GGXRD/May/Frame Data

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< GGXRD‎ | May
Revision as of 00:56, 29 April 2016 by Shtkn (talk | contribs) (→‎Throws)

System Data

Defense Modifier: x1.06

Guts Rating: 3

Stun Resistance: 70

Jump Startup: 3F

Backdash Time: 13F

Backdash Invincibility: 1-9F


Normal Moves

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 SJ YRP 13 4 8 +7 Foot ?~?F
  • 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

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

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

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

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

Ground Gatlings
P K S H D Cancel
5P 2P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2P 5P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6P - 6K c.S 5H, 2H 5D, 2D Special, Super
5K 6P 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2K 6P 6K c.S, f.S, 2S 5H, 2H 5D, 2D Special
6K - - - - - -
3K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.S - 6K 2S 5H, 2H 5D, 2D Jump, Special, Super
2S - 6K - 5H, 2H 5D, 2D Special, Super
5H - 6K - - 5D, 2D Special, Super
2H - 6K - - 5D, 2D Special, Super
6H - - - - - Special, Super
5D - - - - - -
2D - - - - - Special, Super


Air Gatlings
P K S H D Cancel
j.P - j.K j.S j.H j.D Special
j.K j.P - j.S j.H j.D Special
j.S - - - j.H j.D Jump, Special
j.H - - - - j.D Special
j.2H - - - - - -
j.D - - - - - Jump, Special
  • 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


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc