< GGXRD-R2
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[[File:GGXRD-R_May_Portrait.png|350x500px|center]] | [[File:GGXRD-R_May_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{ | ||{{#lsth:GGXRD-R2/May/Data|SystemData}} | ||
| | |||
}} | |||
;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 | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
22-year-old little girl with an anchor. | 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=== | ||
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* 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/> | ||
==Normal Moves== | ==Normal Moves== | ||
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|image=GGXRD_May_5P.png | |image=GGXRD_May_5P.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|5P}} | |||
{{!}}- | |||
{{Description|6| | |||
*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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|5K}} | |||
{{!}}- | |||
{{Description|6|*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 | ||
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|image=GGXRD_May_6K.png | |image=GGXRD_May_6K.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|6K}} | |||
{{!}}- | |||
{{Description|6|* 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 | ||
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|image=GGXRD_May_cS.png | |image=GGXRD_May_cS.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|c.S}} | |||
{{!}}- | |||
{{Description|6|*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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|f.S}} | |||
{{!}}- | |||
{{Description|6|*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 |caption= | |image=GGXRD_May_5H.png |caption=The Wall | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|5H}} | |||
{{!}}- | |||
{{Description|6|* 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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|caption=PAAAAAWWWNCH!!!!! | |caption=PAAAAAWWWNCH!!!!! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal }} | |||
{{#lsth:GGXRD-R2/May/Data|6P }} | |||
{{!}}- | |||
{{Description|7|*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. | ||
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|caption=Your opponent will never block this. | |caption=Your opponent will never block this. | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal }} | |||
{{#lsth:GGXRD-R2/May/Data|6H}} | |||
{{!}}- | |||
{{Description|6|* 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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|5D}} | |||
{{!}}- | |||
{{Description|6|* 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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|2P}} | |||
{{!}}- | |||
{{Description|6|*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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|2K}} | |||
{{!}}- | |||
{{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. | |||
*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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|caption=Slide into the DMs with this | |caption=Slide into the DMs with this | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|3K}} | |||
{{!}}- | |||
{{Description|6|* 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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|2S}} | |||
{{!}}- | |||
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] | {{Description|6|*Used for counter poking, stopping ground approaches. | ||
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 3K, 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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|2H}} | |||
{{!}}- | |||
{{Description|6|*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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|image=GGXRD_May_2D.png | |image=GGXRD_May_2D.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|2D}} | |||
{{!}}- | |||
{{Description|6|* 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. | ||
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|image=GGXRD_May_jP.png | |image=GGXRD_May_jP.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|j.P}} | |||
{{!}}- | |||
{{Description|6|*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. | ||
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|image=GGXRD_May_jK.png | |image=GGXRD_May_jK.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|j.K}} | |||
{{!}}- | |||
{{Description|6|*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. | ||
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|image=GGXRD_May_jS.png | |image=GGXRD_May_jS.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|j.S}} | |||
{{!}}- | |||
{{Description|6|*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. | ||
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|image=GGXRD_May_jH.png | |image=GGXRD_May_jH.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|j.H}} | |||
{{!}}- | |||
{{Description|6|*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 | ||
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|caption=Crazy crossups | |caption=Crazy crossups | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|j.2H}} | |||
{{!}}- | |||
{{Description|6|* 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. | ||
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|image=GGXRD_May_jD.png | |image=GGXRD_May_jD.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|j.D}} | |||
{{!}}- | |||
{{Description|6|*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. | ||
}} | }} | ||
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|image=GGXRD_May_throw.png | |image=GGXRD_May_throw.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|6|* Good defensive tool | |||
* Proration: Forced 65% | * Proration: Forced 65% | ||
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|image=GGXRD_May_airThrow.png | |image=GGXRD_May_airThrow.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|6|* Great anti-air option | |||
* Proration: Forced 65% | * Proration: Forced 65% | ||
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|image=GGXRD_May_6P.png | |image=GGXRD_May_6P.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|DAA}} | |||
{{!}}- | |||
{{Description|6|* Fully Invulnerable from frames 1-21 | |||
* Throw Invulnerable from frames 22-36 | * Throw Invulnerable from frames 22-36 | ||
* Proration: 50% | * Proration: 50% | ||
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|image=GGXRD-R_May_BlitzAttack.png |caption= | |image=GGXRD-R_May_BlitzAttack.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged }} | |||
{{ | {{#lsth:GGXRD-R2/May/Data|Blitz Attack}} | ||
{{!}}- | |||
{{AttackVersion|name=Max Charge}} | |||
{{#lsth:GGXRD-R2/May/Data|Blitz Attack Max Charge }} | |||
{{!}}- | |||
{{Description|6|*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. | ||
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|image2=GGXRD_May_MrDolphinHorizontal.png | |image2=GGXRD_May_MrDolphinHorizontal.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=S }} | |||
{{#lsth:GGXRD-R2/May/Data|4]6S }} | |||
{{!}}- | |||
{{Description|7|* All around good tool for neutral, pressure and combos | |||
* Airborne from frame 3 | * Airborne from frame 3 | ||
Line 469: | 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. | ||
}} | }} | ||
{{AttackVersion|name=H}} | |||
{{#lsth:GGXRD-R2/May/Data|4]6H}} | |||
{{!}}- | |||
{{Description|7|* Airborne from frame 3 | |||
* Proration: 80% | * Proration: 80% | ||
* Wallsticks for 42f in corner, 60f on counter-hit. | * Wallsticks for 42f in corner, 60f on counter-hit. | ||
Line 486: | Line 486: | ||
|image=GGXRD_May_MrDolphinVertical.png |caption= | |image=GGXRD_May_MrDolphinVertical.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=S }} | |||
{{#lsth:GGXRD-R2/May/Data|2]8S }} | |||
{{!}}- | |||
{{Description|7|*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. | ||
}} | }} | ||
{{AttackVersion|name=H}} | |||
{{#lsth:GGXRD-R2/May/Data|2]8H}} | |||
{{!}}- | |||
{{Description|7|*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 510: | Line 511: | ||
|image=GGXRD_May_ApplauseForTheVictim_PK.png |caption=Hold button to delay | |image=GGXRD_May_ApplauseForTheVictim_PK.png |caption=Hold button to delay | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=P }} | |||
{{#lsth:GGXRD-R2/May/Data|41236P }} | |||
{{!}}- | |||
{{Description|7|* 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 528: | 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 | ||
}} | }} | ||
{{AttackVersion|name=K}} | |||
{{#lsth:GGXRD-R2/May/Data|41236K}} | |||
{{!}}- | |||
{{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. | |||
}} | }} | ||
{{AttackVersion|name=S}} | |||
{{#lsth:GGXRD-R2/May/Data|41236S}} | |||
{{!}}- | |||
{{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. | |||
}} | }} | ||
{{AttackVersion|name=HS}} | |||
{{#lsth:GGXRD-R2/May/Data|41236H}} | |||
{{!}}- | |||
{{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. | |||
}} | }} | ||
}} | }} | ||
Line 554: | Line 554: | ||
|image=GGXRD_May_HopOnDolphin.png | |image=GGXRD_May_HopOnDolphin.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|Jump on Dolphin}} | |||
{{!}}- | |||
{{Description|6|* 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 [[GGXRD-R2/May/Strategy#Okizeme|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 588: | Line 573: | ||
|image2=GGXRD_May_DontMissIt2.png | |image2=GGXRD_May_DontMissIt2.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=P }} | |||
{{#lsth:GGXRD-R2/May/Data|214P }} | |||
{{!}}- | |||
{{Description|7|* 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 599: | 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. | ||
}} | }} | ||
{{AttackVersion|name=K}} | |||
{{#lsth:GGXRD-R2/May/Data|214K}} | |||
{{!}}- | |||
{{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. | |||
}} | }} | ||
}} | }} | ||
Line 612: | Line 599: | ||
|image=GGXRD_May_BallJump.png | |image=GGXRD_May_BallJump.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|Ball Jump}} | |||
{{!}}- | |||
{{Description|6|*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 [[GGXRD-R2/May/Strategy#Okizeme|Strategy]] for more info). | 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). | ||
}} | }} | ||
Line 623: | Line 611: | ||
{{MoveData | {{MoveData | ||
|name=Ensenga? | |name=Ensenga? | ||
|input= | |input=j.41236HS | ||
|image=GGXRD_May_Ensenga.png |caption= | |image=GGXRD_May_Ensenga.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|j.41236H}} | |||
{{!}}- | |||
{{Description|6|* 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. 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. | 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 642: | Line 631: | ||
|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= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|623K }} | |||
{{!}}- | |||
{{Description|6|* 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% | ||
Line 664: | Line 654: | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|63214H }} | |||
{{!}}- | |||
{{Description|6|*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 682: | Line 673: | ||
|image2=GGXRD_May_GreatYamadaAttack2.png |caption2=SEND IN THE WHALES!!! | |image2=GGXRD_May_GreatYamadaAttack2.png |caption2=SEND IN THE WHALES!!! | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|236236S }} | |||
{{!}}- | |||
{{Description|6| }} | |||
{{AttackVersion|name=Burst}} | |||
{{#lsth:GGXRD-R2/May/Data|Burst}} | |||
{{!}}- | |||
{{Description|7|* 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- | * 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 707: | Line 697: | ||
|image2=GGXRD_May_UltimateSpinningWhirlwind2.png |caption2= | |image2=GGXRD_May_UltimateSpinningWhirlwind2.png |caption2= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|63214S }} | |||
{{!}}- | |||
{{Description|6|*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 724: | Line 715: | ||
|image=GGXRD_May_DeluxeGoshogawaraBomber.png | |image=GGXRD_May_DeluxeGoshogawaraBomber.png | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|63214S>P}} | |||
{{!}}- | |||
{{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. | |||
}} | }} | ||
}} | }} | ||
Line 736: | 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 |caption= | |image=GGXRD_May_And_Farewell1.png |caption= Now with a normal imput | ||
|image2=GGXRD_May_And_Farewell2.png |caption2= | |image2=GGXRD_May_And_Farewell2.png |caption2= | ||
|image3=GGXRD_May_And_Farewell3.png |caption3= | |image3=GGXRD_May_And_Farewell3.png |caption3= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/May/Data|IK}} | |||
{{!}}- | |||
{{Description|6|*[ ] 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 749: | Line 742: | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Navigation== | |||
{{ | {{#lsth:GGXRD-R2/May/Data|Links}} | ||
| | |||
}} | |||
{{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: | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category:May]] |
Revision as of 04:32, 15 February 2019
May |
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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
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Normal Moves
5P
5P |
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{{{text}}} |
5K
5K |
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6K
c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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3K
3K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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{{{text}}} |
j.2H
j.2H |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{text}}} |
j.D
j.D |
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{{{text}}} |
Universal Mechanics
Throw
Throw |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{text}}} |
Air Throw
Air Throw |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{text}}} |
Dead Angle Attack
Dead Angle Attack |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{text}}} |
Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Mr. Dolphin Horizontal
Mr. Dolphin Horizontal [4]6S/H |
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Mr. Dolphin Vertical
Mr. Dolphin Vertical [2]8S/H |
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Applause for the Victim
Applause for the Victim 41236P/K/S/H |
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Hop on Dolphin
Hop on Dolphin Touch the Hoop dolphin during a jump |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{text}}} |
Don't Miss It!
Don't Miss It! 214P/K |
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Ball Jump
Ball Jump 1/2/3 near the ball during a jump |
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{{{text}}} |
Ensenga
Ensenga? j.41236HS |
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{{{text}}} |
Overhead Kiss
Overhead Kiss 623K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{text}}} |
Overdrives
Ultimate Whiner
Ultimate Whiner 63214H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{text}}} |
Great Yamada Attack
Great Yamada Attack 236236S [236236D] |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{text}}} | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Burst | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
{{{text}}} |
Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind 63214S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{text}}} |
Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber P during Ultimate Spinning Whirlwind |
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Instant Kill
And Then She Said... Farewell in IK mode: 236236H |
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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.