5 May 2022
- 04:4504:45, 5 May 2022 diff hist +467 GGST/May →Overview: Cons: May's lack of good low pokes means she has a hard time keeping her opponents from backing out of reach in neutral.
21 April 2022
- 18:2718:27, 21 April 2022 diff hist −584 m GGST/Jack-O/Combos Undo revision 271981 by Wjjello (talk) Better combo already present. Tag: Undo
- 18:1418:14, 21 April 2022 diff hist +584 m GGST/Jack-O/Combos →{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters: Added new apparently optimal meterless c.S corner combo route.
23 February 2022
- 04:1704:17, 23 February 2022 diff hist −4 m GGST/May →Mr. Dolphin Vertical: Typo fix
28 January 2022
- 18:3618:36, 28 January 2022 diff hist +555 m GGST/Baiken [6H] Added some attack properties and a description.
16 November 2021
- 00:4200:42, 16 November 2021 diff hist −5 m GGST/May/Data →623K Data: Frame study identified 1 active frame. Updating to 6 startup, 1 active, 39 recovery from 6 startup, 45 total.
6 November 2021
- 22:2922:29, 6 November 2021 diff hist +27 m GGST/May/Strategy →Ky Kiske: Clarification (last version was poorly worded)
- 22:2822:28, 6 November 2021 diff hist +51 m GGST/May/Strategy →Ky Kiske: Shock state matters in the Foudre Arc interaction.
- 22:1322:13, 6 November 2021 diff hist +344 m GGST/May Overview (cons): The fact that May doesn't have any 7 or 8 frame buttons in neutral is a pretty big flaw in her kit.
5 November 2021
- 01:3901:39, 5 November 2021 diff hist +22,764 GGST/May/Strategy Major revision/reformat. Added section summaries to longer sections. Added more information, including combat patch 1.05/game version 1.10 info. Added significant match-up information for Ky, May mirror, and I-No matchups. Might need a second pass to clean up thumbnail presentation issues.
3 November 2021
- 13:1513:15, 3 November 2021 diff hist +40 m GGST/May →{{clr|4|6H}}: Added captions to hitbox images for clarification.
- 12:5612:56, 3 November 2021 diff hist +67 m GGST/May →{{clr|4|6H}}: 6H's first 3 active frames are above May's head, the attack doesn't hit opponents on the ground until frame 19.
2 November 2021
- 01:4801:48, 2 November 2021 diff hist +4,149 GGST/May/Combos Added some new combo routes from 1.10.
19 October 2021
- 02:2902:29, 19 October 2021 diff hist +308 GGST/May Updated move descriptions for battle patch 1.05.
7 September 2021
- 05:5405:54, 7 September 2021 diff hist +68 m GGST/May Added tumble state to descriptions of Mr. Dolphin Horizontal and Great Yamada Attack.
6 September 2021
- 19:2819:28, 6 September 2021 diff hist +1,968 GGST/May/Combos Added some 100 meter damage dumps.
- 18:4618:46, 6 September 2021 diff hist +39 m GGST/May/Combos Added a video example for 2H (CH) > [4]6S (whiff) > dash > c.S > 5H > [4]6H > c.S > 5H > WS 6[H]
- 16:2816:28, 6 September 2021 diff hist +1,408 GGST/May/Strategy Updated strategy points that were affected by patch 1.04. Added some matchup-specific information about the May-Sol matchup. Added note about using counterpokes to go into okizeme and pressure, which important to May's overall strategy. Changed Yamada description. Slightly changed horizontal dolphin descriptions.
3 September 2021
- 04:4204:42, 3 September 2021 diff hist +190 m GGST/May →Normal Moves: Updated 5H/fS/2S move descriptions to reflect 1.4 changes. Clarified that the launch for 2H is even stronger on counterhit.
31 July 2021
- 02:0702:07, 31 July 2021 diff hist +78 m GGST/May/Combos →Combo List: Added video links for RRC setups.
28 July 2021
- 00:2900:29, 28 July 2021 diff hist +952 GGST/May/Combos →Combo List: Added dolphin > fast RRC setups that lead to wallbreaks.
20 July 2021
- 03:5203:52, 20 July 2021 diff hist +2,291 GGST/May/Strategy →Shenanigans: Added more RC-based shenanigans that are harder to deal with.
- 03:0603:06, 20 July 2021 diff hist +130 m GGST/May/Strategy →Situational/Combo Fodder: Rephrased j.K description to more accurately reflect its niche uses. Tweaked 6K to more accurately describe its use cases. Noted that 2D is useful in combos and RC-based high/low mixups.
16 July 2021
- 18:1818:18, 16 July 2021 diff hist +1,633 GGST/May/Combos Added corner kill combo to combo list. Added note in Wall-bounce combo theory that describes how 6P can link into a non-wallbreak Yamada attack. Split out RISC scaling note into its own section because it also applies to using Yamada in combos. Added wallsplat notation [WS] to all combos that result in wallsplats.
13 July 2021
- 01:5701:57, 13 July 2021 diff hist −24 m GGST/May/Combos →Combo List: Change to hit conditions for fast PRC high/low combos (the ball needs to hit the opponent high enough to link into c.S).
- 01:1901:19, 13 July 2021 diff hist +836 m GGST/May/Combos →Combo List: Added corner fast PRC mixup combos.
12 July 2021
- 03:1603:16, 12 July 2021 diff hist +333 GGST/May/Combos →Combo List: Added 2K starter meterless wallbreak combo.
11 July 2021
- 05:3405:34, 11 July 2021 diff hist +70 m GGST/May/Combos →Combo List: It's worth mentioning that c.S > 2H > 236236S does a lot more damage with RISC than without.
- 05:2805:28, 11 July 2021 diff hist +13 m GGST/May/Strategy →Pressure Starters: S V Dolphin is -3 on block, not -1. Still more or less safe on block.
10 July 2021
- 00:0900:09, 10 July 2021 diff hist −23 m GGST/May/Strategy →Defense: Fixed a typo.
9 July 2021
- 23:5623:56, 9 July 2021 diff hist +38 m GGST/May/Strategy →Situational/Combo Fodder: May can reliably convert j.2H into a knockdown with >2K>3K
- 23:5223:52, 9 July 2021 diff hist +169 m GGST/May/Combos →Combo List: Added a j.2H combo that leads to a knockdown.
- 23:4023:40, 9 July 2021 diff hist +73 m GGST/May Added 5K and c.S dash cancel frame data.
- 22:3922:39, 9 July 2021 diff hist −493 m GGST/May/Strategy →Blockstrings and Hit Confirms: Removed c.S > 2S > 2H, since this isn't a valid blockstring.
8 July 2021
- 17:2417:24, 8 July 2021 diff hist +19 m GGST/May/Strategy →Anti-Airs: 6P is rewarding in the corner.
- 17:2217:22, 8 July 2021 diff hist +212 m GGST/May/Strategy →Defense: 3K is such a good defensive gatling that it's worth mentioning here.
- 17:1317:13, 8 July 2021 diff hist +153 m GGST/May/Strategy →Situational/Combo Fodder: 3K is such a useful defensive gatling that it's worth mentioning here.
- 01:3201:32, 8 July 2021 diff hist +31 m GGST/May →6P: Grants a hard knockdown on counterhit.
- 01:1801:18, 8 July 2021 diff hist +241 m GGST/May/Strategy →Pressure: Fixed some typos and added minor information.
7 July 2021
- 05:4505:45, 7 July 2021 diff hist +6 m GGST/May : Clarification: Horizontal dolphin is a great blockstring ender.
- 05:4205:42, 7 July 2021 diff hist −22 m GGST/May →2D: As far as I can tell the range is actually the same as 2K.
- 05:3405:34, 7 July 2021 diff hist 0 m GGST/May/Strategy →Blockstrings and Hit Confirms: Typo fix
- 05:3005:30, 7 July 2021 diff hist −130 GGST/May/Strategy →Blockstrings and Hit Confirms: Removed references to 214P extensions that make no mathematical sense. Cleaned up some typos.
- 01:3401:34, 7 July 2021 diff hist 0 m GGST/May/Strategy →Okizeme: Fixed [6]H to 6[H]
- 01:3201:32, 7 July 2021 diff hist +8,620 GGST/May/Strategy Added specific sections addressing Blockstrings/Hit Confirms and Okizeme.
6 July 2021
- 23:3623:36, 6 July 2021 diff hist −2 m GGST/May/Strategy →Meter Usage
- 23:2223:22, 6 July 2021 diff hist +178 m GGST/May/Strategy →Okizeme: 214P oki isn't airtight from a 3K knockdown.
5 July 2021
- 23:5523:55, 5 July 2021 diff hist +323 m GGST/May/Combos →Combo List: Replaced 6P > 2K combo with better ones.
- 23:5023:50, 5 July 2021 diff hist +193 m GGST/May/Combos →Wall-bounces: 6P counterhit can actually wall-bounce pretty reliably using 2S > 2H, which is easier and more rewarding than 2K > 6P.
- 18:2818:28, 5 July 2021 diff hist −83 m GGST/May/Combos →Combo Theory: Replaced the wall-bounce video with a different combo, since the Goshogawara combo has video explanations later.