGXRD_May_j2H.png
|caption=Crazy crossups
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=34
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|j.2H}}
|risc=
{{!}}-
|prorate=
{{Description|6|* Used for jump-ins and left/right mixups
|level=?
|guard=High/Air
|cancel=
|roman=YRP
|startup=13
|active=until landing
|recovery=0
|frameAdv=
|inv=
|description=
* 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. Can be Faultless Defense-cancelled, though probably not as useful as Faust or I-No's FDCs.
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.
Line 659: Line 370:
|image=GGXRD_May_jD.png
|image=GGXRD_May_jD.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=35
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|j.D}}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for air combo and fuzzy overhead setups.
|level=?
|guard=High/Air
|cancel=SJ
|roman=YRP
|startup=10
|active=12
|recovery=24/5 landing
|frameAdv=
|inv=
|description=
*Used for air combo and fuzzy overhead setups.
Combo filler due to its jump cancel properties, great at building stun too. Stops air momentum and can be used occasionally to stall in the air for a short time. Used in fuzzy overhead setups as well.
Combo filler due to its jump cancel properties, great at building stun too. Stops air momentum and can be used occasionally to stall in the air for a short time. Used in fuzzy overhead setups as well.
  }}
  }}
Line 686: Line 386:
|image=GGXRD_May_throw.png
|image=GGXRD_May_throw.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=0, 55
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|Ground Throw}}
|risc=
{{!}}-
|level=
{{Description|6|* Good defensive tool
|guard=Ground Throw: 75250
|cancel=
|roman=R
|startup=1
|active=
|recovery=
|frameAdv=+46
|inv=
|description=
* Good defensive tool
* Proration: Forced 65%
* Proration: Forced 65%


Line 712: Line 402:
|image=GGXRD_May_airThrow.png
|image=GGXRD_May_airThrow.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=0,60
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|Air Throw}}
|risc=
{{!}}-
|level=
{{Description|6|* Great anti-air option
|guard=Air Throw: 210000
|cancel=
|roman=R
|startup=1
|active=
|recovery=
|frameAdv=
|inv=
|description=
* Great anti-air option
* Proration: Forced 65%
* Proration: Forced 65%


Line 738: Line 418:
|image=GGXRD_May_6P.png
|image=GGXRD_May_6P.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=25
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|DAA}}
|risc=
{{!}}-
|prorate=
{{Description|6|* Fully Invulnerable from frames 1-21
|level=?
|guard=All
|cancel=
|roman=
|startup=16
|active=6
|recovery=18
|frameAdv=-10
|inv=
|description=
* Fully Invulnerable from frames 1-21
* Throw Invulnerable from frames 22-36
* Throw Invulnerable from frames 22-36
* Proration: 50%
* Proration: 50%
Line 763: Line 432:
{{MoveData
{{MoveData
|name=Blitz Attack
|name=Blitz Attack
|image=GGXRD-R_May_BlitzAttack.png
|image=GGXRD-R_May_BlitzAttack.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackDataHeader-GGXRD-R2|version=yes}}
|version=Uncharged
{{!}}-
|damage=50
{{AttackVersion|name=Uncharged }}
|tension=
{{#lsth:GGXRD-R2/May/Data|Blitz Attack}}
|risc=
{{!}}-
|prorate=Initial: 55%
{{AttackVersion|name=Max Charge}}
|level=1
{{#lsth:GGXRD-R2/May/Data|Blitz Attack Max Charge }}
|guard=Mid
 
|cancel=
{{!}}-
|roman=R
{{Description|6|*Partial charge version causes horizontal blowback on hit, wall sticks in corner.
|startup=(15-48)+13
|active=3
|recovery=Hit: 11<br/>Whiff: 20
|frameAdv=-2
|inv=
}}
{{AttackData-GGXRD-R2
|header=no
|version=Max Charge
|damage=50
|tension=
|risc=
|prorate=
|level=4
|guard=Mid
|cancel=
|roman=R
|startup=50+13
|active=3
|recovery=Hit: 11<br/>Whiff: 20
|frameAdv=-+5
|inv=?
|description=
*Partial charge version causes horizontal blowback on hit, wall sticks in corner.
*Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit.
*Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit.
*Steals a small amount of Burst Gauge on hit.
*Steals a small amount of Burst Gauge on hit.
Line 814: Line 458:
|image2=GGXRD_May_MrDolphinHorizontal.png
|image2=GGXRD_May_MrDolphinHorizontal.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=S
{{!}}-
|damage=35
{{AttackVersion|name=S }}
|tension=?
{{#lsth:GGXRD-R2/May/Data|4]6S }}
|risc=
{{!}}-
|prorate=
{{Description|7|* All around good tool for neutral, pressure and combos
|level=?
|guard=All
|cancel=
|roman=YRP
|startup=5
|active=14
|recovery=4 + 5 after landing
|frameAdv=-4
|inv=
|description=
* All around good tool for neutral, pressure and combos
* Airborne from frame 3
* Airborne from frame 3


