GGXRD/May

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< GGXRD
Revision as of 10:54, 28 November 2014 by Shtkn (talk | contribs) (→‎Overdrives)
May

Overview

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Strengths
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Weaknesses
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Movement Options
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Defense Modifier: x1.06

Guts Rating: ??

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 13F

Backdash Invincibility: 1-9F


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
5P
GGXRD May 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid CSJR - 5 4 6 0

May does a standard jab, It's pretty fast and the range on it is very short. It can be canceled into itself。

5K
5K
GGXRD May 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 Mid SJR - 9 6 9 -3

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.

6K
6K
GGXRD May 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High / Air R - 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
c.S
GGXRD May cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid SJR - 7 3 15 -1

May extends her anchor in front of her at head height. High attack level. Jump cancellable. Often used to extend air combos.

f.S
f.S
GGXRD May fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 Mid SJR - 12 3 20 -9

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.

5H
5H
GGXRD May 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid SR - 13 4 8 +7

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.

6P
6P
GGXRD May 6P.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 44 Mid SR - 16 6 18 -7
6P Charged 44 Mid SR - 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
GGXRD May 6H.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 70 Mid SR - 16 6 34 -21
Charged 70-90 Mid SR - 16~26 6 34 -21~-8
Maximum Charge 90 High SR - 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
5D
GGXRD May 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High R - 27 3 18 -7

May performs a spinning lariat from her anchor. Hits overhead.

2P
2P
GGXRD May 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid CSJR - 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
GGXRD May 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 Low SR - 5 4 9 -3
  • Fast low, good for mixup

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
GGXRD May 3K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Low RF - 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. 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.

2S
2S
GGXRD May 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Mid SR - 9 3 15 -4

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.

2H
2H
GGXRD May 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Low SR - 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
GGXRD May 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low SR - 7 10 8 -1

May does a split and extends her leg out in front of her. It's incredibly fast, lots of active frames?, safe on block, and has decent range.

j.P
j.P
GGXRD May jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8,8 High/Air CSR - 5 2(2)2 9 -

Very short range but her fastest air normal. Useful for option select air throws and for air to ground or air to air block strings with jK.

j.K
j.K
GGXRD May jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 High/Air SR - 7 6 10 -

Quite fast and more range than her jP. Also useful for option select air throws and for air to ground or air to air block strings with jP.

j.S
j.S
GGXRD May jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High/Air SJR - 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
GGXRD May jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 High/Air SR - 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
GGXRD May j2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 High/Air SR - 13 until landing 0 -

Level ? attack on block. May's best jump in tool which is fairly hard to deal with for most characters.

j.D
j.D
GGXRD May jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 High/Air SJR - 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
GGXRD May throw.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0, 55 Ground Throw: 75250 - - 1 - - +46

Can be comboed from with RC

Air Throw
Air Throw
GGXRD May airThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,55 Air Throw: 210000 - - 1 - - -

May grabs the opponent and flings them to the ground. After landing, dash or jump in to start okizeme.

Dead Angle Attack
Dead Angle Attack
GGXRD May 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All R - 16 6 18 -10
  • Fully Invulnerable from frames 1-21
  • Throw Invulnerable from frames 22-36

Placeholder


Special Moves

Mr. Dolphin Horizontal
Mr. Dolphin Horizontal
[4]6S/H
GGXRD May MrDolphinHorizontal.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 35 All R - 7 14 6 + 5 after landing -4
H 40 All R - 13 20 9 + 5 after landing -5

Causes a comboable wall bounce on CH. Has lots of active frames.

Mr. Dolphin Vertical
Mr. Dolphin Vertical
[2]8S/H
GGXRD May MrDolphinVertical.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 40 Mid/High/Air R - 8 20 2 + 5 after landing -9
H 45 Mid/High/Air R - 15 26 2 + 5 after landing -9

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.

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 RY - 25 36 43 Total +2
K 20 All - - 24 35 37 Total +7
S 20 All RY - 25 36 43 Total +2
HS 20 All - - 24 35 37 Total +7

Can now hop onto these hoop dolphins S and HS versions. Holds a charge of 3 dolphins.

Hop on Dolphin
Hop on Dolphin
Touch the Hoop dolphin during a jump
GGXRD May HopOnDolphin.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 All - - 13 18 0 ?

The S and HS versions of "Applause for the Victim"

Don't Miss It!
Don't Miss It!
214P/K
GGXRD May DontMissIt.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 40 Mid R - 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 is ???

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
K 40 Mid R - 37 ? 55 Total -

K version is ???

Ball Jump
Ball Jump
1/2/3 near the ball during a jump
GGXRD May BallJump.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
? ? R - ? ? - -

May jumps on the beach ball...?

Ensenga
Ensenga?
j41236HS
GGXRD May Ensenga.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30,20 All, High/Air R - 16 5(18)Till Landing 17 after Landing -15
  • Staple air combo ender

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
63214K
GGXRD May OverheadKiss.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0, 40 ? pixels R - 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
Ultimate Whiner
63214H
GGXRD May UltimateWhiner.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16, 9x31 Mid R - 7+2 1 31 -13
  • 1-14 Strike Invincible
  • 1-9 Throw Invincible

Good reversal but unsafe on block. Can RC on block to make safe/advantageous.

Great Yamada Attack
Great Yamada Attack
236236S
GGXRD May GreatYamadaAttack.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
140 Mid - - 9+0 27 38 -33

Placeholder.

Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind
63214S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18x10 Mid R - 1+8 [2(12)] x9, 2 21 -4

Placeholder.

Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber
P during Ultimate Spinning Whirlwind
GGXRD May DeluxeGoshogawaraBomber.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
48 Mid - - 11 10 24 +9

Placeholder.


Instant Kill

And Farewell
in IK mode: 236236H
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal Instant Kill Mid - - 9+19 3 34 -20
  • Invincible from frame 9-30

Placeholder.

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
? Instant Kill Mid - - 5+14 3 34 -20
  • Invincible from frames 5-21

Placeholder.


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)


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc