GGXRD-R2/May: Difference between revisions

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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=10 |tension=? |risc= |prorate= |level=? |guard=Mid
  |damage=10 |tension=? |risc= |prorate= |level=? |guard=Mid
  |cancel=CSJ |roman=YRP |startup=5 |active=4 |recovery=6 |frameAdv=0 |inv= |description=
  |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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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=20 |tension=? |risc= |prorate= |level=? |guard=Mid
  |damage=20 |tension=? |risc= |prorate= |level=? |guard=Mid
  |cancel=SJ |roman=YRP |startup=9 |active=6 |recovery=9 |frameAdv=-3 |inv= |description=
  |cancel=SJ |roman=YRP |startup=9 |active=6 |recovery=9 |frameAdv=-3 |inv=
*Used as a fast, long-range poke. Also used for ranged pressure, jump-checks and punishes.
|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
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=35 |tension=? |risc= |prorate= |level=? |guard=High / Air
  |damage=35 |tension=? |risc= |prorate= |level=? |guard=High / Air
  |cancel= |roman=YRP |startup=20 |active=5 |recovery=8 |frameAdv=+1 |inv= |description=
  |cancel= |roman=YRP |startup=20 |active=5 |recovery=8 |frameAdv=+1 |inv=
* Used as an overhead attack in pressure, baiting wake-up throws, and setup her Hop on Dolphin mixups.
|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
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30 |tension=? |risc= |prorate= |level=? |guard=Mid
  |damage=30 |tension=? |risc= |prorate= |level=? |guard=Mid
  |cancel=SJ |roman=YRP |startup=7 |active=3 |recovery=15 |frameAdv=-1 |inv= |description=
  |cancel=SJ |roman=YRP |startup=7 |active=3 |recovery=15 |frameAdv=-1 |inv=
*Used for air converts, punishing, pressure, option selecting with forward throw, anti-airing, and setting up tick throws.
|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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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=33 |tension=? |risc= |prorate= |level=? |guard=Mid
  |damage=33 |tension=? |risc= |prorate= |level=? |guard=Mid
  |cancel=SJ |roman=YRP |startup=12 |active=3 |recovery=20 |frameAdv=-9 |inv= |description=
  |cancel=SJ |roman=YRP |startup=12 |active=3 |recovery=20 |frameAdv=-9 |inv=
*Used as a long-range poke. Also used for ranged pressure and punishes.
|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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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=50 |tension=? |risc= |prorate= |level=? |guard=Mid
  |damage=50 |tension=? |risc= |prorate= |level=? |guard=Mid
  |cancel=SJ |roman=YRP |startup=13 |active=4 |recovery=8 |frameAdv=+7 |inv= |description=
  |cancel=SJ |roman=YRP |startup=13 |active=4 |recovery=8 |frameAdv=+7 |inv=
* Used for counter poking, anti-airing, pressure, frame traps, combo filler, and punishing.
|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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  |header=no
  |header=no
  |version=Maximum Charge |damage=44 |tension=? |risc= |prorate= |level=? |guard=Mid
  |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=
  |cancel=S |roman=YRP |startup=46~47 |active=6 |recovery=17 |frameAdv=+11 |inv=
*Used for counter poking, anti-airing, pressure, frame traps.
|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.
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  |header=no
  |header=no
  |version=Maximum Charge |damage=90 |tension=? |risc= |prorate= |level=? |guard=High
  |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=
  |cancel=SR |roman=YRP |startup=26 |active=6 |recovery=21 |frameAdv=-8 |inv=
* Used for frame traps, catching jump outs, combo filler and combo ender.
|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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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=25 |tension=? |risc= |prorate= |level=? |guard=High
  |damage=25 |tension=? |risc= |prorate= |level=? |guard=High
  |cancel= |roman=YRP |startup=27 |active=3 |recovery=18 |frameAdv=-7 |inv= |description=
  |cancel= |roman=YRP |startup=27 |active=3 |recovery=18 |frameAdv=-7 |inv=
* Used as an overhead attack in pressure and combo extender.
|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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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=10 |tension=? |risc= |prorate= |level=? |guard=Mid
  |damage=10 |tension=? |risc= |prorate= |level=? |guard=Mid
  |cancel=CSJ |roman=YRP |startup=4 |active=4 |recovery=6 |frameAdv=0 |inv= |description=
  |cancel=CSJ |roman=YRP |startup=4 |active=4 |recovery=6 |frameAdv=0 |inv=
*Used for pressure, setting up tick throws or frame traps, and Burst-safe confirms
|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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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=14 |tension=? |risc= |prorate= |level=? |guard=Low
  |damage=14 |tension=? |risc= |prorate= |level=? |guard=Low
  |cancel=S |roman=YRP |startup=5 |active=4 |recovery=9 |frameAdv=-3 |inv= |description=
  |cancel=S |roman=YRP |startup=5 |active=4 |recovery=9 |frameAdv=-3 |inv=
*Used as a quick low hit in pressure and okizeme, mid-range poke, setup for tick throws, and low profile under pokes/airdashes.
|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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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=24 |tension=? |risc= |prorate= |level=? |guard=Low
  |damage=24 |tension=? |risc= |prorate= |level=? |guard=Low
  |cancel= |roman=YRP |startup=8 |active=21 |recovery=18 |frameAdv=-27 |inv= |description=
  |cancel= |roman=YRP |startup=8 |active=21 |recovery=18 |frameAdv=-27 |inv=
* Used for low profiling oncoming attacks or catching your opponent off-guard.
|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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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=26 |tension=? |risc= |prorate= |level=? |guard=Mid
  |damage=26 |tension=? |risc= |prorate= |level=? |guard=Mid
  |cancel=SJ |roman=YRP |startup=9 |active=3 |recovery=15 |frameAdv=-4 |inv= |description=
  |cancel=SJ |roman=YRP |startup=9 |active=3 |recovery=15 |frameAdv=-4 |inv=
*Used for counter poking, stopping ground approaches.
|description=*Used for counter poking, stopping ground approaches.
*[[GGXRD-R2/May/Frame Data#Gatling Table|Gatling Options:]] 6K, 5H, 2H, 5D, 2D
*[[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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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=40 |tension=? |risc= |prorate= |level=? |guard=Mid
  |damage=40 |tension=? |risc= |prorate= |level=? |guard=Mid
  |cancel=S |roman=YRP |startup=11 |active=13 |recovery=29 |frameAdv=-25 |inv= |description=
  |cancel=S |roman=YRP |startup=11 |active=13 |recovery=29 |frameAdv=-25 |inv=
*Used for anti-airing and catching backdashes.
|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


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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30 |tension=? |risc= |prorate= |level=? |guard=Low
  |damage=30 |tension=? |risc= |prorate= |level=? |guard=Low
  |cancel=S |roman=YRP |startup=7 |active=10 |recovery=8 |frameAdv=-1 |inv= |description=
  |cancel=S |roman=YRP |startup=7 |active=10 |recovery=8 |frameAdv=-1 |inv=
* Used for leading combos into knockdown and as a low hit in pressure and okizeme.
|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.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=8,8 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |damage=8,8 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |cancel=CS |roman=YRP |startup=5 |active=2(2)2 |recovery=9 |frameAdv= |inv= |description=
  |cancel=CS |roman=YRP |startup=5 |active=2(2)2 |recovery=9 |frameAdv= |inv=
*Used for a quick air-to-air.
|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.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=24 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |damage=24 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |cancel=S |roman=YRP |startup=7 |active=6 |recovery=10 |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=7 |active=6 |recovery=10 |frameAdv= |inv=
*Used for a quick air-to-air that hits above May.
|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.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |damage=30 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |cancel=SJ |roman=YRP |startup=12 |active=4 |recovery=5 |frameAdv= |inv= |description=
  |cancel=SJ |roman=YRP |startup=12 |active=4 |recovery=5 |frameAdv= |inv=
*Used for jump-ins, anti-air, covering May's jump and controlling air space.
|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.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=38 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |damage=38 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |cancel=S |roman=YRP |startup=12 |active=10 |recovery=15 |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=12 |active=10 |recovery=15 |frameAdv= |inv=
*Used for controlling air space and relaunch combos.
|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


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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=34 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |damage=34 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |cancel= |roman=YRP |startup=13 |active=until landing |recovery=0 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=13 |active=until landing |recovery=0 |frameAdv= |inv=
* Used for jump-ins and left/right mixups
|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.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=35 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |damage=35 |tension=? |risc= |prorate= |level=? |guard=High/Air
  |cancel=SJ |roman=YRP |startup=10 |active=12 |recovery=24/5 landing |frameAdv= |inv= |description=
  |cancel=SJ |roman=YRP |startup=10 |active=12 |recovery=24/5 landing |frameAdv= |inv=
*Used for air combo and fuzzy overhead setups.
|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.
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0, 55 |tension=? |risc= |level= |guard=Ground Throw: 75250
  |damage=0, 55 |tension=? |risc= |level= |guard=Ground Throw: 75250
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+46 |inv= |description=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=+46 |inv=
* Good defensive tool
|description=* Good defensive tool
* Proration: Forced 65%
* Proration: Forced 65%


Line 401: Line 401:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0,60 |tension=? |risc= |level= |guard=Air Throw: 210000
  |damage=0,60 |tension=? |risc= |level= |guard=Air Throw: 210000
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv= |description=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
* Great anti-air option
|description=* Great anti-air option
* Proration: Forced 65%
* Proration: Forced 65%


Line 416: Line 416:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=25 |tension=? |risc= |prorate= |level=? |guard=All
  |damage=25 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel= |roman= |startup=16 |active=6 |recovery=18 |frameAdv=-10 |inv= |description=
  |cancel= |roman= |startup=16 |active=6 |recovery=18 |frameAdv=-10 |inv=
* Fully Invulnerable from frames 1-21
|description=* Fully Invulnerable from frames 1-21
* Throw Invulnerable from frames 22-36
* Throw Invulnerable from frames 22-36
* Proration: 50%
* Proration: 50%
Line 436: Line 436:
  |header=no
  |header=no
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |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=
  |cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
*Partial charge version causes horizontal blowback on hit, wall sticks in corner.
|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 454: Line 454:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |version=S |damage=35 |tension=? |risc= |prorate= |level=? |guard=All
  |version=S |damage=35 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel= |roman=YRP |startup=5 |active=14 |recovery=4 + 5 after landing |frameAdv=-4 |inv= |description=
  |cancel= |roman=YRP |startup=5 |active=14 |recovery=4 + 5 after landing |frameAdv=-4 |inv=
* All around good tool for neutral, pressure and combos
|description=* All around good tool for neutral, pressure and combos
* Airborne from frame 3
* Airborne from frame 3