Line 837: Line 470:
Your actual best disrespect option on defense due to being airborne and 5f startup.
Your actual best disrespect option on defense due to being airborne and 5f startup.
  }}
  }}
{{AttackData-GGXRD-R2
{{AttackVersion|name=H}}
|header=no
{{#lsth:GGXRD-R2/May/Data|4]6H}}
|version=H
{{!}}-
|damage=40
{{Description|7|* Airborne from frame 3
|tension=?
|risc=
|prorate=
|level=?
|guard=All
|cancel=
|roman=YRP
|startup=13
|active=20
|recovery=9 + 5 after landing
|frameAdv=-5
|inv=
|description=
* Airborne from frame 3
* Proration: 80%
* Proration: 80%
* Wallsplats on hit near corner
* Wallsticks for 42f in corner, 60f on counter-hit.
H version has more startup but covers more horizontal distance, sends the opponent flying back further than the S version on hit and also gives a wall stick in the corner. The wall stick is particularly useful for allowing meterless corner combos into good damage where midscreeen you would have had to RC to get the same results.   
H version has more startup but covers more horizontal distance, sends the opponent flying back further than the S version on hit and also gives a wall stick in the corner. The wall stick is particularly useful for allowing meterless corner combos into good damage where midscreeen you would have had to RC to get the same results.   
  }}
  }}
Line 865: Line 484:
|name=Mr. Dolphin Vertical
|name=Mr. Dolphin Vertical
|input=[2]8S/H
|input=[2]8S/H
|image=GGXRD_May_MrDolphinVertical.png
|image=GGXRD_May_MrDolphinVertical.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=S
{{!}}-
|damage=40
{{AttackVersion|name=S }}
|tension=?
{{#lsth:GGXRD-R2/May/Data|2]8S }}
|risc=
{{!}}-
|prorate=
{{Description|7|*Used for gimmicky resets, anti-air, and disrespect specific pressure strings.
|level=?
|guard=Mid/High/Air
|cancel=
|roman=YRP
|startup=8
|active=20
|recovery=2 + 5 after landing
|frameAdv=-9
|inv=
|description=
*Used for gimmicky resets, anti-air, and disrespect specific pressure strings.
*Airborne from frame 4
*Airborne from frame 4
*Throw invulnerability from frame 1-34
*Throw invulnerability from frame 1-34
During the rising section, this attack is a Mid, during the downward section this attack is an overhead. Useful as an overhead sparingly, but they are unsafe on block, or whiff it for a gimmicky low/throw. Somewhat useful to stop aerial pressure reset attempts, such as Sol's Bandit Revolver and Bandit Bringer, or Ino hover dash, due to its throw invulnerability.
During the rising section, this attack is a Mid, during the downward section this attack is an overhead. Useful as an overhead sparingly, but they are unsafe on block, or whiff it for a gimmicky low/throw. Somewhat useful to stop aerial pressure reset attempts, such as Sol's Bandit Revolver and Bandit Bringer, or Ino hover dash, due to its throw invulnerability.
  }}
  }}
{{AttackData-GGXRD-R2
{{AttackVersion|name=H}}
|header=no
{{#lsth:GGXRD-R2/May/Data|2]8H}}
|version=H
{{!}}-
|damage=45
{{Description|7|*Used for juggle combos, ending combo with hard knockdown, and anti-air.
|tension=?
|risc=
|prorate=
|level=?
|guard=Mid/High/Air
|cancel=
|roman=YRP
|startup=15
|active=26
|recovery=2 + 5 after landing
|frameAdv=-9
|inv=
|description=
*Used for juggle combos, ending combo with hard knockdown, and anti-air.
*Airborne from frame 3
*Airborne from frame 3
Combo filler after 2H, situational anti air. Gives hard knockdown most of the time. Spaced right and it vacuums the opponent towards May, making her classic lame loop possible. You can input 663 to keep a down charge while dashing forward, making dash HS vertical dolphin possible to punish jumps.
Combo filler after 2H, situational anti air. Gives hard knockdown most of the time. Spaced right and it vacuums the opponent towards May, making her classic lame loop possible. You can input 663 to keep a down charge while dashing forward, making dash HS vertical dolphin possible to punish jumps.
Line 915: Line 509:
|name=Applause for the Victim  
|name=Applause for the Victim  
|input=41236P/K/S/H
|input=41236P/K/S/H
|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-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=P
{{!}}-
|damage=20
{{AttackVersion|name=P }}
|tension=?
{{#lsth:GGXRD-R2/May/Data|41236P }}
|risc=
{{!}}-
|prorate=
{{Description|7|* Good for controlling space in neutral
|level=?
|guard=All
|cancel=Y
|roman=YRP
|startup=25
|active=36
|recovery=43 Total
|frameAdv=+2
|inv=
|description=
* Good for controlling space in neutral
* Good for oki and extending pressure
* Good for oki and extending pressure
* 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.
Line 949: Line 531:
P version summons the hoop at ground level in front of May, making it great for oki. It's also useful for extending pressure  
P version summons the hoop at ground level in front of May, making it great for oki. It's also useful for extending pressure  
  }}
  }}
{{AttackData-GGXRD-R2
{{AttackVersion|name=K}}
|header=no
{{#lsth:GGXRD-R2/May/Data|41236K}}
|version=K
{{!}}-
|damage=20
{{Description|7|K version summons the hoop up in the air in front of May, making the trajectory that the Dolphin will take great for making a wall to prevent your opponent's approach. If they're close enough, it can be useful for preventing in oki to prevent them from both jumping out.
|tension=?
|risc=
|prorate=
|level=?
|guard=All
|cancel=
|roman=YRP
|startup=24
|active=34
|recovery=37 Total
|frameAdv=+7
|inv=
|description=
K version summons the hoop up in the air in front of May, making the trajectory that the Dolphin will take great for making a wall to prevent your opponent's approach. If they're close enough, it can be useful for preventing in oki to prevent them from both jumping out.
  }}
  }}
{{AttackData-GGXRD-R2
{{AttackVersion|name=S}}
|header=no
{{#lsth:GGXRD-R2/May/Data|41236S}}
|version=S
{{!}}-
|damage=20
{{Description|7|S version summons the hoop at ground level about half a screen away from May. Great in neutral to make opponents with ranged options afraid to use them and against opponents standing full screen away in general.
|tension=?
|risc=
|prorate=
|level=?
|guard=All
|cancel=Y
|roman=YRP
|startup=25
|active=36
|recovery=43 Total
|frameAdv=+2
|inv=
|description=
S version summons the hoop at ground level about half a screen away from May. Great in neutral to make opponents with ranged options afraid to use them and against opponents standing full screen away in general.
  }}
  }}
{{AttackData-GGXRD-R2
{{AttackVersion|name=HS}}
|header=no
{{#lsth:GGXRD-R2/May/Data|41236H}}
|version=HS
{{!}}-
|damage=20
{{Description|7|HS version summons the hoop up in the air about half a screen away from May. Great in neutral for creating a wall that's hard to pass for opponent's standing far away.  
|tension=?
|risc=
|prorate=
|level=?
|guard=All
|cancel=
|roman=YRP
|startup=24
|active=34
|recovery=37 Total
|frameAdv=+7
|inv=
|description=
HS version summons the hoop up in the air about half a screen away from May. Great in neutral for creating a wall that's hard to pass for opponent's standing far away.  
  }}
  }}
}}
}}
Line 1,014: Line 554:
|image=GGXRD_May_HopOnDolphin.png
|image=GGXRD_May_HopOnDolphin.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|header=yes
{{!}}-
|version=P
{{#lsth:GGXRD-R2/May/Data|Jump on Dolphin}}
|damage=50
{{!}}-
|tension=?
{{Description|6|* Active frames are max distance on whiff (?)
|risc=
|prorate=
|level=?
|guard=All
|cancel=
|roman=YRP
|startup=10
|active=12
|recovery=0
|frameAdv=
|inv=
|description=
}}
{{AttackData-GGXRD-R2
|header=no
|version=K
|damage=50
|tension=?
|risc=
|prorate=
|level=?
|guard=All
|cancel=
|roman=YRP
|startup=10
|active=18
|recovery=0
|frameAdv=
|inv=
|description=
}}
{{AttackData-GGXRD-R2
|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-R2
|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 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.
Effectively the opposite of Force Break Dolphins from AC and +R, Dolphin Hopping is a vital combo and pressure tool for May in Xrd. Regardless of what direction the hoop is facing, hopping on will always autocorrect towards the opponent. 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 [[GGXRD-R2/May/Strategy#Okizeme|Strategy]] section for more details.
  }}
  }}
}}
}}
Line 1,100: Line 573:
|image2=GGXRD_May_DontMissIt2.png
|image2=GGXRD_May_DontMissIt2.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2|version=yes}}
|version=P
{{!}}-
|damage=40
{{AttackVersion|name=P }}
|tension=?
{{#lsth:GGXRD-R2/May/Data|214P }}
|risc=
{{!}}-
|level=
{{Description|7|* Used to control space in neutral and for midscreen okizeme.
|guard=All
|cancel=
|roman=YRP
|startup=37
|active=?
|recovery=45 Total
|frameAdv=
|inv=
|description=
* Used to control space in neutral and for midscreen okizeme.


May summons a beach ball. The ball bounces 3 times or until it hits an opponent. In neutral, it's good for controlling space. Its trajectory and the amount of times it bounces makes it difficult for characters to approach May freely once its out, giving her chance a go on the offensive.  
May summons a beach ball. The ball bounces 3 times or until it hits an opponent. In neutral, it's good for controlling space. Its trajectory and the amount of times it bounces makes it difficult for characters to approach May freely once its out, giving her chance a go on the offensive.  
Line 1,123: Line 586:
P version has a closer trajectory and comes down closer to May.
P version has a closer trajectory and comes down closer to May.
  }}
  }}
{{AttackData-GGXRD-R2
{{AttackVersion|name=K}}
|version=K
{{#lsth:GGXRD-R2/May/Data|214K}}
|damage=40
{{!}}-
|tension=?
{{Description|7|K version has a wider trajectory and comes down further away from May. With the extra 10f of recovery, this sees more use when the opponent is a full screen away.
|risc=
|level=
|guard=All
|cancel=
|roman=YRP
|startup=37
|active=?
|recovery=55 Total
|frameAdv=
|inv=
|description=
K version has a wider trajectory and comes down further away from May. With the extra 10f of recovery, this sees more use when the opponent is a full screen away.
  }}
  }}
}}
}}
Line 1,148: Line 599:
|image=GGXRD_May_BallJump.png
|image=GGXRD_May_BallJump.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=40
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|Ball Jump}}
|risc=
{{!}}-
|level=
{{Description|6|*Used for anti-anti-air and okizeme.
|guard=All
May uses the beach ball to do an extra jump. An interesting consequence of this is that it smashes the beach ball downwards. May's jump trajectory will change depending on which down direction is held. For instance, holding 3 will send May diagonally forward relative to her original position. This can be combined with an IAD on the opponent's wakeup for crossups or fake crossups (see [[GGXRD-R2/May/Strategy#Okizeme|Strategy]] for more info).
|cancel=
|roman=Y
|startup=7
|active=
|recovery=6
|frameAdv=
|inv=
|description=
*Used for anti-anti-air and okizeme.
May uses the beach ball to do an extra jump. An interesting consequence of this is that it smashes the beach ball downwards. May's jump trajectory will change depending on which down direction is held. For instance, holding 3 will send May diagonally forward relative to her original position. This can be combined with an IAD on the opponent's wakeup for crossups or fake crossups (see Strategy for more info).
  }}
  }}
}}
}}
Line 1,170: Line 611:
{{MoveData
{{MoveData
|name=Ensenga?
|name=Ensenga?
|input=j41236HS
|input=j.41236HS
|image=GGXRD_May_Ensenga.png
|image=GGXRD_May_Ensenga.png |caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=30,20
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|j.41236H}}
|risc=
{{!}}-
|level=
{{Description|6|* Used to end air combo with a hard knockdown, or for extra air mobility with YRC.
|guard=All, High/Air
|cancel=
|roman=YRP
|startup=16
|active=5(18)Till Landing
|recovery=20 after Landing
|frameAdv=-15
|inv=
|description=
* Used to end air combo with a hard knockdown, or for extra air mobility with YRC.


A new air special that mostly gets used at the end of air combos due to its ability to bring the opponent back down to the ground in a knockdown state for oki. To ensure the second hit does not OTG the opponent, you want to be slightly under them when you end a combo. Ensenga YRC moves May forward and upward, which can be desirable in some situations e.g. dodging Ramlethal's Calvados.
A new air special that mostly gets used at the end of air combos due to its ability to bring the opponent back down to the ground in a knockdown state for oki. In Rev 2, the first hit blows the opponent back, which forces midscreen combos to either be very short to end in a second-hit knockdown or to allow the opponent's recovery. However, the second hit has had its hitbox lowered, which makes it more stable in most situations. You now want the opponent about level with May for a successful corner knockdown. Additionally, hitting Ensenga roughly a third of a screen away from the corner will carry the opponent into the corner. Ensenga YRC moves May forward and upward, which can be desirable in some situations e.g. dodging Ramlethal's Calvados.
  }}
  }}
}}
}}
Line 1,197: Line 628:
|name=Overhead Kiss  
|name=Overhead Kiss  
|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
|caption=this is you when you don't condition your opponent
|image2=GGXRD_May_OverheadKiss2.png |caption2=puts them on the ground right next to you
|image2=GGXRD_May_OverheadKiss2.png
|caption2=puts them on the ground right next to you
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=0, 40
{{!}}-
|tension=?
{{#lsth:GGXRD-R2/May/Data|623K }}
|risc=
{{!}}-
|level=
{{Description|6|* Used in offensive pressure to catch blocking opponents.
|guard=Ground Throw: 157500
|cancel=
|roman=RP
|startup=4
|active=1
|recovery=44 Total
|frameAdv=
|inv=
|description=
* Used in offensive pressure to catch blocking opponents.
* Throw invulnerabilty from frames 1-5
* Throw invulnerabilty from frames 1-5
* Proration: Forced 75%
* Proration: Forced 75%


OHK back to its former glory of being a quick command throw to be feared. One of May's best mixups and best combo starters. However, it has a lot of recovery on whiff, making it easy to punish. Like most command grabs, it's best used sparingly with proper conditioning.   
OHK back to its former glory of being a quick command throw to be feared. One of May's best mixups and best combo starters. However, it has a lot of recovery on whiff, making it easy to punish. Like most command grabs, it's best used sparingly with proper conditioning.   
In Rev 2, May recovers in the air a short time after the kick connects with the opponent. This enables her to airdash afterwards, allowing new combo routes and the ability to use the command grab with her back to the corner. Because she is in a superjump state, May cannot double jump without jump-installing the grab input (623+9K). This is not strictly necessary unless style points are desired.
  }}
  }}
}}
}}
Line 1,233: Line 654:


|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=16, 9x31
{{!}}-
|tension=
{{#lsth:GGXRD-R2/May/Data|63214H }}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for unburstable damage, and as an invulnerable reversal on defense.
|level=?
|guard=Mid
|cancel=
|roman=YRP
|startup=8+1
|active=1
|recovery=31
|frameAdv=-13
|inv=
|description=
*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
Line 1,260: Line 670:
|name=Great Yamada Attack  
|name=Great Yamada Attack  
|input=236236S<br/>[236236D]
|input=236236S<br/>[236236D]
|image=GGXRD_May_GreatYamadaAttack.png
|image=GGXRD_May_GreatYamadaAttack.png |caption=
|image2=GGXRD_May_GreatYamadaAttack2.png
|image2=GGXRD_May_GreatYamadaAttack2.png |caption2=SEND IN THE WHALES!!!
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|header=yes
{{!}}-
|version=Normal
{{#lsth:GGXRD-R2/May/Data|236236S }}
|subtitle=236236S
{{!}}-
|damage=140
{{Description|6| }}
|tension=
{{AttackVersion|name=Burst}}
|risc=
{{#lsth:GGXRD-R2/May/Data|Burst}}
|prorate=
{{!}}-
|level=?
{{Description|7|* Used in corner combos for unburstable damage, anti-air, or to create unblockable situation
|guard=Mid
|cancel=
|roman=YRP
|startup=9+0
|active=27
|recovery=38
|frameAdv=-33
|inv=
|description=
}}
{{AttackData-GGXRD-R2
|header=no
|version=Burst
|subtitle=236236D
|damage=175
|tension=
|risc=
|prorate=
|level=?
|guard=Mid
|cancel=
|roman=YRP
|startup=9+0
|active=27
|recovery=38
|frameAdv=-33
|inv=
|description=
* Used in corner combos for unburstable damage, anti-air, or to create unblockable situation
* 20% minimum damage (65% for Burst)
* 20% minimum damage (65% for Burst)
* Proration: Forced 65%
* Proration: Forced 65%
* Strike invulnerability from frames 5-8 (1-9 full for Burst)
* Strike invulnerability from frames 5-11 (1-9 full,10-11 strike for Burst)
* Tumbles for 54f on hit and 79f on CH
* 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.
Line 1,313: Line 694:
|name=Ultimate Spinning Whirlwind  
|name=Ultimate Spinning Whirlwind  
|input=63214S
|input=63214S
|image=GGXRD_May_UltimateSpinningWhirlwind1.png
|image=GGXRD_May_UltimateSpinningWhirlwind1.png |caption=
|image2=GGXRD_May_UltimateSpinningWhirlwind2.png
|image2=GGXRD_May_UltimateSpinningWhirlwind2.png |caption2=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=18x10
{{!}}-
|tension=
{{#lsth:GGXRD-R2/May/Data|63214S }}
|risc=
{{!}}-
|prorate=
{{Description|6|*Used for unburstable corner carry and confirming whiff punishes.
|level=?
|guard=Mid
|cancel=
|roman=YRP
|startup=1+8
|active= [2(12)] x9, 2
|recovery=21
|frameAdv=-4
|inv=
|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
Line 1,345: Line 715:
|image=GGXRD_May_DeluxeGoshogawaraBomber.png
|image=GGXRD_May_DeluxeGoshogawaraBomber.png
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=48
{{!}}-
|tension=
{{#lsth:GGXRD-R2/May/Data|63214S>P}}
|risc=
{{!}}-
|prorate=
{{Description|6|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.
|level=?
|guard=Mid
|cancel=
|roman=YRP
|startup=11
|active=10
|recovery=24
|frameAdv=+9
|inv=
|description=
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.
  }}  
  }}  
}}
}}
Line 1,369: Line 728:
|name=And Then She Said... Farewell
|name=And Then She Said... Farewell
|input=in IK mode: 236236H  
|input=in IK mode: 236236H  
|image=GGXRD_May_And_Farewell1.png
|image=GGXRD_May_And_Farewell1.png |caption= Now with a normal imput
|image2=GGXRD_May_And_Farewell2.png
|image2=GGXRD_May_And_Farewell2.png |caption2=
|image3=GGXRD_May_And_Farewell3.png
|image3=GGXRD_May_And_Farewell3.png |caption3=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackDataHeader-GGXRD-R2}}
|damage=DESTROY
{{!}}-
|tension=
{{#lsth:GGXRD-R2/May/Data|IK}}
|risc=
{{!}}-
|prorate=
{{Description|6|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
|level=?
|guard=Mid
|cancel=
|roman=
|startup=9+19<br/>[5+14]
|active=3
|recovery=34
|frameAdv=-20
|inv=
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
* Uses the animation of her 6H.
* Uses the animation of her 6H.
* Full invulnerability from frames 9-30 [5-21]
* Full invulnerability from frames 9-30 [5-21]
Line 1,393: Line 742:
}}
}}
<br clear=all/>
<br clear=all/>
----
==Navigation==
{{CharLinks
{{#lsth:GGXRD-R2/May/Data|Links}}
|charMainPage=GGXRD-R2/May
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_MA.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/287-may/
}}
{{Navbar-GGXRD-R2}}
{{Navbar-GGXRD-R2}}
[[Category:Guilty Gear]]
{{notice|To edit frame data, edit values in [[GGXRD-R2/May/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
[[Category:Guilty Gear Characters]]
[[Category: Guilty Gear Xrd REV 2]]
[[Category:May]]

Revision as of 04:32, 15 February 2019

May
GGXRD-R May Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Play-style
Aggressive, Oki, Mixup

Overview

22-year-old little girl with an anchor. She is a member of the Jellyfish Pirates, and is obsessed with its leader Johnny. Gameplay-wise, she is the pixie brawler of the game.

Strengths/Weaknesses

Strengths Weaknesses
  • 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
  • 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
  • Is not real :(


Normal Moves

5P
5P
GGXRD May 5P.png
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
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 Mid 5 4 6 ±0 0 3 8 CSJ YRP 144 Initial: 80%
GGXRD May 5P.png
GGXRD May 5P hitbox.png

{{{text}}}

5K
5K
GGXRD May 5K.png
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
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 Mid 9 6 9 -3 1 6 7 SJ YRP 264 4~17 High Profile
GGXRD May 5K.png
GGXRD May 5K hitbox1.pngGGXRD May 5K hitbox2.png


{{{text}}}

6K
6K
GGXRD May 6K.png
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
6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 High / Air 20 5 8 +1 2 10 7 YRP 264 Initial: 80% 6~24 Foot
GGXRD May 6K.png
GGXRD May 6K hitbox.png
6F onwards Airborne

{{{text}}}

c.S
c.S
GGXRD May cS.png
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
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 7 3 15 -1 3 14 6 SJ YRP 384
GGXRD May cS.png
GGXRD May cS hitbox.png

{{{text}}}

f.S
f.S
GGXRD May fS.png
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
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
33 Mid 12 3 20 -9 2 10 7 SJ YRP 264
GGXRD May fS.png
GGXRD May fS hitbox.png

{{{text}}}

5H
5H
GGXRD May 5H.png
The Wall
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
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 13 4 8 +7 4 20 6 SJ YRP 384 Foot 13~16F
GGXRD May 5H.png
GGXRD May 5H hitbox.png
Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40

{{{text}}}

6P
6P
GGXRD May 6P.png
PAAAAAWWWNCH!!!!!
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
Normal


6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 Mid 16 [19~45] {[46~47]} 6 18 [17] {[17]} -7 [-7~+7] {[+11]} 3 14 6 S YRP 384 1~18 [1~9] {[1~39]} Above Knees
GGXRD May 6P.png
GGXRD May 6P hitbox1.pngGGXRD May 6P hitbox2.png
[ ] values are for partial charge, {[ ]} values are for full charge
Stun values by Charge Times: 1-18F: 88
19-24F: 110
25-30F: 121
MAX: 143
Wallsticks on full charge: 28f ground hit, 56f ground counter, 16f air hit, 32f air counter.

{{{text}}}

6H
6H
GGXRD May 6H.png
Your opponent will never block this.
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
Normal


6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
70 {[90]} Mid {[High]} 16 [20~25] {[26]} 6 34 [31] {[21]} -21 [-18] {[-8]} 4 20 6 S YRP 384 8~28 Low Profile
GGXRD May 6H.png
GGXRD May 6H hitbox1.pngGGXRD May 6H hitbox2.png
[ ] values are for partial charge, {[ ]} values are for full charge

{{{text}}}

5D
5D
GGXRD May 5D.png
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
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 High 27 3 18 -7 2 10 20 YRP 264 Initial: 80%
GGXRD May 5D.png
LARIATOOOOO!!!
GGXRD May 5D hitbox.png

{{{text}}}

2P
2P
GGXRD May 2P.png
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
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 Mid 4 4 6 ±0 0 3 8 CSJ YRP 144 Initial: 80%
GGXRD May 2P.png
GGXRD May 2P hitbox.png

{{{text}}}

2K
2K
GGXRD May 2K.png
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
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 Low 5 4 9 -3 0 3 8 S YRP 144 Initial: 80%
GGXRD May 2K.png
GGXRD May 2K hitbox.png

{{{text}}}

3K
3K
GGXRD May 3K.png
Slide into the DMs with this
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
3K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 Low 8 21 18 -27 1 6 7 YRP 264 8~28 Low Profile
GGXRD May 3K.png
GGXRD May 3K hitbox1.pngGGXRD May 3K hitbox2.pngGGXRD May 3K hitbox3.png

{{{text}}}

2S
2S
GGXRD May 2S.png
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
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 9 3 15 -4 2 10 7 SJ YRP 264
GGXRD May 2S.png
GGXRD May 2S hitbox.png

{{{text}}}

2H
2H
GGXRD May 2H.png
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
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 11 13 29 -25 3 14 8 S YRP 384
GGXRD May 2H.png
GGXRD May 2H hitbox1.pngGGXRD May 2H hitbox2.pngGGXRD May 2H hitbox3.pngGGXRD May 2H hitbox4.pngGGXRD May 2H hitbox5.png

{{{text}}}

2D
2D
GGXRD May 2D.png
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
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Low 7 10 8 -1 3 14 6 S YRP 384
GGXRD May 2D.png
GGXRD May 2D hitbox1.pngGGXRD May 2D hitbox2.png

{{{text}}}

j.P
j.P
GGXRD May jP.png
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
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8,8 High / Air 5 2(2)2 9 0 3 8 CS YRP 144,144
GGXRD May jP.png
GGXRD May jP hitbox.png

{{{text}}}

j.K
j.K
GGXRD May jK.png
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
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 High / Air 7 6 10 1 6 7 S YRP 264
GGXRD May jK.png
GGXRD May jK hitbox.png

{{{text}}}

j.S
j.S
GGXRD May jS.png
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
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 High / Air 12 4 5 3 14 6 SJ YRP 384
GGXRD May jS.png
GGXRD May jS hitbox.png

{{{text}}}

j.H
j.H
GGXRD May jH.png
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
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 High / Air 12 10 15 3 14 6 S YRP 384
GGXRD May jH.png
GGXRD May jH hitbox1.pngGGXRD May jH hitbox2.pngGGXRD May jH hitbox3.png

{{{text}}}

j.2H
j.2H
GGXRD May j2H.png
Crazy crossups
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
j.2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
34 High / Air 13 Until Landing 0 4 20 6 YRP 384
GGXRD May j2H.png
GGXRD May j2H hitbox.png

{{{text}}}

j.D
j.D
GGXRD May jD.png
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
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 High / Air 10 12 24 + 5 Landing Recovery 3 14 6 SJ YRP 384
GGXRD May jD.png
GGXRD May jD hitbox.png
Stun value: 66

{{{text}}}


Universal Mechanics

Throw
Throw
GGXRD May throw.png
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
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,55 Ground Throw: 75250 1 +46 0 NA 6,0 R 480 Forced: 65%
GGXRD May throw.png
Stun value: 27

{{{text}}}

Air Throw
Air Throw
GGXRD May airThrow.png
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
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,55 Air Throw: 210000 1 0 NA 6,0 R 480 Forced: 65%
GGXRD May airThrow.png
Stun value: 30

{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD May 6P.png
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
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 16 6 18 -10 2 10 7 -5000 / 264 Initial: 50% 1~21 Full
22~36 Throw
GGXRD May 6P.png
GGXRD May 6P hitbox1.png

{{{text}}}

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R May BlitzAttack.png
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
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
-2 1 R Initial: 55%
GGXRD-R May BlitzAttack.png
GGXRD-R May BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
Crumples opponent on ground CH (79F)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 Hit: 11
Whiff: 20
+5 4 R
GGXRD-R May BlitzAttack.png
GGXRD-R May BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
Crumples opponent on ground hit


{{{text}}}


Special Moves

Mr. Dolphin Horizontal
Mr. Dolphin Horizontal
[4]6S/H
GGXRD May MrDolphinHorizontal.png
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
S

{{{text}}}

H

{{{text}}}

Mr. Dolphin Vertical
Mr. Dolphin Vertical
[2]8S/H
GGXRD May MrDolphinVertical.png
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
S

{{{text}}}

H

{{{text}}}

Applause for the Victim
Applause for the Victim
41236P/K/S/H
GGXRD May ApplauseForTheVictim PK.png
Hold button to delay
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
P

