GGXRD/May/Frame Data

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System Data[edit]

Defense Modifier: x1.06

Guts Rating: 3

Stun Resistance: 70

Jump Startup: 3F

Backdash Time: 13F

Backdash Invincibility: 1-9F


Normal Moves[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
5P
10 144 -8/+3 Initial: 80% 0 Mid CSJ YRP 5 4 6 ±0 -
5K
20 264 -7/+6 - 1 Mid SJ YRP 9 6 9 -3 4~17 Foot
c.S
30 384 -6/+14 - 3 Mid SJ YRP 7 3 15 -1 -
f.S
33 264 -7/+10 - 2 Mid SJ YRP 12 3 20 -9 -
5H
50 384 -6/+20 - 4 Mid S YRP 13 4 8 +7 Foot 13~16F
  • Staggers opponent on CH. Max duration 39F
  • Stagger Frame Adv +20 to + 40
2P
10 144 -8/+3 Initial: 80% 0 Mid CSJ YRP 4 4 6 ±0 -
2K
14 144 -8/+3 Initial: 80% 0 Low S YRP 5 4 9 -3 -
2S
26 264 -7/+10 - 2 Mid SJ YRP 9 3 15 -4 -
2H
40 384 -8/+14 - 3 Mid S YRP 11 13 29 -25 -
j.P
8,8 144,144 -8/+3 - 0 High / Air CS YRP 5 2(2)2 9 - -
j.K
24 264 -7/+6 - 1 High / Air S YRP 7 6 10 - -
j.S
30 384 -6/+14 - 3 High / Air SJ YRP 12 4 5 - -
j.H
35 384 -6/+14 - 3 High / Air S YRP 12 10 15 - -
j.D
33 384 -6/+14 - 3 High / Air SJ YRP 10 12 24 + 5 Landing Recovery - -
  • Stun value: 66
6P
44 384 -6/+14 - 3 Mid S YRP 16~47 6 18 -7~+11 1~18[1~9] Above Knees
  • [ ] values are during charged 6P
  • Stun values by Charge Times: 1-18F: 88; 19-24F: 110; 25-30F: 121; MAX: 143
6K
35 264 -7/+10 Initial: 80% 2 High / Air - YRP 20 5 8 +1 6~Airborne
6~24 Foot
3K
24 264 -7/+6 - 1 Low - YRP 8 21 18 -27 8~28 Low Profile
6H
70~90 384 -6/+20 - 4 Mid [High] S YRP 16~26 6 34 -21~-8 -
  • [ ] values is at max charge
j.2H
34 384 -6/+20 - 4 High / Air - YRP 13 Until Grounded 0 - -
2D
30 384 -6/+14 - 3 Low S YRP 7 10 8 -1 -
5D
25 264 -20/+10 Initial: 80% 2 High - YRP 27 3 18 -7 -

Universal Mechanics[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ground Throw
0,55 480 -6,-0/NA Forced: 65% 0 Ground Throw: 75250 - R 1 - - +46 -
  • Stun value: 27
Air Throw
0,55 480 -6,-0/NA Forced: 65% 0 Air Throw: 210000 - R 1 - - - -
  • Stun value: 30
Dead Angle Attack
25 -5000 / 264 -7/+10 Initial: 50% 2 All - - 16 6 18 -10 1~21 Full
22~36 Throw

Special Moves[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Mr. Dolphin Horizontal (S)
[4]6S
35 150 / 480 -6/+14 - 3 All - YRP 7 14 6+5 After Landing -4 3~Airborne
Mr. Dolphin Horizontal (H)
[4]6H
40 150 / 480 -6/+14 Initial: 80% 3 All - YRP 13 20 9+5 After Landing -5 3~Airborne
Mr. Dolphin Vertical (S)
[2]8S
40 150 / 480 -6/+14 - 3 Mid,High / Air - YRP 8 20 2+5 After Landing -9 1~34 Throw
4~Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half
Mr. Dolphin Vertical (H)
[2]8H
45 150 / 480 -6/+14 - 3 Mid,High / Air - YRP 15 26 2+5 After Landing -9 3~Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half
Overhead Kiss
632146K
0,40 0 / 720 -6,-0,-1/NA Forced: 75% 0,4 Ground Throw: 157500 - YRP 4 - - - 1~5 Throw
  • Whiff Recovery: Total 44
Applause for the Victim (P)
41236P
20 250 / 120 -8/+0 - 0 Mid - YRP 25 36 Total 43 +2 -
  • Attack can be delayed by holding button, begins 6F after releasing button
Applause for the Victim (K)
41236K
20 250 / 120 -8/+2 - 0 Mid - YRP 24 35 Total 37 +7 -
  • Attack can be delayed by holding button, begins 5F after releasing button
Applause for the Victim (S)
41236S
20 250 / 120 -8/+2 - 0 Mid - YRP 25 36 Total 43 +2 -
  • Attack can be delayed by holding button, begins 6F after releasing button
Applause for the Victim (H)
41236H
20 250 / 120 -8/+2 - 0 Mid - YRP 24 35 Total 37 +7 -
  • Attack can be delayed by holding button, begins 5F after releasing button
Dolphin Boarding
Jump on Dolphin
40 0 / 480 -7/+10 Forced: 70% 2 Mid - YRP 10 18 Until Landing - -
  • Startup is measured after touching the dolphin
  • No recovery if Dolphin Boarding hits or is blocked
Don't Miss It (P)
214P
40 250 / 120 -7/+2 - 2 Mid - YRP 37 Total 45 - -
  • Attack hitbox disappears after ball bounces 3 times
Don't Miss It (K)
214K
40 250 / 120 -7/+2 - 2 Mid - YRP 37 Total 55 - -
  • Attack hitbox disappears after ball bounces 3 times
Ensenga?
j.41236H
30,20 480 / 480,720 -6,-7/+20,+10 - 4,2 All,High / Air - YRP 16 5(18) Until Landing 17 After Landing -15 -

Overdrives[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Great Yamada Attack
236236S
140 -5000 / 0 -6/+20 Forced: 65% 4 Mid - YRP 9+0 27 38 -33 5~11 Strike
  • Frame Advantage is based on May in the corner and used at point-blank range
Ultimate Whiner
63214H
16,9×31 -5000 / 0 -6,-3/+20 - 4 Mid - YRP 8+1 1 31 -13 1~9 All,10~14 Strike
Ultimate Spinning Whirlwind
63214S
18×10 -5000 / 0 -3/+10 - 4 Mid - YRP 1+8 [2(12)]×9,2 21 -4 1 Full, During Attack Throw
  • Stun value: 0
⇒Deluxe Goshogawara Bomber
P During Ultimate Spinning Whirlwind
48 0 -12/+14 - 3 Mid - YRP 11 10 24 +9 -

Instant Kill[edit]

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
And Now Farewell
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+19
[5+14]
3 34 -20 9~30 Full
[5~21 Full]
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 71F [5F+5F]

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P[+], 2P[+], 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - 6K c.S 5H, 2H 5D, 2D Sp
5K 6P 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P 6K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6K - - - - - -
3K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - 6K 2S 5H, 2H 5D, 2D Jump, Sp
2S - 6K - 5H, 2H 5D, 2D Sp
5H - 6K - - 5D, 2D Sp
2H - 6K - - 5D, 2D Sp
6H - - - - - Sp
5D - - - - - Homing Jump, Homing Dash
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S j.H j.D Sp
j.S - - - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.2H - - - - - -
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Older Frame Data[edit]


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc