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{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*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. |
Revision as of 20:33, 6 April 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
Strengths | Weaknesses |
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Normal Moves
5P
5P |
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Your fastest anti-air button, although not a particularly good one. Useful to catch air techs. Occasionally useful to disrespect pressure e.g. Raven IAD pressure resets or Ino's hover. It is a strong pressure tool, leading into easy hit confirms, frame traps, and throw set-ups. Do a few of this before c.S into air combo on an airborne opponent to create Burst-safe points. |
5K
5K |
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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. |
6K
c.S
c.S |
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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. |
f.S
f.S |
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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. |
5H
5H |
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May slams her anchor to the ground, creating a defensive wall of hitbox. Great counterpoke in general against forward moving specials and normals with extended hurtbox. Situational anti-air, effective against IAD attempts. Occasionally using 5H in neutral can be good to both fish to hit the opponent out of these options and to remind them that you have this option, discouraging them from using these moves too often. It's also good for resetting pressure up close due to great frame advantage. |
6P
6P |
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6H
6H |
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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. |
5D
5D |
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May performs a spinning lariat from her anchor. Hits overhead. Pretty slow with an obvious animation and she can no longer feint it to go low anymore. Somewhat safe on block, cover yourself a dolphin hoop before trying to make it safer. Great for extending combo after a ground hit S horizontal dolphin RC, or 5H on counter hit. Has some burst-safe points when done at max range. |
2P
2P |
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May does a short range poke with the small end of her anchor. Her fastest ground normal but has less range than 5P. Strong pressure tool, leading into easy hit confirms, frame traps, and throw set-ups. Useful for mashing out of gaps in close range pressure and can be hit confirmed into a 2D knockdown. |
2K
2K |
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May slides down on the ground and pokes with her foot. Use this to keep your opponent honest. Important part of her mixups together with 6K / OHK. Also, good for a close/medium range poke that can lead to knockdown/combo with 2D. Decent tick-throw. Has low profile until the move hits, so can be used to anti-air specific attacks like Bandit Bringer, dodge IAD attempts, and even dodge some mid pokes (notably Johnny's K Mist Finer). |
3K
3K |
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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. |
2S
2S |
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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. |
2H
2H |
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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. |
2D
2D |
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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. |
j.P
j.P |
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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. |
j.K
j.K |
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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. |
j.S
j.S |
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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. |
j.H
j.H |
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Fairly slow but has a great hitbox that goes from below May to above her hat. Great tool for controlling air space, especially with backthrow OS. Has a lot of untech frames, especially on counter hit, for relaunch combos. |
j.2H
j.2H |
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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. |
j.D
j.D |
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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. |
Universal Mechanics
Throw
Throw |
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Due to the very fast startup of throws in Guilty Gear, May's throw is a good defensive tool in pressure situations where the opponent leaves themselves vulnerable to getting thrown. It can also be used for mixup but Overhead Kiss is usually just as good and more rewarding in these instances. After throwing the opponent, May has a lot of advantage to either set up an Applause for the Victim dolphin for oki or go for a variety of other mixups on their wakeup. If you have 50 meter, you can also get a full combo from the throw by RCing. |
Air Throw
Air Throw |
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May is tied with Bedman for the largest air throw range in the game. Because May's AAs are a bit slow to come out (especially in the context of pressure), jumping up and air throwing opponents can be a very effective way to deal with jump ins at closer ranges. Jumping up and air throwing opponents can also be used in general to make opponents less jumpy if used correctly. After landing, setup Applause for the Victim for okizeme, or dash in to start pressure. |
Dead Angle Attack
Dead Angle Attack |
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Uses 6P animation. Pretty good horizontal range on this. Punishable on block, so do be careful when throwing this out. |
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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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 Strategy section for more details. |
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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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). |
Ensenga
Ensenga? j.41236HS |
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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. |
Overhead Kiss
Overhead Kiss 623K |
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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. |
Overdrives
Ultimate Whiner
Ultimate Whiner 63214H |
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Mediocre reversal with 50 meter, unsafe on block. Gives your opponent a ton of meter on hit. YRC before super flash is a good defense option to dodge meaties at only 25% meter. Also a good combo ender when the opponent's at low health due to its multi-hit nature being able to blow through guts, as well as being unburstable. |
Great Yamada Attack
Great Yamada Attack 236236S [236236D] |
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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. |
Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind 63214S |
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Spins. Unfortunately does not have super armor. Combo filler with great corner carry. Buffer into this move to confirm whiff punishes. Possible to combo after corner HS horizontal dolphin in the corner as well, by performing microdash before this move. |
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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.