GGXRD-R2/May

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Overview

Overview

May is a pixie brawler who is small, mobile, and loves to mangle her opponent with strong counter hits. She is comfortable zoning with her hoop dolphins and her beach ball, or rushing down with her charge dolphins, command grab, and aggravating jump normals like j.S and j.2H. Her combos are simple, mostly universal, deal lots of damage, and give her good okizeme afterwards.

May is also one of the slipperiest characters in Xrd thanks to her excellent backdash, fast and evasive normals like 3K, and her fast jump arc. Keeping her under pressure can be very difficult, and covering all her escape options at once is impractical for most characters. Her invincible Ultimate Whiner and Great Yamada Attack supers are more things to worry about.

May has a ton of depth to almost all of her mechanics and moves, which gives her limitless potential in the hands of a dedicated player. Her horizontal H dolphin wallsplats to extend combos, her hoop dolphin mechanics let her force unseeable high-low mixups, and she can loop okizeme with the best of them.

Despite all her depth, May's a fairly simple character to pick up and play, so she's only as easy or as hard as you want her to be.
Playstyle
May is a mobile rushdown/setplay hybrid who controls space both on the ground and in the air with big, painful normals and obstructing special moves.
Pros Cons
  • Neutral Princess: Great ability to control space thanks to her Beach Ball and Applause for the Victim mechanics.
  • Big Damage: May can deal very high damage and stun consistently from simple combos.
  • Huge Normals: Beefy normals with good rewards on counter hit, such as the notorious j.S.
  • Unga-mentals: Ground normals like f.S, 5K, 2K, 5H, and 2D are great pokes.
  • Strong Oki Game: Great oki and solid mixups with high/low and command grab options.
  • Versatile Movement: Great mobility, especially in the air: fast run, great backdash, amazing jump, j.2H to alter jump arc, dolphin ride, and ball hop.
  • Great Defense: May's backdash is incredibly good and hard to punish, and her 4f 2P is faster than average.
  • Poor ground anti-airs: May's grounded anti-airs like 6P and 2H are slow and awful to whiff. She will often need to rely on air throws instead.
  • Pressure Needs Summons: Has difficulty keeping safe pressure on opponent without summons
  • Combos Need Summons: Mediocre midscreen meterless damage without summons for combo extension

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 4 6 ±0

Used for pressure, setting up tick throws or frame traps, Burst-safe confirms, anti-airing, and disrespecting pressure.

May's fastest anti-air button, although not a particularly good one. Useful to catch air techs. Occasionally useful to disrespect pressure e.g. Raven IAD pressure resets or I-No's hover. It is a strong pressure tool, leading into easy hit confirms, frame traps, and throw set-ups. Do a few of these before c.S into air combo on an airborne opponent to create Burst-safe points.

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

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

5K

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 9 6 9 -3 4~17 High Profile

Used as a fast, long-range poke. Also used for ranged pressure, jump-checks and punishes.

May's main poke. Good at stopping your opponent's advance and whiff punishing. Relatively safe on whiff with only 9f recovery, and pretty safe on block. On block, whiff cancel with 2K or frametrap with stagger f.S / 5H. On hit, cancel to 2D for knockdown or f.S when 2D does not reach. Dodges some low moves such as Ky's 2D and Potemkin's Slide Head. 5K after a blocked Applause for the Victim / Beach ball / 5H is a good way to jump-check your opponent.

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

Level Proration RISC+ RISC-
1 6 7

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 7 3 15 -1

Used for air converts, punishing, pressure, option selecting with forward throw, anti-airing, and setting up tick throws.

Mostly combo filler, strong punish starter, and a situational anti-air. Jump cancel this for an air combo, or cancel into 2D for a knockdown on ground hit. Can be used for throw OS (6S+H), however S horizontal dolphin will come out instead if done immediately from blocking. Prevent this by doing throw OS after instant blocking. Can be used to tick throw OHKGGXRD May OverheadKiss.pngGuard:
Ground Throw: 157500
Startup:
4
Recovery:
-
Advantage:
-
, but you need to be dashing into the opponent point blank.

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

Level Proration RISC+ RISC-
3 14 6

f.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 12 3 20 -9

Used as a long-range poke, ranged pressure, and punishes.

May extends her anchor out as far as she can at waist height. f.S is May's longest range poke and is a good followup after 5K on block or hit. Extends May's hurtbox for only as long as the move is active (3 frames), allowing May to safely meaty against many uppercut-type reversals including Sol's Volcanic Viper. Hitbox reaches low to the ground, making f.S generally good against 6P counterpokes as well as low profile moves e.g. Sol's 2D.

Gatling Options: 6K, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

5H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 13 4 8 +7 Foot 13~16F

Used for counter poking, anti-airing, pressure, frame traps, combo filler, and punishing.

May slams her anchor to the ground, creating a defensive wall of hitbox. Great counterpoke in general against forward moving specials and normals with extended hurtbox. Situational anti-air, effective against IAD attempts. Occasionally using 5H in neutral can be a safe way 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 due to great frame advantage on block.

  • Causes stagger on ground CH.

Gatling Options: 6K, 5D, 2D

Level Proration RISC+ RISC-
4 20 6
  • Staggers opponent on CH. Max duration 39F, Frame Adv +20 to + 40

5D

Damage Guard Startup Active Recovery On-Block Invuln
25 High 27 3 18 -7

Used as a risky but rewarding overhead attack in pressure and as a combo extender.

May performs a spinning lariat from her anchor. Pretty slow and commital with an obvious animation. Somewhat safe on block, cover yourself a dolphin hoop before trying to make it safer. Great for extending combo after a ground hit S horizontal dolphin RC, or 5H on counter hit. Has some burst-safe points when done at max range.

While it's not truly low invuln, there is a big gap between her attack range and her lower hurtbox, allowing it to occasionally avoid and beat out sweep attempts.

Level Proration RISC+ RISC-
2 Initial: 80% 10 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
44 Mid 16 [19~45] {[46~47]} 6 18 [17] {[17]} -7 [-7~+7] {[+11]} 1~18 [1~9] {[1~39]} Above Knees

Used for counter poking, anti-airing, pressure, frame traps.

Great priority in anti-air situations, however difficult to use on reaction due to its slow startup. Useful counterpoke against long-reaching mid moves with extended hurtbox e.g. Ky and Johnny's f.S. Gatling to c.S for a quick confirm. Charge it in blockstring by holding P for frame traps and mind games. Does crazy amount of stun, especially on counter-hit or when fully held.

  • Can be YRC'd at any point during the charge.
  • Knocks back on regular hit, knocks down on counter-hit.

Gatling Options: 6K, c.S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
3 14 6
  • [ ] values are for partial charge, {[ ]} values are for full charge
  • Stun values by Charge Times: 1-18F: 88
  • 19-24F: 110
  • 25-30F: 121
  • MAX: 143
  • Wallsticks on full charge: 28f ground hit, 56f ground counter, 16f air hit, 32f air counter.

6K

Damage Guard Startup Active Recovery On-Block Invuln
35 High / Air 20 5 8 +1 6~24 Foot

Used as an overhead attack in pressure, baiting wake-up throws, and setup her Hop on Dolphin mixups.

May's standing overhead. It's fairly quick and good for keeping your opponent from getting too comfortable blocking down back. Also great for baiting throws and low counterpokes due to its airborne nature. Normally, May can not convert it into a combo without meter. However, if you have an Applause for the VictimNo results Dolphin on hold from oki, you can cancel 6K to Hop on DolphinGGXRD May HopOnDolphin.pngGuard:
All
Startup:
13
Recovery:
Until Landing+5
Advantage:
-
and cancel that into an airdash or an air normal to continue. If it hits meaty, a link to 2P is possible. On counter-hit, a link to 2K is also possible. Able to dodge some projectiles such as Ky's Stun EdgeGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
and Raven's needleGGXRD-R Raven SchmelzBerg.pngGuard:
All
Startup:
13
Recovery:
36 + landing 12
Advantage:
-9
.

Level Proration RISC+ RISC-
2 Initial: 80% 10 7
  • 6F onwards Airborne

6H

Damage Guard Startup Active Recovery On-Block Invuln
70 {[90]} Mid {[High]} 16 [20~25] {[26]} 6 34 [31] {[21]} -21 [-18] {[-8]} 8~28 Low Profile

Used for frame traps, catching jump outs, combo filler and combo ender.

May's other non-dust standing overhead when fully charged. Mostly used in combos to score a hard knockdown on airborne opponent, while charged version is May's best combo filler in corner. Because of its reach and the ability to play with the timing by charging, 6H can be good for catching attempts to jump out of pressure as well. Cancel to Applause for the Victim or Beach ballGGXRD May DontMissIt.pngGuard:
All
Startup:
37
Recovery:
Total 45
Advantage:
-
on hit to setup okizeme.

  • Knockdown on air hit, ground bounces on air hit at maximum charge
Level Proration RISC+ RISC-
4 20 6
  • [ ] values are for partial charge, {[ ]} values are for full charge

2P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 4 6 ±0

Used for pressure, setting up tick throws or frame traps, and Burst-safe confirms

May's fastest ground normal also one of her stubbiest, having less range than 5P. Strong pressure tool, leading into easy hit confirms, frame traps, and throw set-ups. Useful for mashing out of gaps in close range pressure and can be hit confirmed into a 2D knockdown.

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

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2K

Damage Guard Startup Active Recovery On-Block Invuln
14 Low 5 4 9 -3

May reaches forward and pokes with her foot. A very solid move that does a lot for May: a quick low hit in pressure and okizeme, mid-range poke, set up for tick throws, and low profile under pokes/airdashes. Use this to keep your opponent honest while staying safe.

2K is an important part of May's mixups together with 6K / Overhead Kiss. Also good as a close/medium range attack that can lead to a knockdown or combo with 2D. Has low profile until the move becomes active which lets it dodge IAD attempts and specific attacks like Bandit BringerGGXRD Sol BanditBringer1.pngGuard:
High/Air
Startup:
32
Recovery:
9+4 after landing
Advantage:
±0
and even some mid pokes such as Johnny's K Mist FinerGGXRD Johnny MistStance.pngGuard:
-
Startup:
Lv1: 9, Lv2: 6, Lv3: 4
Recovery:
-
Advantage:
-

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

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

3K

Damage Guard Startup Active Recovery On-Block Invuln
24 Low 8 21 18 -27 8~28 Low Profile

Used for low profiling oncoming attacks or catching your opponent off-guard.

May slides on the ground head first about 1/3-1/2 of the screen with incredibly long active frames. Very good at low profiling at the cost of being highly unsafe on block and in CH state until recovery. Must be YRC/RRCed to be safe. Can be very useful in dealing with characters with projectiles but is easily baited and punished harshly if done predictably.

  • Knocks down on hit.
Level Proration RISC+ RISC-
1 6 7

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 9 3 15 -4

Used for counter poking and stopping ground approaches.

May extends her anchor out in front of her fairly far while crouched. Great as a medium/far range poke. Has disjointed hitbox at the tip of the anchor which will stuff a lot of things. However, has longer recovery compared to her 5K, making it more prone to whiff punishes. Cancel into a S horizontal dolphin for a quick confirm, or whiffed S vertical dolphin for a gimmicky low/tick throw.

Gatling Options: 3K, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 11 13 29 -25

Used as a high commitment anti-air and for catching backdashes.

It comes out quicker than 6P, has lots of active frames and a wide sweeping hitbox. May's hurtbox is really low during this move, giving it really good anti-air priority. However, it has a lot of recovery on whiff, making it dangerous to throw out too often. Cancel it into 2D reduces the recovery, allowing a confirm into dash c.S on counter hit or 2P on normal hit when done low enough, while keeping May safe on block. It's possible to use a meaty 2H to catch faster reversal backdashes, notably Millia's.

Gatling Options: 6K, 5D, 2D

Level Proration RISC+ RISC-
3 14 8

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 7 10 8 -1

Used for leading combos into knockdown and as a low hit in pressure and okizeme.

A low that sweeps the opponent off their feet and gives a knockdown. Has lots of active frames, making it a strong counterpoke and meaty on oki. Good in pressure as a low and as a means to end a blockstring while remaining safe. On hit, you can safely summon a beach ball or an Applause for the Victim dolphin for oki. Alternatively, cancel this into Horizontal Dolphin to send them flying back and give the combo more corner carry or go for an RC combo route. On an approaching counter-hit, allows for a 2P,cS air combo.

Level Proration RISC+ RISC-
3 14 6

j.P

Damage Guard Startup Active Recovery On-Block Invuln
8,8 High / Air 5 2(2)2 9

Used for a quick air-to-air.

Very short range but her fastest air normal. Hits twice. Useful for option selecting air throws and air to air blockstrings with j.K. Not burst safe, but you can play around with its 2 hits to create burst safe points.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Level Proration RISC+ RISC-
0 3 8

j.K

Damage Guard Startup Active Recovery On-Block Invuln
24 High / Air 7 6 10

Used for a quick air-to-air that hits above May.

Quite fast and has more range and active frames than her j.P. 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. It is also possible to link a j.K after j.S recovers. This is extremely useful for throwing bursts by linking j.S to a throw OS j.K.

