GGST/May

From Dustloop Wiki

Overview

Overview

She has good range, strong pressure and explosive damage! Ferocious in battle and cute as a button - It’s May, everyone’s favourite Jellyfish Pirate.

Her signature move is Horizontal Mr. DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3, a powerful lunging attack. The S version is a fast blockstring ender and frame trapping tool, whereas the H version trades startup speed for frame advantage. Her c.SGGST May c.S.pngGuardAllStartup7Recovery8Advantage+3 is a solid pressure tool and combo starter. Block happy opponents can be opened up with Overhead KissGGST May Overhead Kiss 1.pngGuardGround ThrowStartup6Recovery40AdvantageN/A, a command grab that leads to devastating corner combos. Cycle these tools for a potent strike/throw mix-up.

May controls the mid range with f.SGGST May f.S.pngGuardAllStartup12Recovery19Advantage-8, 2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7 and 5HGGST May 5H.pngGuardAllStartup13Recovery15Advantage-4, a trifecta of disjointed normals that complement each other. Her marvelous 5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5 is a fast, dash cancelable poke that goes over lows. Combining these moves with Horizontal Mr. Dolphin makes for a strong neutral and solid pressure. Her swift jump and excellent aerials, most notably j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD), provide her with great aerial space control. She’s also packing a good anti-air in Vertical Mr. DolphinGGST May Mr. Dolphin Vertical.pngGuardAll→HighStartup6Recovery7 (21 OH)Advantage0 (Airborne). At longer ranges, she can apply pressure with Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29, a projectile attack best used as an okizeme tool due to its massive frame advantage on block. While her fast 5P, good jump and Metered ReversalGGST May The Wonderful and Dynamic Goshogawara.pngGuardAllStartup6+4Recovery55Advantage-31 are powerful tools on defense, she lacks character specifc defensive options like a Meterless Reversal, and has a short duration backdash with less invulnerability and less distance traveled then most. This means May has to rely on system mechanics for a lot of her defense, although this is a small price to pay for such a solid moveset.

If you’re looking for a versatile, explosive character with plenty of disjoints, or just want to throw dolphins at jerks, then play May today!
May
GGST May Portrait.png
Damage Received Mod
×1.06
Guts Rating
4
Prejump
4F
Backdash
16F Duration
1-4F Invuln
1-11F Airborne
Fastest Attack
5P (4F)
Reversals
The Wonderful and Dynamic Goshogawara (10F)
 May is a mobile bruiser with big damage and charging specials.
Pick if you like Avoid if you dislike
  • Massive damage when you land the right hits.
  • Good mobility with a high jump arc and several advancing special moves.
  • Having a strong and versatile special move in Mr. Dolphin for pressure, combos and neutral.
  • Strong normals with a plethora of disjointed hitboxes to control space and pressure the opponent.
  • Relying heavily on charge input moves which may not be to your taste.
  • Relying mostly on strike/throw to open up opponents over more fancy mix-ups.
  • Midscreen pokes that don't convert into knockdowns or good damage without counterhits or meter.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 4 3 8 -1
Total: 14

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 8 6 11 -5
Total: 24

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 All 7 6 8 +3
Total: 20

May's strongest combo starter and go-to pressure and punishment tool at close range. Good for catching backdashes when opponent is trying to avoid her command grab. Hitbox is in front of May and reaches slightly above her head, so this attack can be used as a high-risk, high-reward anti-air.

  • Floats on air hit
  • Jump and dash cancellable
  • Dash cancel is -6 on block
  • c.S > 6H can be used as 3f frametrap or pressure reset, and is a true blockstring against standing Anji, Faust, Goldlewis, and Potemkin.

Gatling Options: 6P, 3K, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 12 3 19 -8
Total: 33

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
55 All 13 8 15 -4
Total: 35

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 50 High 20 3 26 -15
Charged 62 High 28 3 26 -10
Total: 48
Total: 56
Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float

Universal overhead. May has the longest range 5D in the game. It can gatling from 5K, 2K, or c.S for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using Roman Cancel.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 All 5 4 8 -2
Total: 16

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 6 4 10 -2 4-15F Low profile
Total: 19

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 All 10 3 18 -7
Total: 30

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 All 11 13 26 -20
Total: 49

May crouches and swings her anchor over her head from front to back. The entire attack is very disjointed, making it a powerful, but high-commitment, anti-air and launcher. This attack is also a staple of May's combo strings because of its favorable launch properties.

  • Launches opponents up and away from May on hit. Launch effect is stronger on counterhit.
  • Soft knockdown on hit.
  • Can be special cancelled on block to make it safer.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 10 7 17 -7
Total: 33

May's sweep is quick but somewhat lacking in range. It combos from 2K and 5K for HKD, but only at close range.

May's okizeme with Arisugawa Sparkle sets up annoying Strike/Throw scenarios with c.S/Overhead Kiss respectively, so landing hard knockdowns is a helpful way to keep the pressure up. If using Arisugawa Sparkle on okizeme, be sure to delay the attack long enough for the ball to actually hit on wakeup, since it's a quick projectile once it starts moving.

  • Hard knockdown on hit

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 All 12 6 18 -7 1-3 Upper Body
4-17 Above Knees
Total: 35

May's anti-air normal. Has good upper body invulnerability and leads to strong on-the-ground pressure when followed up with Arisugawa Sparkle and whiffed HS Vertical Mr. Dolphin on counterhit.

Hurtbox size over time: 1-3 upper body invuln 4-17 above knees invuln

  • Soft knockdown on hit
  • Hard knockdown on counterhit
  • 6P can be used as frametrap after 5P, 2P, 5K, 2K without delay

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 28 6 6 +2
Total: 39

6H

(Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 [90] All [All (Guard Crush)] 16~39 [40] 6 24 -8 [+8]
6H (NoteSquares with a yellow underline indicate the range of variable startup.)
Total: 69

May swings her anchor in a massive arc above and in front of her. Can be held to delay the attack. After being delayed for the longest possible amount of time (40 frames), it will Guard Crush on block.

May can cancel a fully charged 6H into Mr Dolphin Whiff to threaten a strong Strike/Throw Mixup between 2D/delayed c.S or Overhead Kiss utilizing the Guard Crush. Successfully landing either of these leads to huge damage for May, particularly if the opponent is in the corner.

  • Values in brackets ([]) represent holding the button for the full duration.
  • Hits most standing and all crouching opponents on 4th active frame (frame 19 uncharged). The listed On-Block framedata reflects this.
  • The characters who get hit frame 1 standing are: Potemkin, Faust, Anji, Goldlewis, Bedman?.
  • Ground bounce on air hit

3K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Low 11 9 15 -10
Total: 34

May crouches before sliding anchor-first on the ground. May's hurtbox is larger than the hitbox of this move, which means it usually trades or loses to other low attacks. This move is usually used as Mays best conversion from her P normals. Very punishable on block but gives a soft knockdown which allows for a Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 5K afterwards.

  • Low profile during active frames
  • Leaves May at +16 on hit at worst
  • Cannot be special or super cancelled

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High 5 3 12 +2~5 (IAD j.PPP)
Total: 19

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High 7 3 12 +0~3 (IAD)
Total: 21

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 High 12 4 15 +6 (IAD)
Total: 30

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 High 12 10 15 +9 (IAD)
Total: 36

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 High 10 6 21 -8 (Airborne)
Total: 36

j.2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High 13 Until L 6 +2 (IAD)
Total: 18
(NoteThe red line indicates that the move has become active, but has a variable active window.)

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.

May hurls her opponent over her head in the direction used to input the throw (unlike past games). Not as rewarding as Overhead Kiss when the opponent is near the corner, but is easier to use in pressure and can switch sides. HKD frame advantage is +48.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10
Total: 42
Total: 14
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.