{{{text}}}

K

{{{text}}}

S

{{{text}}}

HS

{{{text}}}

Hop on Dolphin
Hop on Dolphin
Touch the Hoop dolphin during a jump
GGXRD May HopOnDolphin.png
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
Jump on Dolphin
Dolphin Boarding
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 All 13 18 Until Landing+5 2 10 7 YRP 0 / 480 Forced: 70%
GGXRD May HopOnDolphin.png
GGXRD May HopOnDolphin hitbox.png
Startup is measured after touching the dolphin
No recovery if Dolphin Boarding hits or is blocked

{{{text}}}

Don't Miss It!
Don't Miss It!
214P/K
GGXRD May DontMissIt.png
GGXRD May DontMissIt2.png
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
P


214P
P Don't Miss It
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 37 Total 45 2 2 7 YRP 250 / 120
GGXRD May DontMissIt.pngGGXRD May DontMissIt2.png
GGXRD May DontMissIt hitbox.png
Attack hitbox disappears after ball bounces 3 times

{{{text}}}

K


214K
K Don't Miss It
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 37 Total 55 2 2 7 YRP 250 / 120
GGXRD May DontMissIt.pngGGXRD May DontMissIt2.png
GGXRD May DontMissIt hitbox.png
Attack hitbox disappears after ball bounces 3 times

{{{text}}}

Ball Jump
Ball Jump
1/2/3 near the ball during a jump
GGXRD May BallJump.png
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
Ball Jump
Ball Jump
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 7 6 2 2 7 YRP 0 / 120
GGXRD May BallJump.png
GGXRD May BallJump hitbox.png
Jump trajectory depends on which down input is used


{{{text}}}

Ensenga
Ensenga?
j.41236HS
GGXRD May Ensenga.png
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
j.41236H
Ensenga?
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30,20 High / Air 14 5(18) Until Landing 17 After Landing -15 4,2 20,10 6,7 YRP 480 / 480,720
GGXRD May Ensenga.png
GGXRD May Ensenga hitbox1.pngGGXRD May Ensenga hitbox2.png


{{{text}}}

Overhead Kiss
Overhead Kiss
623K
GGXRD May OverheadKiss.png
this is you when you don't condition your opponent
GGXRD May OverheadKiss2.png
puts them on the ground right next to you
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
623K
Overhead Kiss
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,40 Ground Throw: 157500 4 0,4 NA 6,0,1 YRP 0 / 720 Forced: 75% 1~5 Throw
GGXRD May OverheadKiss.pngGGXRD May OverheadKiss2.png
  • puts them on the ground right next to you
GGXRD May OverheadKiss hitbox.png
CH recovery state
Whiff Recovery: Total 44

{{{text}}}


Overdrives

Ultimate Whiner
Ultimate Whiner
63214H
GGXRD May UltimateWhiner.png
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
63214H
Ultimate Whiner
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16,9×31 Mid 8+1 1 31 -13 4 20 6,3×31 YRP -5000 / 0 1~9 All
10~14 Strike
GGXRD May UltimateWhiner.png
GGXRD May UltimateWhiner hitbox.png

{{{text}}}

Great Yamada Attack
Great Yamada Attack
236236S
[236236D]
GGXRD May GreatYamadaAttack.png
GGXRD May GreatYamadaAttack2.png
SEND IN THE WHALES!!!
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
236236S
Great Yamada Attack
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
140 [175] Mid 9+0 28 38 -33 4 20 6 YRP -5000 / 0 Forced: 65% 5~11F Strike
[1~9F Full]
[10~11F Strike]
GGXRD May GreatYamadaAttack.pngGGXRD May GreatYamadaAttack2.png
GGXRD May GreatYamadaAttack hitbox.pngGGXRD-R2 May 236236S hitbox2.pngGGXRD-R2 May 236236S hitbox3.png
Values in [] are for Burst version
Frame Advantage is based on May in the corner and used at point-blank range
Tumbles for 54F on hit and 79F on CH
Minimum Damage 20% [65%]
[Restores 30% of Burst gauge on hit]


{{{text}}}

Burst

{{{text}}}

Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind
63214S
GGXRD May UltimateSpinningWhirlwind1.png
GGXRD May UltimateSpinningWhirlwind2.png
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
63214S
Ultimate Spinning Whirlwind
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×10 Mid 1+8 [2(12)]×9,2 21 -4 4 10 3 YRP -5000 / 0 1 Full
1-End Throw
GGXRD May UltimateSpinningWhirlwind1.pngGGXRD May UltimateSpinningWhirlwind2.png
GGXRD May UltimateSpinningWhirlwind1 hitbox.png
Stun value: 0


{{{text}}}

Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber
P during Ultimate Spinning Whirlwind
GGXRD May DeluxeGoshogawaraBomber.png
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

{{{text}}}


Instant Kill

And Then She Said... Farewell
in IK mode: 236236H
GGXRD May And Farewell1.png
Now with a normal imput
GGXRD May And Farewell2.png
GGXRD May And Farewell3.png
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

{{{text}}}


Navigation

Template:Navbar-GGXRD-R2

To edit frame data, edit values in GGXRD-R2/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.