Gatling Options: j.P, j.S, j.H, j.D

Level Proration RISC+ RISC-
1 6 7

j.S

Damage Guard Startup Active Recovery On-Block Invuln
30 High / Air 12 4 5

Used for jump-ins, anti-air, covering May's jump arcs and controlling air space.

May extends her anchor really low towards the ground. Your go-to tool for jump-ins after jumps and airdashes and a really tricky move for opponents to consistently anti air. Rising j.S covers May from airthrow attempts and can be used as anti-air, especially when combined with throw OS. Recovers incredible quickly, giving May air movement freedom after whiffing a rising j.S. Can be linked to j.P on block or hit, or gatling to j.H. Links to j.H on counter hit for major damage and can route into Ensenga?GGXRD May Ensenga.pngGuard:
High / Air
Startup:
14
Recovery:
17 After Landing
Advantage:
-15
for a hard knockdown off stray air hits.

Gatling Options: j.H, j.D

Level Proration RISC+ RISC-
3 14 6

j.H

Damage Guard Startup Active Recovery On-Block Invuln
38 High / Air 12 10 15

Used for controlling air space and relaunch combos.

Fairly slow but has a great hitbox that goes from below May to above her hat. Great tool for controlling air space in front and above May, especially with backthrow OS. Has a lot of untech frames, especially on counter hit, for highly damaging relaunch combos.

Gatling Options: j.D

Level Proration RISC+ RISC-
3 14 6

j.2H

Damage Guard Startup Active Recovery On-Block Invuln
34 High / Air 13 Until Landing 0

Used for jump-ins and left/right mixups

May's other jump in tool. Changes May's air momentum and hits on both sides, making this great for ambiguous left/right mixups off an airdash or backward airdash. Has no landing recovery, which is vital for her dolphin cancel mixups, by whiffing this into a low attack immediately after landing. Can be Faultless Defense-cancelled, though probably not as useful as Faust or I-No's FDCs.

While it has no recovery, instant blocking it can give the opponent a free throw attempt, so use with caution.

Level Proration RISC+ RISC-
4 20 6

j.D

Damage Guard Startup Active Recovery On-Block Invuln
35 High / Air 10 12 24 + 5 Landing Recovery

Used for air combo and F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups.

Largely combo filler due to its jump cancel properties, it's great at building stun too. Stops air momentum and can be used occasionally to stall in the air for a short time. Used in F-Shiki setups as well.

Level Proration RISC+ RISC-
3 14 6
  • Stun value: 66

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,55 Ground Throw: 75250 1 +46

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.

Level Proration RISC+ RISC-
0 Forced: 65% NA 6,0
  • Stun value: 27

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,55 Air Throw: 210000 1

May is tied with Bedman for the largest air throw range in the game. 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, setup Applause for the Victim for okizeme, or dash in to start pressure.

Level Proration RISC+ RISC-
0 Forced: 65% NA 6,0
  • Stun value: 30

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 16 6 18 -10 1~21 Full
22~36 Throw

Uses 6P's animation. Pretty good horizontal range though it's punishable on block, so do be careful when throwing this out.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
-2
Blitz Attack Max Charge 50 Mid 50+13 3 Hit: 11
Whiff: 20
+5
  • Partial charge version causes horizontal blowback on hit, wall sticks in corner.
  • Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit.
  • Steals a small amount of Burst Gauge on hit.
Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Mr. Dolphin Horizontal

[4]6S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
[4]6S 35 All 5 14 6+5 After Landing -4
[4]6H 45 All 13 20 9+5 After Landing -5

All around good tool for neutral, pressure and combos.

In combos, Horizontal Dolphin is a good midscreen 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.


[4]6S

In pressure, the S version of Horizontal Dolphin is a good blockstring ender since it knocks back May a fair distance away from the opponent, making it difficult to punish. May's actual best disrespect option on defense due to being airborne and and incredibly fast 5f startup.


[4]6H

The H version has slower startup but covers more horizontal distance, omore active frames, 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.

Version Level Proration RISC+ RISC-
[4]6S 3 14 6
[4]6H 3 Initial: 80% 14 6

[4]6S:

  • 30f charge time
  • 1F onwards Airborne

[4]6H:

  • 30F charge time
  • 1F onwards Airborne
  • Wallsticks in the corner for 42f, 60f on counter

Mr. Dolphin Vertical

[2]8S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
[2]8S 40 Mid,High / Air 8 20 2+5 After Landing -9 1~34 Throw
[2]8H 45 Mid,High / Air 15 26 2+5 After Landing -9

May rises riding a dolphin and descends in an arc.

Extremely active attack; during the rising section, this attack is a Mid, during the descent it becomes an overhead. Useful as an overhead sparingly, but both versions are unsafe on block. They can also be intentionally whiffed for a gimmicky low/throw mixup.


[2]8S

Used for gimmicky resets, anti-air, and disrespecting specific pressure strings. Somewhat useful to stop aerial pressure reset attempts, such as Sol's Bandit RevolverGGXRD Sol BanditRevolver1.pngGuard:
Mid
Startup:
9
Recovery:
2+8 after landing
Advantage:
-5
and Bandit BringerGGXRD Sol BanditBringer1.pngGuard:
High/Air
Startup:
32
Recovery:
9+4 after landing
Advantage:
±0
, or I-No hover dash j.H (due to its throw invulnerability).


[2]8H

Used for juggle combos, ending combo with hard knockdown, and anti-air.

H Vertical Dolphin is combo filler after 2H and a situational anti air. Gives hard knockdown most of the time. Spaced right. it vacuums the opponent towards May, making her classic lame loop possible. You can input 663 to keep a down charge while dashing forward, making a dashing momentum H vertical dolphin possible to punish jumps.

Version Level Proration RISC+ RISC-
[2]8S 3 14 6
[2]8H 3 14 6

[2]8S:

  • 30f charge time
  • 4F onwards Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half

[2]8H:

  • 30F charge time
  • 3F onwards Airborne
  • Guard is Mid during the first half of the attack, and becomes High / Air during the second half

Applause for the Victim

41236P/K/S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
41236P/S 20 All 25 36 Total 43 +2
41236K/H 20 All 24 35 Total 37 +7

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 approach 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

  • Hold the button during summon and release it later to activate the attack.
  • Alternatively, tap the button during summon, press it again later and then release it to activate the attack.

P version summons the hoop at ground level in front of May.

Great for okizeme. It's also useful for extending pressure on block.


K version summons the hoop up in the air in front of May.

The trajectory that the Dolphin takes is great for making a "wall" to prevent the opponent's approach. If they're close enough, it can be useful for in oki to prevent them from jumping out.


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.


H 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 opponents standing far away, especially against characters that prefer to approach from the air.

Version Level Proration RISC+ RISC-
41236P/S 0 0 8
41236K/H 0 2 8

41236P/S:

  • Attack can be delayed, begins 6F after releasing/re-pressing button. Automatically releases after 209F

41236K/H:

  • Attack can be delayed, begins 5F after releasing/re-pressing button. Automatically releases after 208F

Hop on Dolphin

Touch the Hoop dolphin during a jump

Damage Guard Startup Active Recovery On-Block Invuln
50 All 13 18 Until Landing+5

May jumps on a Dolphin during its trajectory and rides it until it disappears or she cancels out of it. Used for okizeme, combos and closing distance.

Dolphin Hopping is a vital combo and pressure tool for May. Regardless of what direction the hoop is facing, hopping on will always autocorrect the dolphin's path towards the opponent. Can be canceled into an airdash on hit or block with a generous window. May can also kill her forward momentum by using an air normal within a certain frame window when the dolphin hits or is blocked, enabling her deadly dolphin cancel mixups. Check Okizeme section for more details.

  • Wallsplats on air hit near corner
Level Proration RISC+ RISC-
2 Forced: 70% 10 7
  • Startup is measured after touching the dolphin
  • No recovery if Dolphin Boarding hits or is blocked

Don't Miss It!

214P/K

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 40 All 37 Total 45
214K 40 All 37 Total 55

Used to control space in neutral and for midscreen okizeme.

May summons a beach ball. 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. Be careful using it without YRC however as it has a very large amount of recovery.

P version has a closer trajectory and comes down closer to May.

K version has a wider trajectory and comes down further away from May. With the extra 10f of recovery, this sees more use when the opponent is a full screen away.

Refer to Okizeme section on setups using P beach ball.

Version Level Proration RISC+ RISC-
214P 2 2 7
214K 2 2 7

214P:

  • Attack hitbox disappears after ball bounces 3 times

214K:

  • Attack hitbox disappears after ball bounces 3 times

Ball Jump

1/2/3 near the ball during a jump

Damage Guard Startup Active Recovery On-Block Invuln
40 All 7 6

Used for anti-anti-air and okizeme.

May uses the beach ball to do an extra jump. An interesting consequence of this is that it smashes the beach ball downwards and expands the hitbox horizontally while greatly reducing it vertically. May's jump trajectory will change depending on which down direction is held. For instance, holding 3 will send May diagonally forward relative to her original position. This can be combined with an IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. on the opponent's wakeup for crossups or fake crossups (see Okizeme for more info).

Level Proration RISC+ RISC-
2 2 7
  • Jump trajectory depends on which down input is used

Ensenga?

j.41236H

Damage Guard Startup Active Recovery On-Block Invuln
30,20 High / Air 14 5(18) Until Landing 17 After Landing -15

Used to end air combos with a hard knockdown, or for extra air mobility with YRC.

An 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. The first hit blows the opponent back, which forces midscreen combos to either be very short to end in a second-hit knockdown or to allow the opponent's recovery. You want the opponent about level with May to guarantee a successful corner knockdown. Additionally, hitting Ensenga roughly a third of a screen away from the corner will carry the opponent into all the way into the corner. Ensenga YRC moves May forward and upward, which can be desirable in some situations e.g. dodging Ramlethal's Calvados or escaping the corner quickly.

Level Proration RISC+ RISC-
4,2 20,10 6,7

Overhead Kiss

623K

Damage Guard Startup Active Recovery On-Block Invuln
0,40 Ground Throw: 157500 4 1~5 Throw

Used in offensive pressure to catch blocking opponents.

A very fast command throw to be feared. One of May's best mixup options 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 with proper conditioning.  

May recovers in the air a short time after the kick connects with the opponent. This enables her to airdash afterwards, allowing juggle combo routes and the ability to convert off command grab with her back to the corner. Because she is in a superjump state, May cannot double jump without jump-installing the grab input (623+9K). This is not strictly necessary unless style points are desired.

Level Proration RISC+ RISC-
0,4 Forced: 75% NA 6,0,1
  • CH recovery state
  • Whiff Recovery: Total 44

Overdrives

Ultimate Whiner

63214H

Damage Guard Startup Active Recovery On-Block Invuln
16,9×31 Mid 8+1 1 31 -13 1~9 All
10~14 Strike

Used for unburstable damage and as an invulnerable reversal on defense.

Mediocre reversal with 50 meter, unsafe on block. Gives your opponent a ton of meter on hit. YRC before super flash is a good defense option to dodge meaties at only 25% meter. Also a good combo ender when the opponent's at low health due to its multi-hit nature being able to blow through guts, as well as being unburstable.

  • 20% minimum damage
Level Proration RISC+ RISC-
4 20 6,3×31

Great Yamada Attack

236236S or 236236D

Damage Guard Startup Active Recovery On-Block Invuln
140 [175] Mid 9+0 28 38 -33 5~11F Strike
[1~9F Full]
[10~11F Strike]

Used in corner combos for unburstable damage, anti-air, or to create unblockable situation.

A huge whale. Hitbox does not reach low to the ground. Great combo filler after 6[H], dealing major damage and stun. Situational anti air when May's back is facing the corner due to being 0 startup after super flash at that spot. Possible to be used in "hilarious" unblockable setups, check Strategy section for details.

Level Proration RISC+ RISC-
4 Forced: 65% 20 6
  • Values in [] are for Burst version
  • Frame Advantage is based on May in the corner and used at point-blank range
  • Tumbles for 54F on hit and 79F on CH
  • Minimum Damage 20% [65%]
  • [Restores 30% of Burst gauge on hit]

Ultimate Spinning Whirlwind

63214S

Damage Guard Startup Active Recovery On-Block Invuln
18×10 Mid 1+8 [2(12)]×9,2 21 -4 1 Full
1-End Throw

Used for unburstable corner carry and confirming whiff punishes.

Combo filler with great corner carry, buffer into this move to hit confirm whiff punishes. It's also possible to combo after corner H horizontal dolphin in the corner as well, by performing a microdash before this move.

  • 20% minimum damage
Level Proration RISC+ RISC-
4 10 3
  • Stun value: 0

Deluxe Goshogawara Bomber

P during Ultimate Spinning Whirlwind

Damage Guard Startup Active Recovery On-Block Invuln
48 Mid 11 10 24 +9

There's absolutely no reason not to do this move after Ultimate Spinning Whirlwind, as it adds extra damage and safe even if blocked. 20% minimum damage.

Level Proration RISC+ RISC-
3 14 12

Instant Kill

And Then She Said... Farewell

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+19
[5+14]
3 34 -20 9~30 Full
[5~21 Full]
  • Uses the animation of her 6H.
Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 71F [5F+5F]

Navigation

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