GGSlash/May/Frame Data

From Dustloop Wiki

System Data

Defense Modifier: x 1.06

Guts Rating: 3

Stun Resistance: 70

Jump Startup: 3

Backdash Time: 13

Backdash Invincibility: 1-9


Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 10 1.4 - - 1 HLF CSJR 5 4 6 ±0
  • Initial proration 80%
5K 20 2.6 - - 2 HLF SJR 9 6 9 -3
  • 4-15F Throw inv
  • 4-17F Foot inv
c.S 30 3.8 - - 4 HLF SJR 7 3 15 -1
f.S 33 2.6 - - 3 HLF SJR 12 3 20 -9
5H 50 3.8 - - 5 HLF SR 13 4 8 +7
  • 13-16F Foot inv
  • Staggers opponent on CH (max 47F)
5D 22 2.6 - - 3 HF R 25 3 18 -4
6P 44 3.8 - - 4 HLF SR 16 6 18 -7
  • 1-18F above knees inv
  • Knocks down opponent on ground hit
  • Dizzy modifier x3
6H 70 3.8 - - 5 HLF SR 16 6 34 -21
  • Staggers opponent on ground hit (max 47F)
  • On air hit, untechable for 60F
6H
Partial Charge
70 3.8 - - 5 HLF SR See notes 6 31 -18
  • Startup varies with how long button is held
  • Staggers opponent on ground hit (max 47F)
  • On air hit, untechable for 60F
6H
Max Charge
70 3.8 - - 5 HLF SR 27 6 21 -8
  • Staggers opponent on ground hit (max 47F)
  • On air hit, untechable for 60F
  • Hits crouching Sol on 29F
2P 10 1.4 - - 1 HLF CSR 5 4 6 ±0
  • Initial proration 80%
2K 14 1.4 - - 1 LF SR 7 4 9 -3
  • Initial proration 80%
  • 7-10F Low profile
2S 26 2.6 - - 3 HLF SR 9 3 15 -4
2H 44 3.8 - - 5 LF SR 14 3 16 ±0
  • Knocks down opponent on ground hit
  • Floats and pulls in opponent on ground CH
2D 30 2.6 - - 4 LF SR 7 10 8 -1
3K 24 2.6 - - 2 LF R 8 21 18 -27
  • 7-28F Low profile
  • Knocks down opponent on ground hit
j.P 14 1.4 - - 1 HA CSR 5 6 6 -
j.K 24 2.6 - - 2 HA SR 7 6 10 -
j.S 30 2.6 - - 3 HA SJR 13 4 5 -
j.H 40 2.6 - - 3 HA SR 12 10 15 -
  • On air hit, untechable for 28F
j.D 38 3.8 - - 4 HA SJR 10 12 24+5L -
  • Floats opponent on hit
  • Dizzy modifier x1.75
  • can gatling to P/K/S/H from 29F onwards
j.2H 41 2.6 - - See notes HA SR 13 Until L 0 -
  • On hit, becomes Attack Lv 3
  • On block, becomes Attack Lv 4
Ground Throw 55 - - - - Throw: 43 Pixels - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
Air Throw 60 - - - - Throw: 120 Pixels - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
DAA 25 2.6 - - 3 All R 16 6 18 -10
  • 1-21F Full inv
  • Wall bounces opponent on hit
  • Initial proration 50%

Specials

S Mr. Dolphin Horizontal
[4]6S
50 1.5/4.8 - - 3 All F 7 10 See notes -12
  • 3F onwards upper body inv
  • 1F onwards airborne
  • May has landing recovery 5F on hit or block, in crouching state
  • 3F Landing recovery on whiff. Can be cancelled into anything except for ordinary movement
  • Must charge for 30F to use this move
H Mr. Dolphin Horizontal
[4]6H
50 1.5/4.8 - - 3 All F 8 20 See notes -13
  • 4F onwards upper body inv
  • 1F onwards airborne
  • May has landing recovery 5F on hit or block. In crouching state
  • 3F Landing recovery on whiff. Can be cancelled into anything except for ordinary movement
  • Must charge for 30F to use this move
S Mr. Dolphin Vertical
[2]8S
50 1.5/4.8 - - 3 HLF F 8 22 See notes -13
  • 1F onwards throw inv
  • 4F onwards airborne
  • Untechable for 40F
  • 18F onwards, must be blocked HA
  • May has landing recovery 5F on hit or block
  • 3F Landing recovery on whiff. Can be cancelled into anything except for ordinary movement
  • Must charge for 30F to use this move
H Mr. Dolphin Vertical
[2]8H
50 3.0/7.2 - - 3 HLF F 8 27 See notes -14
  • 1F onwards throw inv
  • 4F onwards airborne
  • Untechable for 40F
  • 18F onwards, must be blocked HA
  • May has landing recovery 5F on hit or block
  • 3F Landing recovery on whiff. Can be cancelled into anything except for ordinary movement
  • Must charge for 30F to use this move
Restive Rolling
623S/H
30 1.5/3.6 - - 3 HLF RF 13 40 23+15L -64
  • Floats opponent on hit
  • On ground hit, untechable for 40F, on air hit for 35F
Air S Restive Rolling
j.623S
30 1.5/3.6 - - 3 HLF R 10 40 Until L+15 -
  • Floats opponent on hit, untechable for 30F
Air H Restive Rolling
j.623H
30 1.5/3.6 - - 3 HA R 16 40 Until L+15 +1
  • Floats opponent on hit, untechable for 28F
  • Frame adv listed is for fastest TK version (startup 19F)
Hard to Port
Restive Rolling > Direction+S/H
14 0.6/3.4 - - 3 HLF R 11 24 Until L+15 -
  • Floats opponent on hit (untechable for 28F)
  • Can cancel into another Hard to Port (max 3)
Applause for the Victim
41236P/K/S/H/D
25,22*n 2.5/0.0, 1.2 - - 3 Strike: HLF
Dolphin: All
RF 23 12 21 -19
  • 1-25F Upper body inv
  • Floats opponent on hit (untechable for 55F)
  • Total 55F
  • Dolphin startup is 17F after button release
  • Number of dolphins depends on how long button is held
  • 1 Dolphin: (~119F), 2 dolphins: (120~359F), 3 dolphins (360~719F), 4 dolphins (720~1079F)
  • If held for 1080F, 3 dolphins are released automatically
Overhead Kiss
63214K
40 2.0/4.8 - - - Throw: 90 Pixels R 5 1 - -
  • On whiff, recovery 42F
  • 1-5F Throw inv
  • Wall bounces opponent on hit (untechable for 80F)
  • Initial proration 75%

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Ultimate Whiner
63214H
25,20*8 - - - 5 HLF R 7+2 3 24 -8
  • 1-10F Full inv
  • 11-13F Strike inv
  • 9th hit knocks down opponent on hit
  • On air hit, tntechable time for 1st hit 120F, 2nd hit for 17F, 3rd-9th hit for 120F
Super Screaming Ultimate Spinning Whirlwind
63214S
18*10 - - - 5 HLF R 1+8 {2(12)}*9,2 21 -4
  • 1F onwards throw inv
  • On air hit, untechable for 120F
  • Dizzy modifier x0
  • Can cancel into Deluxe Goshogawara Bomber 10F onwards (1F after attack becomes active)
Deluxe Goshogawara Bomber
Super Screaming > P
48 - - - 4 HLF - 11 10 24 -3
  • Knocks down opponent on hit
Great Yamada Attack
236236S
110 - - - 5 HLF - 9+0 - Total 74 -
  • 5-12F Strike inv
  • Wall bounces opponent on hit (untechable for 90F)

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
May and the Jolly Crew
During IK Mode 4123641236H
DESTROY - - - - - - 7+9 9 - -
  • IK Mode activation: 50F
  • 1-18F Full inv
  • On whiff, recovery 23F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
5K 6P 3K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
3K - - - - - -
c.S - - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - 3K 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2S - - - 5H, 2H, 6H 5D, 2D Sp
5H - - - - 5D, 2D Sp
2H - - - - 2D Sp
6H - - - - - Sp
5D - - - - - homing jump
5[D] - - - - - -
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S j.H j.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.2H - - - - - Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Guilty Gear XX Slashe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc