|
|
Line 31: |
Line 31: |
| ==Move List== | | ==Move List== |
| : ''See also: [[May Frame Data (GGXRD)|May Full Frame Data]]''<br /> | | : ''See also: [[May Frame Data (GGXRD)|May Full Frame Data]]''<br /> |
| 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=== | | ===Normal Moves=== |
| ======<font style="visibility:hidden" size="0">5P</font>====== | | ======<font style="visibility:hidden" size="0">5P</font>====== |
May
|
|
- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
|
Overview
Placeholder
- Strengths
- Great ability to control space thanks to the new Beach Ball and Applause for the Victim mechanics
- Great oki
- Weaknesses
- No Meterless Defensive Options outside of universal system mechanics
- Needs to meet certain conditions to do her more damaging combos
Move List
- See also: May Full Frame Data
Normal Moves
5P
5P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
10
|
Mid
|
CSJ
|
YRP
|
5
|
4
|
6
|
0
|
May does a standard jab. It's 1f slower than 2P but it's still pretty fast and has more range as well. It can also be canceled into itself。 It's good for poking out of gaps in pressure in instances where 2P can't reach far enough.
|
|
5K
5K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20
|
Mid
|
SJ
|
YRP
|
9
|
6
|
9
|
-3
|
May plants her anchor to the ground and does a quick spin with her feet out. It has nice range and it's relatively fast. It has some foot invulnerability as well. Great tool for footsies.
|
|
6K
6K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
26
|
High / Air
|
-
|
YRP
|
20
|
5
|
8
|
+1
|
- 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.
|
|
c.S
f.S
5H
5H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
50
|
Mid
|
SJ
|
YRP
|
13
|
4
|
8
|
+7
|
- Causes stagger on ground CH, Floats on air CH
May slams her anchor down in front of her. You can combo off it on counter hit and at close range. Great in matchups where opponents have options that allow them to cover ground quickly (Slayer's dashes, Ram's daruo, Chipp stuff in general) because of the comboable stagger and float it causes on CH. 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 because of how plus it is on block.
|
|
6P
6P
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Normal
|
44
|
Mid
|
S
|
YRP
|
16
|
6
|
18
|
-7
|
6P Charged
|
44
|
Mid
|
S
|
YRP
|
16~47
|
6
|
18
|
-7~+11
|
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.
|
|
Charged 6P Data Table
Startup (Charge)
|
Stun Multiplier
|
Blockstun
|
? (?)
|
?
|
?
|
? (?)
|
?
|
?
|
6H
6H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Normal
|
70
|
Mid
|
S
|
YRP
|
16
|
6
|
34
|
-21
|
Charged
|
70-90
|
Mid
|
S
|
YRP
|
16~26
|
6
|
34
|
-21~-8
|
Maximum Charge
|
90
|
High
|
SR
|
YRP
|
26
|
6
|
34
|
-8
|
- 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.
|
|
5D
2P
2P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
10
|
Mid
|
CSJ
|
YRP
|
4
|
4
|
6
|
0
|
May does a short range poke with the small end of her anchor. Her fastest ground poke but has less range than 5P. Useful for mashing out of gaps in close range pressure and can be hit confirmed into a 2D knockdown.
|
|
2K
2K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
14
|
Low
|
S
|
YRP
|
5
|
4
|
9
|
-3
|
May slides down on the ground and pokes with her foot. Great mixup tool when combined with varying your pressure with her new 6K overhead, OHK and regular blockstrings. Also, good for a close/medium range poke that can lead to knockdown/combo with 2D.
|
|
3K
3K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
24
|
Low
|
-
|
YRP
|
8
|
21
|
18
|
-27
|
- Low Profiles 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/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.
|
|
2S
2S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
26
|
Mid
|
SJ
|
YRP
|
9
|
3
|
15
|
-4
|
May extends her anchor out in front of her fairly far while crouched. Useful as a medium/far range poke or can be used to go for knockdown in combos if close enough with 2D. Can also be used to push far enough back to whiff a S Horizontal Dolphin for tick OHK/throws.
|
|
2H
2H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40
|
Low
|
S
|
YRP
|
11
|
13
|
29
|
-25
|
- A quicker but riskier anti-air
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. However, it doesn't have any invuln above the knee like 6P though May does crouch to make it harder to hit her. It has a lot of recovery on whiff, making it dangerous to throw out too often. It's unsafe on block and needs to be special canceled to make safer.
|
|
2D
2D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30
|
Low
|
S
|
YRP
|
7
|
10
|
8
|
-1
|
- Good combo tool
- Good for ending a combo to set up oki
May does a split and extends her leg out in front of her. Has lots of active framesA low that sweeps the opponent off their feet and gives knockdown. Good in pressure as a low and as a means to end a blockstring while remaining safe. It's a valuable combo part as well. You can take advantage of the knockdown that 2D gives to allow yourself enough time to safely summon a beach ball or an Applause for the Victim dolphin for oki. Alternatively, you can take advantage of the opponent being swept off their feet by special cancelling into Mr.Horizontal Dolphin to send them flying back and give the combo more corner carry or go for an RC combo route.
|
|
j.P
j.K
j.K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
24
|
High/Air
|
S
|
YRP
|
7
|
6
|
10
|
-
|
Quite fast and more range and active frames than her jP. 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.
|
|
j.S
j.S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30
|
High/Air
|
SJ
|
YRP
|
12
|
4
|
5
|
-
|
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.
|
|
j.H
j.H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
35
|
High/Air
|
S
|
YRP
|
12
|
10
|
15
|
-
|
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.
|
|
j.2H
j.2H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
34
|
High/Air
|
-
|
YRP
|
13
|
until landing
|
0
|
-
|
- May's best jump in tool
- Halts her forward momentum
May's best jump in tool. It has a great hitbox compared to its hurtbox and no recovery. Combine this with its ability to halt her forward momentum for ambiguous crossups and you have a very good jump in option. On hit, it leads into a combo. On block, it's a great way to start pressure.
|
|
j.D
j.D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
33
|
High/Air
|
SJ
|
YRP
|
10
|
12
|
24/5 landing
|
-
|
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.
|
|
Universal Mechanics
Throw
Throw
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0, 55
|
Ground Throw: 75250
|
-
|
R
|
1
|
-
|
-
|
+46
|
- Good Defensive Tool in some instances
- Can be comboed from with RC
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
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0,55
|
Air Throw: 210000
|
-
|
R
|
1
|
-
|
-
|
-
|
- Great defensive tool at closer ranges
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, dash or jump in to start okizeme.
|
|
Dead Angle Attack
Special Moves
Mr. Dolphin Horizontal
Mr. Dolphin Horizontal [4]6S/H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
S
|
35
|
All
|
-
|
YRP
|
7
|
14
|
6 + 5 after landing
|
-4
|
- All around good tool for neutral, pressure and combos
- Causes a comboable wall bounce on CH.
In combos, Horizontal Dolphin is a good mid screen combo ender when you want to go for damage and corner carry instead of oki. It can also be RCed for a bigger combo that'll increase the damage and corner carry as well.
In pressure, the S version of Horizontal Dolphin can be a good blockstring ender since it knocks back May a good distance away from the opponent, making it difficult to punish.
|
H
|
40
|
All
|
-
|
YRP
|
13
|
20
|
9 + 5 after landing
|
-5
|
H version has more startup but covers more horizontal distance, sends the opponent flying back further than the S version on hit and also gives a wall stick in the corner. The wall stick is particularly useful for allowing meterless corner combos into good damage where midscreeen you would have had to RC to get the same results.
|
|
Mr. Dolphin Vertical
Mr. Dolphin Vertical [2]8S/H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
S
|
40
|
Mid/High/Air
|
-
|
YRP
|
8
|
20
|
2 + 5 after landing
|
-9
|
During the rising section, this attack is a Mid, during the downward section this attack is an overhead. Most used in combos where you need to side swap with the opponent, such as OHK combos in the corner so that you can put them back in the corner. Useful as an overhead sparingly, but they are unsafe on block.
|
H
|
45
|
Mid/High/Air
|
-
|
YRP
|
15
|
26
|
2 + 5 after landing
|
-9
|
H version has more startup but also has more hitstun, making it ideal for air juggling. This is the version usually used in side swap combos.
|
|
Applause for the Victim
Applause for the Victim 41236P/K/S/H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
P
|
20
|
All
|
Y
|
YRP
|
25
|
36
|
43 Total
|
+2
|
- Good for controlling space in neutral
- Good for oki and extending pressure
- Can hold the button to alter the timing of when the Dolphin attacks
All around great tool for neutral and pressure. In neutral, the dolphin is great for controlling space. You can hold the button and make use of the threat of being able to send the dolphin to attack at any time to discourage the opponent from doing anything, making it easy to appraoch them.
In pressure, the fact that you can hold the button to determine when the dolphin attacks gives you a lot of options for oki. You can release the button right away to send the Dolphin ahead of you before you start your pressure. This has 2 good benefits. The first benefit is that sending the dolphin ahead of you forces the opponent into blockstun and locks out their ability to do a reversal on wakeup when you start your pressure. The second benefit is that if you are already close enough to go for a mixup right away, the dolphin colliding with the blocking opponent can partially visually obscure your mixup. You can also release the button at a key point in your blockstring and take advantage of the time that the dolphin attacks to reset pressure.
In combos, if you already have the dolphin out and waiting, it can be a good way to extend a combo in places where you'd usually have to RC to get a longer combo. For example, you can do stuff like 2D > (Release Dolphin) > Continue with air combo
P version summons the hoop at ground level in front of May, making it great for oki. It's also useful for extending pressure
|
K
|
20
|
All
|
-
|
YRP
|
24
|
35
|
37 Total
|
+7
|
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.
|
S
|
20
|
All
|
Y
|
YRP
|
25
|
36
|
43 Total
|
+2
|
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.
|
HS
|
20
|
All
|
-
|
YRP
|
24
|
35
|
37 Total
|
+7
|
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.
|
|
Hop on Dolphin
Hop on Dolphin Touch the Hoop dolphin during a jump
|
|
Don't Miss It!
Don't Miss It! 214P/K
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
P
|
40
|
Mid
|
-
|
YRP
|
37
|
?
|
45 Total
|
-
|
- Great in neutral for controlling space
- Great for oki
- Has a hitbox and can be destroyed by certain pokes
May summons a beach ball, you can hold the button to charge the move. 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.
In pressure, it can be used as oki from a 2D ender or by YRCing out of the animation. The ball makes it difficult to jump out of pressure and can also be used to extend pressure by pressuring the opponent until the ball comes down and then resetting your pressure as they block the beach ball. In a similar manner, the beach ball can also be used to extend combos.
P version has a closer trajectory and comes down closer to May
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
K
|
40
|
Mid
|
-
|
YRP
|
37
|
?
|
55 Total
|
-
|
K version has a farther trajectory and comes down further away from May
|
|
Ball Jump
Ball Jump 1/2/3 near the ball during a jump
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
?
|
?
|
-
|
Y
|
?
|
?
|
-
|
-
|
May uses the beach ball to do an extra jump. An interesting consequence of this is that it smashes the beach ball downwards. Currently, this feature of the beach ball hasn't really seen any use in practical gameplay though.
|
|
Ensenga
Ensenga? j41236HS
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30,20
|
All, High/Air
|
-
|
YRP
|
16
|
5(18)Till Landing
|
17 after Landing
|
-15
|
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.
|
|
Overhead Kiss
Overhead Kiss 632146K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0, 40
|
? pixels
|
-
|
YRP
|
4
|
?
|
42 Total
|
-
|
- 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.
|
|
Overdrives
Ultimate Whiner
Great Yamada Attack
Great Yamada Attack 236236S
|
|
Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind 63214S
|
|
Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber P during Ultimate Spinning Whirlwind
|
|
Instant Kill
And Farewell in IK mode: 236236H
|
|
Strategy
Neutral
Playing Footsies
Controlling space with summons
Offense
Tools
Mixups
Blockstrings
Defense
Meterless Options
Meter Options
General Tactics
Tips and Tricks
Combos
Midscreen Combos
2P > 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS (video example)
- End the combo in 41236X for Oki
- End the combo in [4]6HS for more damage and corner carry
OHK (632146HS) > dash 5S > jc j.S > j.HS > j.D > djc j.HS > j.D > j.41236HS (Damage: 151) (video example)
(With 41236S oki) 6K > (Release S and 41236S hits) > 5P > 2K > 2D (Damage: 67) (video example)
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) (video example)
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) (video example)
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)
OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.41236HS
- OHK combo that puts the opponent back in the corner