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| |inv= | | |inv= |
| |description= | | |description= |
| * Throw Invincible from frames 1-5
| | * Throw Invincible from frames 1-5 |
| OHK back to it's former glory of being a quick command throw to be feared. | | * Good mixup |
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| | OHK back to it's 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 and/or with proper conditioning. |
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Overview
Placeholder
- Strengths
- Placeholder
- Weaknesses
- Placeholder
- Movement Options
- Placeholder
Move List
- See also: May Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P
5K
5K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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20
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Mid
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SJR
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-
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9
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6
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9
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-3
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May plants her anchor to the ground and does a quick spin with her feet out. It has nice range, it's relatively fast and throw invulnerable. Great tool for footsies.
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6K
6K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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26
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High / Air
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R
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-
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20
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5
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8
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+1
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- Airborne from frame 6 onwards
- Feet Invulnerable from frames 6-24
May's new overhead. It's quick and good for keeping your opponent from getting too comfortable blocking down back. Normally, May can not convert it on hit into a combo due to it having no gatlings. However, if you have an Applause for the Victim Dolphin on hold from oki, you can have it attack after hitting the opponent with 6K in order to give yourself enough time to recover and follow up with a combo.
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c.S
f.S
5H
5H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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50
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Mid
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SR
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-
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13
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4
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8
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+7
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May slams her anchor down in front of her. On counter hit and at close range can combo off of it. On block it is used to frame trap due to it being +? on block.
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6P
6P
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Normal
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44
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Mid
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SR
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-
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16
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6
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18
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-7
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6P Charged
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44
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Mid
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SR
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-
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16~47
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6
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18
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-7~+11
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Has upper body invincibility until the attack releases. Due to slow startup, for jump-ins, you'll need to start the move in advance and adjust your button release timing to that of the opponent's attack. A fully charged 6P will wallstick the opponent as well.
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Charged 6P Data Table
Startup (Charge)
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Stun Multiplier
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Blockstun
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? (?)
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?
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?
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? (?)
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?
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?
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6H
6H
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Normal
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70
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Mid
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SR
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-
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16
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6
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34
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-21
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Charged
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70-90
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Mid
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SR
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-
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16~26
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6
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34
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-21~-8
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Maximum Charge
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90
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High
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SR
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-
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26
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6
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34
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-8
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- Good for catching jump outs
- Risky but rewarding anti-air
May's other overhead when fully charged. 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. 6HS's wide, sweeping reach in front of May also makes it a good anti-air. It's somewhat risky to use for anti-airing because the large amount of recovery on whiff almost guarantees you're going to get punished. However, on hit, 6HS can be just as rewarding as it is risky to throw out as an anti-air.
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5D
2P
2P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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10
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Mid
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CSJR
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-
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4
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4
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6
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0
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May does a short range poke with the small end of her anchor. Useful for mashing out of close range pressure and can be hit confirmed into a 2D knockdown. Prorated?
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2K
3K
3K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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24
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Low
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RF
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-
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8
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21
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18
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-27
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- Low Profiles from frames 8-28
May slides on the ground head first about 1/3-1/2 of the screen. Extreme low profile after the first ? frames at the cost of being incredibly unsafe on block and in CH state until recovery. Must be YRC/RCed 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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2S
2S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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26
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Mid
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SR
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-
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9
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3
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15
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-4
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May extends her anchor out in front of her fairly far while crouched. Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with 2D. Can also be used to push far enough back to whiff a S Horizontal Dolphin for tick OHK/throws.
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2H
2H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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40
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Low
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SR
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-
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11
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13
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29
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-25
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Old 2H got replaced with a new antiair. Looks like it might be able to low profile somewhat and hit crossup attempts. Unsafe on block so need to special cancel it to make safer.
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2D
j.P
j.K
j.S
j.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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30
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High/Air
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SJR
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-
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12
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4
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5
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-
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Very slow and generally not as useful as jH and j2H. It can be used to beat/trade with certain 6Ps as the hitbox extends much deeper into the opponent, but comes at the cost of being antiaired with quick normals like 5P. Also useful for IAD jS > jH which is her most used IAD jumpin.
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j.H
j.H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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35
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High/Air
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SR
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-
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12
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10
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15
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-
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Fairly slow but has a great hitbox and leads to combos on aerial counter hit. No longer launches grounded opponents on counter hit which is a fairly large nerf to her neutral game compared to previous iterations.
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j.2H
j.D
j.D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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33
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High/Air
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SJR
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-
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10
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12
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24/5 landing
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-
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Good at building stun and as an air to air if opponent is above you. Can be used to stop air momentum and stall in the air for a short time. Used in most air combos.
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Universal Mechanics
Throw
Air Throw
Dead Angle Attack
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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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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S
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40
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Mid/High/Air
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R
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-
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8
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20
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2 + 5 after landing
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-9
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H
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45
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Mid/High/Air
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R
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-
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15
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26
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2 + 5 after landing
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-9
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During the rising section, this attack is a Mid, during the downward section this attack is a High/Air
Useful as an overhead, but they are unsafe on block.
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Applause for the Victim
Applause for the Victim 41236P/K/S/H
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
P
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20
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All
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RY
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-
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25
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36
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43 Total
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+2
|
K
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20
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All
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-
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-
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24
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35
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37 Total
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+7
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S
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20
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All
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RY
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-
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25
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36
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43 Total
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+2
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HS
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20
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All
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-
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-
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24
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35
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37 Total
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+7
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Can now hop onto these hoop dolphins S and HS versions. Holds a charge of 3 dolphins.
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Hop on Dolphin
Hop on Dolphin Touch the Hoop dolphin during a jump
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Don't Miss It!
Ball Jump
Ball Jump 1/2/3 near the ball during a jump
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Ensenga
Overhead Kiss
Overhead Kiss 63214K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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0, 40
|
? pixels
|
R
|
-
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4
|
?
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42 Total
|
-
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- Throw Invincible from frames 1-5
- Good mixup
OHK back to it's 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 and/or with proper conditioning.
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Overdrives
Ultimate Whiner
Great Yamada Attack
Great Yamada Attack 236236S
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Super Screaming Ultimate Spinning Whirlwind
Super Screaming Ultimate Spinning Whirlwind 63214S
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Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber P during Super Screaming etc.
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Instant Kill
And Farewell in IK mode: 236236H
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Strategy
General Tactics
Tips and Tricks
Combos
Midscreen Combos
2P > 2K > 2D > 41236K Oki (Damage: 39)
OHK (632146HS) > dash 5S > jc j.S > j.HS > j.D > djc j.HS > j.D > j.41236HS (Damage: 151)
(With 41236S oki) 6K > (Release S and 41236S hits) > 5P > 2K > 2D (Damage: 67)
2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS (Damage: 186)
5K > 2D > [4]6S > RC > air dash j.K > j.HS > land > dash j.K > j.HS > j.D > djc > j.HS > j.D > j.41236HS (Damage: 176)
Corner Combos
c.S > 6HS > [4]6HS > jump air dash j.P > j.K > j.HS > 6HS (Damage: 170)
5D > 6 > 6[HS] (Max Charge) > [2]8HS > jump air dash j.P > j.K > j.HS > 6HS > 63214S~P (Damage: 186)