GGML/May

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Overview

Overview

May is a fairly standard character who relies on the unique mobility options at her disposal. Her Aqua Rolling and Crescent Aqua Rolling specials have large hitboxes and virtually no whiff recovery, but are unsafe on hit, making them risky ways to cross the screen. In addition, her Restive Rolling can be used an infinite amount of times in midair to send you in any direction, allowing her to hover above the screen indefinitely and stall for time. Other tools, like her massive, hard-hitting normals and solid overhead presence, give her solid ways to pressure the opponent. Unfortunately, though, outside of timer scamming, May doesn't have many exploitable tools. She doesn't do much wrong, but she doesn't do enough to keep up with the better characters in Missing Link.
Playstyle
May uses her strong set of unique mobility tools to weave around the opponent and play an effective runaway strategy.
Pros Cons
  • Great Air Options: May can literally play an entire match in the air thanks to Restive Rolling (623S) functionally being an 8 way air dash with a hitbox that you can repeat as many times as you want. Helping this is her strong air normals and Aqua Rolling (236S).
  • Great Normals: Her normals are big, disjointed, and have little recovery, making them very strong.
  • Solid Mixups: May has two overheads, 6P and Dust, both of which are fairly fast and one of which converts into her infinite. She also has Overhead Kiss (41236K), an instant command throw with good range, though lacking in reward.
  • Weak Throws: Both her throw and command throw toss the opponent high into the air where they can tech and reset to neutral.
  • Hard CC Infinite: May's CC infinite is much tighter than other characters', and there's a good chance you'll drop it.
  • Honest in a Dishonest Game: Missing Link is a grimy game, and that's no secret. Until she's in a position where she can stall the timer as a win condition, May is basically a normal fighting game character with a couple strong tools by the standards of other games. She struggles to keep up with stronger characters, like Justice.
May
GGML May Portrait.png
Damage Received:80%Raw Value: 8
Jump Startup:3f
Backdash:22f
Meter Gain Mod:100%Raw Value: 10
Charge Time:48f
Forward Walk Speed:93%Raw Value: 716
Backward Walk Speed:96%Raw Value: 563
Dizzy Resistance:127%Raw Value: 38
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2PGGML May 2P.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-7
(6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.None

Normals

How to Read Frame Data

Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
On-Block
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
Invuln
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 All 9 4 9 -5 +2 none
Really slow jab. Completely disjointed, which could make it a clutch anti-air in a pinch, but May has better options everywhere else.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 9 7 18 -18 -10 none
Big lunging kick with a good mix of speed and range. A low crush just like in later games. Can gatling into 5H into a CC infinite. Solid poke all around.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 8 4 13 -8 +4 none
Unremarkable close slash. Purely close-range combo filler, since you can't really use this anywhere else.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 All 16 4 26 -21 -9 none
This move is really big, which makes it a usable high-risk poke from far ranges. Unfortunately, it doesn't convert into any combos, so your reward is deceptively poor. Terrible on whiff, too, making it quite risky compared to other options. May has better options in neutral with her movement and other, more rewarding buttons.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
25 All 12 4 13 -8 +10 none
Another very funny hitbox. Places a gigantic disjoint in front of May, which lets it beat a lot of other buttons. It can be charge cancelled into an infinite on hit. Low recovery makes it deceptively safe to just do.

6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 Overhead 25 3 15 -11 -3 none
Fairly slow overhead. On hit, can be gatlinged into cS into a charge cancel infinite, giving it high reward. Surprisingly quick to recover, too.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
6 Low 6 4 9 -7 +1 none
May's fastest ground normal, and a pretty standard low jab. Hits low, making it a solid mixup tool. Very stubby, making it less useful than 2K at farther ranges. On hit, gatlings into 5K into 5H into an infinite.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Low 9 6 11 -9 +3 none
Another low-hitting pressure tool, like 2P. A bit slower than 2P, but with significantly more range, making it more applicable in some situations. On hit, gatlings into 5H into an infinite.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Low 8 12 17 -21 -9 8~11, 24~27 Strike
  • Turns May's entire body into a hitbox for a few frames while removing her hurtboxes
Aside from the bizarre invulnerability, 2S is a solid long-ranged poke. It's a bit less risky than fS with basically the same reward. Don't miss.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
23 Low 20 4 23 -19 -15 none
Slow and terrible. Launches on hit, meaning the opponent can tech and leave you minus on hit. Too slow to be used as a poke, and riskier to whiff than fS and 2S. Don't bother.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 8 7 9 N/A N/A none
Mashable air jab that whiff gatlings into itself. Its poor hitbox and relatively slow startup limit its utility, however, especially since jH covers the same area it does faster.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 Overhead 8 10 13 N/A N/A none
The hitbox for this move is pretty high up, making it hard to hit opponents even somewhat below you with this. Useful air to air due to its decent range and speed.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Overhead 9 13 13 N/A N/A none
Giant disjoint that covers a wide area below you relatively quickly. Respectable jump-in, though difficult to combo out of unless it hits very deep.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 4 until landing 0 N/A N/A none
Really fast, fairly disjointed button that hits all around May with no recovery. Good all-purpose air normal, though hard to convery off of on ground hit, similarly to jS.

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
23 Overhead 21 4 27 -22 +74 none
Respectable mixup option. Boasts better range, less startup, and a more disjointed hitbox than 6P, but less reward.

Throw

4H or 6H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Throw 1 N/A N/A N/A 0 none
Catapults the opponent very high in the air, making tech chasing difficult. Also does half the damage of Overhead Kiss on top of having less range, so there isn't much reason to use this over it.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 All 22 N/A 9 0 +10
Bog standard dash attack. Plus on block, like Ky's.

Instant Kill

Fly Away!

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 12 18 11 N/A N/A Above Knees 1~11, 15~40
Very fast low profile instant kill. Lacking in horizontal range, but its high active frames can make it a good anti-air.

Specials

Aqua Rolling

236S
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Aqua Rolling 17 All 16 max 19 2 on whiff, 77 on hit -65 -63 none
Aqua Rolling Level 2 21,12,11,9,9 All 16 max 19 5 on whiff,61 on hit -56 -47 none
Aqua Rolling Level 3 31,18,16,13,13 All 16 max 19 13 on whiff,56 on hit -55 -33 none

A forward advancing, airborne roll which floats May far away from the opponent on hit. May is wrapped inside of one giant hitbox during the active portion of the move making it difficult to contest. No whiff recovery, making this a potential mobility tool due to the area it covers in very little time. However, its high recovery on hit combined with the fact that you can tech it immediately make it extremely minus on hit, so this is risky and mostly a gimmick.


The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage. A bit less minus on hit than the Level 1 version.

The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Instead it deal ludicrous damage. Even less minus on hit than the Level 2 Version.

Crescent Aqua Rolling

41236S
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Crescent Aqua Rolling 17 All 16 max 40 0 on whiff,43 on hit -35 -27 none
Crescent Aqua Rolling Level 2 21 All 16 max 40 0 on whiff,43 on hit -35 -29 none
Crescent Aqua Rolling Level 3 31 All 16 max 40 0 on whiff,43 on hit -35 +8 none

Like Aqua Rolling, except this one goes upwards at an angle instead of straight forward. Identical animation and hitbox with 236S for all versions. Not in the in-game move list, for some reason, so we had to make our own name for it.

No whiff recovery on any version makes this another gimmick mobility tool, though it is plagued by the same issue of being minus on hit as the original Aqua Rolling.


The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage. Only has 1 hit, so it doesn't deal the damage Aqua Rolling 2 can.

The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Only has 1 hit, so it doesn't deal the damage Aqua Rolling 3 can.

Resistive Rolling

623S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5,4,3,3,2,2,2,2 All 1 2(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)2 0 N/A N/A none
  • 1f startup makes this May's fastest abare option
  • Can perform up to two additional rolls by tapping any direction and S; May will travel in the direction you tapped
  • Data shown in the brackets is for first roll; consecutive rolls are single-hit, do 17 damage, become active on 28f after being inputted, are active for 44f, and have 0f recovery
Just a very silly move in general. Can be used an infinite number of times midair, allowing you to float indefinitely above the stage and stall for time forever. If May has the life lead, she can take to the skies with this and be in a place where she is virtually impossible to catch.

Mr. Dolphin!

41236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 All 16 62 total 27 -17 -5 none
  • Reflects projectiles while May is spinning the anchor

Spawns a dolphin projectile that does very little damage and basically no hitstun. Its weird angle could hypothetically make it solid for controlling airspace, but the projectile takes some time to set up and is very non-threatening while active, limiting its utility.

Actually has 63 active frames. The reason this wiki only lists 62 is that the 63rd active frame is actually entirely underneath the screen, making it impossible for it to hit anyone.

Mist Finer

214S or 214S > SxN
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Mist Finer 5,4,3,3 All 13 22 27 -27 -15 none
Gentle Mist Finer 3xN All N/A indefinite 27 N/A N/A none
  • Reflects projectiles while active
  • While mashing, the opponent is pushed away from May at all times
May spins her anchor, dealing a few hits of damage. Pretty unremarkable range and speed, and does less damage than some normals. When mashed, the projectile reflection continues and the move stays active, but the opponent is forced away from May with a fairly strong windbox that takes up the entire screen. This could hypothetically be used to force risky approach options, then punish them, but this move's high recovery makes draws the practicality of this into question.

Overhead Kiss

41236K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
21 Throw 1 N/A N/A N/A +3 none
Instant command grab with respectable range. Switches sides on hit and launches them very far away, making tech chasing difficult. Generally superior to her normal grab, though still not great. Can be a solid way to punish a blocking opponent if you can't open them up with your overheads.

Supers

May Dynamic

463214H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1,17,16,13,13,11 Mid 15 14(21)42 0 -24 -10 none
  • Gargantuan window in between first and second hit on both hit and block, during which opponents can tech out and airdash away from the second hit
  • First hit whiffs on crouchers
Fairly fast for a super, and massively upper body invincible during the start, which hypothetically makes this a good anti-air, but IK is better for that. Has functionally no reward on hit, since the first hit does 1 damage and then your opponent can tech out and avoid the rest of the super. Deceptively active with no recovery, making it unpunishable due to the hitbox completely enveloping May.

Colors

GGML May Color 1.png
GGML May Color 2.png
GGML May Color 3.png
GGML May Color 4.png
GGML May Color 5.png
Default
Alt. 1
Alt. 2
Alt. 3
Mirror


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May