Line 465: Line 465:
  |header=no
  |header=no
  |version=H |damage=40 |tension=? |risc= |prorate= |level=? |guard=All
  |version=H |damage=40 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel= |roman=YRP |startup=13 |active=20 |recovery=9 + 5 after landing |frameAdv=-5 |inv= |description=
  |cancel= |roman=YRP |startup=13 |active=20 |recovery=9 + 5 after landing |frameAdv=-5 |inv=
* Airborne from frame 3
|description=* 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 481: Line 481:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |version=S |damage=40 |tension=? |risc= |prorate= |level=? |guard=Mid/High/Air
  |version=S |damage=40 |tension=? |risc= |prorate= |level=? |guard=Mid/High/Air
  |cancel= |roman=YRP |startup=8 |active=20 |recovery=2 + 5 after landing  |frameAdv=-9 |inv= |description=
  |cancel= |roman=YRP |startup=8 |active=20 |recovery=2 + 5 after landing  |frameAdv=-9 |inv=
*Used for gimmicky resets, anti-air, and disrespect specific pressure strings.
|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
Line 490: Line 490:
  |header=no
  |header=no
  |version=H |damage=45 |tension=? |risc= |prorate= |level=? |guard=Mid/High/Air
  |version=H |damage=45 |tension=? |risc= |prorate= |level=? |guard=Mid/High/Air
  |cancel= |roman=YRP |startup=15 |active=26 |recovery=2 + 5 after landing |frameAdv=-9 |inv= |description=
  |cancel= |roman=YRP |startup=15 |active=26 |recovery=2 + 5 after landing |frameAdv=-9 |inv=
*Used for juggle combos, ending combo with hard knockdown, and anti-air.
|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 506: Line 506:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |version=P |damage=20 |tension=? |risc= |prorate= |level=? |guard=All
  |version=P |damage=20 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel=Y |roman=YRP |startup=25 |active=36 |recovery=43 Total |frameAdv=+2 |inv= |description=
  |cancel=Y |roman=YRP |startup=25 |active=36 |recovery=43 Total |frameAdv=+2 |inv=
* Good for controlling space in neutral
|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 525: Line 525:
  |header=no
  |header=no
  |version=K |damage=20 |tension=? |risc= |prorate= |level=? |guard=All
  |version=K |damage=20 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel= |roman=YRP |startup=24 |active=34 |recovery=37 Total |frameAdv=+7 |inv= |description=
  |cancel= |roman=YRP |startup=24 |active=34 |recovery=37 Total |frameAdv=+7 |inv=
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.
|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
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=S |damage=20 |tension=? |risc= |prorate= |level=? |guard=All
  |version=S |damage=20 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel=Y |roman=YRP |startup=25 |active=36 |recovery=43 Total |frameAdv=+2 |inv= |description=
  |cancel=Y |roman=YRP |startup=25 |active=36 |recovery=43 Total |frameAdv=+2 |inv=
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.
|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
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=HS |damage=20 |tension=? |risc= |prorate= |level=? |guard=All
  |version=HS |damage=20 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel= |roman=YRP |startup=24 |active=34 |recovery=37 Total |frameAdv=+7 |inv= |description=
  |cancel= |roman=YRP |startup=24 |active=34 |recovery=37 Total |frameAdv=+7 |inv=
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.  
|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 551: Line 551:
  |header=yes
  |header=yes
  |version=P |damage=50 |tension=? |risc= |prorate= |level=? |guard=All
  |version=P |damage=50 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel= |roman=YRP |startup=10 |active=12 |recovery=0 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=10 |active=12 |recovery=0 |frameAdv= |inv=
}}
|description= }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=K |damage=50 |tension=? |risc= |prorate= |level=? |guard=All
  |version=K |damage=50 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel= |roman=YRP |startup=10 |active=18 |recovery=0 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=10 |active=18 |recovery=0 |frameAdv= |inv=
}}
|description= }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=S |damage=50 |tension=? |risc= |prorate= |level=? |guard=All
  |version=S |damage=50 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel= |roman=YRP |startup=10 |active=24 |recovery=0 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=10 |active=24 |recovery=0 |frameAdv= |inv=
}}
|description= }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=HS |damage=50 |tension=? |risc= |prorate= |level=? |guard=All
  |version=HS |damage=50 |tension=? |risc= |prorate= |level=? |guard=All
  |cancel= |roman=YRP |startup=10 |active=22 |recovery=0 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=10 |active=22 |recovery=0 |frameAdv= |inv=
* Active frames are max distance on whiff (?)
|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%
Line 584: Line 584:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |version=P |damage=40 |tension=? |risc= |level= |guard=All
  |version=P |damage=40 |tension=? |risc= |level= |guard=All
  |cancel= |roman=YRP |startup=37 |active=? |recovery=45 Total |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=37 |active=? |recovery=45 Total |frameAdv= |inv=
* Used to control space in neutral and for midscreen okizeme.
|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 595: Line 595:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |version=K |damage=40 |tension=? |risc= |level= |guard=All
  |version=K |damage=40 |tension=? |risc= |level= |guard=All
  |cancel= |roman=YRP |startup=37 |active=? |recovery=55 Total |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=37 |active=? |recovery=55 Total |frameAdv= |inv=
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.
|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 608: Line 608:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=40 |tension=? |risc= |level= |guard=All
  |damage=40 |tension=? |risc= |level= |guard=All
  |cancel= |roman=Y |startup=7 |active= |recovery=6 |frameAdv= |inv= |description=
  |cancel= |roman=Y |startup=7 |active= |recovery=6 |frameAdv= |inv=
*Used for anti-anti-air and okizeme.
|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 [[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 622: Line 622:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30,20 |tension=? |risc= |level= |guard=All, High/Air
  |damage=30,20 |tension=? |risc= |level= |guard=All, High/Air
  |cancel= |roman=YRP |startup=16 |active=5(18)Till Landing |recovery=20 after Landing |frameAdv=-15 |inv= |description=
  |cancel= |roman=YRP |startup=16 |active=5(18)Till Landing |recovery=20 after Landing |frameAdv=-15 |inv=
* Used to end air combo with a hard knockdown, or for extra air mobility with YRC.
|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. 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.
Line 640: Line 640:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0, 40 |tension=? |risc= |level= |guard=Ground Throw: 157500
  |damage=0, 40 |tension=? |risc= |level= |guard=Ground Throw: 157500
  |cancel= |roman=RP |startup=4 |active=1 |recovery=44 Total |frameAdv= |inv= |description=
  |cancel= |roman=RP |startup=4 |active=1 |recovery=44 Total |frameAdv= |inv=
* Used in offensive pressure to catch blocking opponents.
|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%
Line 662: Line 662:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=16, 9x31 |tension= |risc= |prorate= |level=? |guard=Mid
  |damage=16, 9x31 |tension= |risc= |prorate= |level=? |guard=Mid
  |cancel= |roman=YRP |startup=8+1 |active=1 |recovery=31 |frameAdv=-13 |inv= |description=
  |cancel= |roman=YRP |startup=8+1 |active=1 |recovery=31 |frameAdv=-13 |inv=
*Used for unburstable damage, and as an invulnerable reversal on defense.
|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 681: Line 681:
  |header=yes
  |header=yes
  |version=Normal |subtitle=236236S |damage=140 |tension= |risc= |prorate= |level=? |guard=Mid
  |version=Normal |subtitle=236236S |damage=140 |tension= |risc= |prorate= |level=? |guard=Mid
  |cancel= |roman=YRP |startup=9+0 |active=27 |recovery=38 |frameAdv=-33 |inv= |description=
  |cancel= |roman=YRP |startup=9+0 |active=27 |recovery=38 |frameAdv=-33 |inv=
}}
|description= }}
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |header=no
  |header=no
  |version=Burst |subtitle=236236D |damage=175 |tension= |risc= |prorate= |level=? |guard=Mid
  |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=
  |cancel= |roman=YRP |startup=9+0 |active=27 |recovery=38 |frameAdv=-33 |inv=
* Used in corner combos for unburstable damage, anti-air, or to create unblockable situation
|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%
Line 705: Line 705:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=18x10 |tension= |risc= |prorate= |level=? |guard=Mid
  |damage=18x10 |tension= |risc= |prorate= |level=? |guard=Mid
  |cancel= |roman=YRP |startup=1+8 |active= [2(12)] x9, 2 |recovery=21 |frameAdv=-4 |inv= |description=
  |cancel= |roman=YRP |startup=1+8 |active= [2(12)] x9, 2 |recovery=21 |frameAdv=-4 |inv=
*Used for unburstable corner carry and confirming whiff punishes.
|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 722: Line 722:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=48 |tension= |risc= |prorate= |level=? |guard=Mid
  |damage=48 |tension= |risc= |prorate= |level=? |guard=Mid
  |cancel= |roman=YRP |startup=11 |active=10 |recovery=24 |frameAdv=+9 |inv= |description=
  |cancel= |roman=YRP |startup=11 |active=10 |recovery=24 |frameAdv=+9 |inv=
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.
|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 738: Line 738:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=DESTROY |tension= |risc= |prorate= |level=? |guard=Mid
  |damage=DESTROY |tension= |risc= |prorate= |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
  |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]

Revision as of 00:27, 11 August 2017

May
GGXRD-R May Portrait.png
Defense Modifier: x1.06

Guts Rating: 3
Weight: Light
Stun Resistance: 70
Prejump:
Backdash Time 13F / Invul: 1-9F
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
  

Overview

22-year-old little girl with an anchor. Pixie brawler of the game.

Strengths

  • Great ability to control space thanks to the new Beach Ball and Applause for the Victim mechanics
  • Above average damage output
  • Beefy normals with good rewards on counter hit
  • Great oki and solid mixups with high/low and command grab
  • Great mobility, especially in the air: good run, good backdash, amazing jump, fdc to alter jump arc, dolphin ride, and ball hop

Weaknesses

  • No real way to escape pressure outside of universal system mechanics
  • Has difficulty keeping safe pressure on opponent without summons
  • Mediocre midscreen meterless damage without summons for combo extension


Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

Normal Moves

5P
5P
GGXRD May 5P.png
10 Mid 5 4 6 - -
5K
5K
GGXRD May 5K.png
20 Mid 9 6 9 - -
6K
6K
GGXRD May 6K.png
35 High / Air 20 5 8 - -
c.S
c.S
GGXRD May cS.png
30 Mid 7 3 15 - -
f.S
f.S
GGXRD May fS.png
33 Mid 12 3 20 - -
5H
5H
GGXRD May 5H.png
Somehow not an overhead...
50 Mid 13 4 8 - -
6P
6P
GGXRD May 6P.png
44 Mid 16 6 18 - - 44 Mid 19~45 6 17 - - 44 Mid 46~47 6 17 - -
6H
6H
GGXRD May 6H.png
70 Mid 16 6 34 - - 70 Mid 20~25 6 31 - - 90 High 26 6 21 - -
5D
5D
GGXRD May 5D.png
25 High 27 3 18 - -
2P
2P
GGXRD May 2P.png
10 Mid 4 4 6 - -
2K
2K
GGXRD May 2K.png
14 Low 5 4 9 - -
3K
3K
GGXRD May 3K.png
24 Low 8 21 18 - -
2S
2S
GGXRD May 2S.png
26 Mid 9 3 15 - -
2H
2H
GGXRD May 2H.png
40 Mid 11 13 29 - -
2D
2D
GGXRD May 2D.png
30 Low 7 10 8 - -
j.P
j.P
GGXRD May jP.png
8,8 High/Air 5 2(2)2 9 - -
j.K
j.K
GGXRD May jK.png
24 High/Air 7 6 10 - -
j.S
j.S
GGXRD May jS.png
30 High/Air 12 4 5 - -
j.H
j.H
GGXRD May jH.png
38 High/Air 12 10 15 - -
j.2H
j.2H
GGXRD May j2H.png
34 High/Air 13 until landing 0 - -
j.D
j.D
GGXRD May jD.png
35 High/Air 10 12 24/5 landing - -


Universal Mechanics

Throw
Throw
GGXRD May throw.png
0, 55 Ground Throw: 75250 1 - -
Air Throw
Air Throw
GGXRD May airThrow.png
0,60 Air Throw: 210000 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD May 6P.png
25 All 16 6 18 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R May BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Mr. Dolphin Horizontal
Mr. Dolphin Horizontal
[4]6S/H
GGXRD May MrDolphinHorizontal.png
35 All 5 14 4 + 5 after landing - - 40 All 13 20 9 + 5 after landing - -
Mr. Dolphin Vertical
Mr. Dolphin Vertical
[2]8S/H
GGXRD May MrDolphinVertical.png
40 Mid/High/Air 8 20 2 + 5 after landing - - 45 Mid/High/Air 15 26 2 + 5 after landing - -
Applause for the Victim
Applause for the Victim
41236P/K/S/H
GGXRD May ApplauseForTheVictim PK.png
Hold button to delay
20 All 25 36 43 Total - - 20 All 24 34 37 Total - - 20 All 25 36 43 Total - - 20 All 24 34 37 Total - -
Hop on Dolphin
Hop on Dolphin
Touch the Hoop dolphin during a jump
GGXRD May HopOnDolphin.png
50 All 10 12 0 - - 50 All 10 18 0 - - 50 All 10 24 0 - - 50 All 10 22 0 - -
Don't Miss It!
Don't Miss It!
214P/K
GGXRD May DontMissIt.png
GGXRD May DontMissIt2.png
40 All 37 ? 45 Total - - 40 All 37 ? 55 Total - -
Ball Jump
Ball Jump
1/2/3 near the ball during a jump
GGXRD May BallJump.png
40 All 7 6 - -
Ensenga
Ensenga?
j41236HS
GGXRD May Ensenga.png
30,20 All, High/Air 16 5(18)Till Landing 20 after Landing - -
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
0, 40 Ground Throw: 157500 4 1 44 Total - -


Overdrives

Ultimate Whiner
Ultimate Whiner
63214H
GGXRD May UltimateWhiner.png
16, 9x31 Mid 8+1 1 31 - -
Great Yamada Attack
Great Yamada Attack
236236S
[236236D]
GGXRD May GreatYamadaAttack.png
GGXRD May GreatYamadaAttack2.png
140 Mid 9+0 27 38 - - 175 Mid 9+0 27 38 - -
Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind
63214S
GGXRD May UltimateSpinningWhirlwind1.png
GGXRD May UltimateSpinningWhirlwind2.png
18x10 Mid 1+8 [2(12)] x9, 2 21 - -
Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber
P during Ultimate Spinning Whirlwind
GGXRD May DeluxeGoshogawaraBomber.png
48 Mid 11 10 24 - -


Instant Kill

And Then She Said... Farewell
in IK mode: 236236H
GGXRD May And Farewell1.png
GGXRD May And Farewell2.png
GGXRD May And Farewell3.png
DESTROY Mid 9+19
[5+14]
3 34 - -



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