May quickly grabs and kicks her opponent to the ground. Air throws are a universal anti-air option that work well when the opponent makes a predictable high jump-in or when the opponent jumps to avoid a ground throw. Despite the hit and whiff animations, air throws require the opponent to be slightly above May to connect. Quick use of air throws can make opponents think twice about holding back-jump against May's strike/throw mixups.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +48 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage is +50 at lowest possible height, +49 after a normal and super jump, +52 after a double jump and +48 with an added Up Drift Roman Cancel.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Mr. Dolphin Horizontal

[4]6S or [4]6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[4]6S 30 All 7 18 20 (24 OH) -3
[4]6H 40 All 25 18 20 (18 OH) +7
[4]6S/H~P Total 20
[4]6S/H~K Total 20
S Mr. Dolphin Horizontal
Total: 48
H Mr. Dolphin Horizontal
Total: 62

May's premier special move.

The faster S version is enormously rewarding on counterhit, particularly in the corner. It is a powerful whiff punish tool, and a nearly universal blockstring-ender. The slower H version is a strong pressure reset and combo tool. Mixing between the S and H versions along with the cancel options makes it difficult for May's opponent to challenge.

May can cancel into either Whiff by pressing P or into Split by pressing K to mix up her opponent.

  • Airborne starting from frame 1 of startup
  • Staggers on grounded counterhit
  • H version Wall-bounces on air hit
  • H version Non-OTG tumble on air counterhit

Whiff

Pressing P during Mr. Dolphin Horizontal will cause May to immediately end the active frames and enter recovery. This can be done as the first active frame comes out, meaning Mr. Dolphin never becomes active.

  • Fastest Whiff from S Mr. Dolphin leaves May actionable on frame 27. From H this is frame 45.

Split

Pressing K during Mr. Dolphin Horizontal will cause May to leap up off the dolphin. The travel distance changes between the S and H versions of the move. Like Whiff, this can be done as the first active frame comes out, meaning Mr. Dolphin never becomes active.

  • Fastest Split from S Mr. Dolphin leaves May actionable on frame 27. From H this is frame 45.
  • May leaps off the dolphin on frame 3
  • May gets an air option (double jump/airdash/air backdash) when she becomes actionable

Mr. Dolphin Vertical

[2]8S or [2]8H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[2]8S 40 All→High 6 19 7 (21 OH) 0 (Airborne)
[2]8H 45 All→High 11 27 8 (19 OH) +6 (Airborne)
S Mr. Dolphin Vertical
Total: 45
H Mr. Dolphin Vertical
Total: 56

The S version of this attack is a quick anti-air. The HS version, while slower, travels in a much longer arc, and is commonly used as an anti-air and combo extender. Mr. Dolphin Vertical is a mid attack on the way up and an overhead on the way down. The attack is disjoint while ascending, making it an excellent anti-air. May can use her double jump, airdash or attack on hit or block after recovery if she's still in the air. This is useful for combo extensions using the HS version of this attack or avoiding punishments after a blocked overhead.

  • (Ascending only) Hard knockdown on hit.
  • Airborne frame 1
  • H point blank after landing is +1.
  • Hard knockdown on air hit
  • Pressing P or K during active frames will shorten the distance Mr. Dolphin will travel
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
[2]8S 80% 2 Mid HKD +65 [+3] (Airborne) 1500→1125 2000 700 60%→100% 25% 150
[2]8H 80% 3 Mid HKD +84 [+9] (Airborne) 2000→1500 2000 700 60%→100% 25% 150

[2]8S:

  • Values in [ ] are for the descending part of the move.
  • Properties change between the initial rising arc and the final descending arc of the attack
    • Attack is only an overhead during the descending arc.
    • Hard Knockdown on only the rising arc.
    • Launches on hit of only the rising arc.
    • Lower R.I.S.C. Gain but higher OTG damage on the descending arc.
  • When attack connects, May receives only 5F hitstop (8F less than her opponent)
    • To be ultra precise, May has 6F hitstop but unusually it begins the same frame her attack lands, defying system conventions.
  • Horizontal Activation Range: 350
  • Vertical Activation Range: 300 (Only during descending arc)


[2]8H:

  • Values in [ ] are for the descending part of the move.

Overhead Kiss

623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Ground Throw 6 2 40 N/A 1-6F Throw
Total: 47

May's command grab which enables her powerful throw mixups. Can combo into wallbreak in the corner without RC or combo into strong follow-up pressure midscreen.

  • Throw invulnerable frames 1-6
  • Throw results in a ground-bounce. Hitting the opponent while they are airborne nets a wall bounce/wall splat.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% Forced HKD +66 2500 1000 100
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • If comboed into from a Stagger after Mr. Dolphin Horizontal, applies 0 Combo Decay
  • First does 20 damage, then does 30 damage.

Arisugawa Sparkle

214P or 214K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P 50 All 48 6, 10 Total 45 +29
214K 50 All 48 10, 10 Total 45 +29
P Arisugawa Sparkle
Total: 53
K Arisugawa Sparkle
Total: 57
May during Arisugawa Sparkle
Total: 45
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Often referred to as "Beachball" by the community.

Mr. Arisugawa kicks a ball towards the opponent. The P version fires at a ~50⁰ downward angle, while the K version fires at a ~15⁰ downward angle. Mr. Arisugawa spawns the ball high above May, so avoid using it when the opponent is right in front of May as it will likely whiff. Useful as a meaty projectile for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and for on-the-ground pressure following a 6P counterhit.

  • The opponent can destroy the ball by hitting it with an attack.
  • After destroying the ball, the opponents attack will still be active, and they can cancel their move like normally.
  • May is actionable before the beachball hitbox comes out
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
214P 80% 2 Very Small +32 200 1000 300 100% 12% 100
214K 80% 2 Very Small +32 200 1000 300 100% 12% 100

214P:

  • Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
  • Clash Level: 0 (Loses to other projectiles and strikes)
  • Clash Hits: 1


214K:

  • Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
  • Clash Level: 0 (Loses to other projectiles and strikes)
  • Clash Hits: 1
  • Horizontal Activation Range: 150

Overdrives

Great Yamada Attack

236236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
170 All 10+1 88 -54
Total: 98
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
  • Can whiff or be low profiled in certain dead zones.
  • Rolling tumble on hit

After a cinematic, Mr. Yamada appears from the corner behind May and travels in a long arc across the screen while May enters a recovery animation. A belligerent, whale-sized punish. May can use a Purple Roman Cancel after summoning Mr. Yamada to force an extremely damaging high/low mixup at the cost of 100 tension if used at mid-to-close range. Mr. Yamada spawns from the edge of the screen, so using the attack when closer or farther from the corner will affect its effective startup.

The Wonderful and Dynamic Goshogawara

632146H (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
66[43], 82 All 6+4 12(22)10 55 -31 1-21F Full
Total: 108
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
  • Invincible from frame 1
  • Second hit knocks opponent away from May on hit

May's only true reversal and a useful move for forcing a wall-break. May hops on to Goshogawara the orca for a two-hit attack. The first hit, on the way up, is effectively a massive invulnerable uppercut. The second hit, when Goshogawara splashes down, sends the opponent flying and can wallbreak. If May uses a Roman Cancel during the move, she gets off Goshogawara, but the attack continues anyway, which can lead to an extremely damaging combo on hit or a potent high/low or left/right mixup on block at the cost of 100 tension.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
100% Mid HKD +38 1200, 500 1000 0 80%, 60% 25%, 12%
  • Goshogawara spawns during super freeze on frame 6 and can be Purple Roman Cancelled immediately after end of super freeze. If this is done, the first hit will deal 43 damage
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.

Colors

GGST May color 1.png
GGST May color 2.png
GGST May color 3.png
GGST May color 4.png
GGST May color 5.png
GGST May color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST May color 7.png
GGST May color 8.png
GGST May color 9.png
GGST May color 10.png
GGST May color 11.png
GGST May color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST May color 13.png
GGST May color 14.png
GGST May color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/May/Data.
Systems Pages