GGACR/May

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Overview
Overview

May's gameplay is defined by her amazing normals, extremely good air mobility, and her oceanic moveset. Some of her larger normals are so oppressive with such great hitboxes that challenging them is suicide. She has the ability to run trains on players not aware of how to deal with her dolphins, air control, and excellent moves. Things like her 6P, Restive Rolling, FB Vertical Dolphins, and Applause for the victim can be suffocating. In many cases the best plan of action is for them to just FD and wait for her to make a mistake.

Despite being strong all around, May lacks damage conversion outside of the corner without meter. She doesn't have the best options against zoners besides simply dancing around in the air, and some of her go-to mixup options such as 3K are extremely punishable on block and on whiff. Overall though, May is a very solid character

Playstyle
GGACR May Icon.png May is a neutral-based bully who uses her strong normals in tandem with her dolphins to pin down the opponent.
Pros Cons
  • Strong Hitboxes: May has several normals with excellent hitbox/hurtbox ratios.
  • Big Damage: May has highly damaging corner conversions.
  • Long Range Grabs: May has an above average air throw range as well as Overhead Kiss, a forward moving command grab.
  • Tricky Crossups: Moves like j.2H and HVD can cross up ambiguously.
  • High stun resistance: May has above average resistance to stun.
  • Movement: May has one of the better backdashes in the game as well as one of the highest Super Jumps in the game. These attributes, combined with strong air normals such as j.H, means that May has very strong control in the air.
  • FB Dolphins: Force Break Dolphin is a very strong FB with a variety of utility.
  • 6P: May has a great 6P with high stun output, and can be charged for even more stun.
  • Weak Defense: Lacks meterless reversal options, and relies on universal mechanics to escape pressure.
  • Meter Hungry: Lacks damage midscreen without meter.
  • Telegraphs: Overhead Kiss and most of her overheads have a huge tell.
  • Charge Buffering: Some of her combo require charge buffering to some extent
Guilty Bits Character Intro

Normal Moves

5P

5K

c.S

f.S

5H

6P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Uncharged 44 Mid 16 6 18 -7 1~18F Above Knees
Charged 44 Mid 17~47 6 18 -7~+11 1~11F Above Knees

  • Will Dizzy if stun is high
  • Launches back on hit.
  • Can be used after OHK to continue combos
  • Special cancellable before and after active frames.

Additional Frame Data: Above knees invincible 1~18F. Blows back opponent and fully untechable on ground hit. Blows back opponent on air hit. Initial prorate 90%. Dizzy modifier x3.


Charged 6P's staple use is in combos to build stun and corner carry while buffering dolphins.

  • Wall sticks on hit when close enough.
  • Full charge will wall stick on hit, or is Level 6 on block.
  • Special cancellable before and after active frames, on whiff.
  • Staple corner loop (Character Specific).

6P Loops
Additional Frame Data: Above knees invincible 1~11F. Blows back opponent and fully untechable on ground hit. Wallsticks opponent on air hit (untechable for 40F, wallstick 30F). Initial prorate 90%. Attack starts up 9F after releasing button. Can be cancelled back to neutral on 4~19F.

Startup (Charge) Stun Multiplier Blockstun
25 (16) 3.000 16
26 (17) 3.375 22
27 (18) 3.438 22
28 (19) 3.500 23
29 (20) 3.500 23
30 (21) 3.563 24
31 (22) 3.625 25
32 (23) 3.625 25
33 (24) 3.688 26
34 (25) 3.750 26
35 (26) 3.750 27
36 (27) 3.813 28
37 (28) 3.875 28
38 (29) 3.875 29
39 (30) 3.938 29
40 (31) 4.000 30
41 (32) 4.000 31
42 (33) 4.063 31
43 (34) 4.125 32
44 (35) 4.125 32
45 (36) 4.188 33
46 (37) 4.250 34
47 (38) 4.250 34

6H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Uncharged 70 Mid 16 6 34 -21 -
Charged 70 Mid 19~29 6 31 -18 -
Maximum Charge 90 High 27 6 21 -8 -

  • Builds stun
  • Huge damage hitbox with a large active window, but awful recovery.
  • Can be used as a high risk, high reward anti-air.
  • Will knock down out of air hits/sliding/wallstick.
  • High stun damage and can be converted from depending on height.
  • Stagger can let you score an Overhead Kiss if they're not paying attention, but usually you'll have to buffer a Dolphin or convert to super.
  • At point blank it will whiff on a few characters post-stun so don't use it to start your post-stun combo on them unless you space it further away: AB(always)/MA(always)/ED(roughly half the time)

The Max Charged version can be whiff canceled

  • Turns into an overhead.
  • Goes up to 90 damage.
  • Gains over a second of hitstun on aerial counterhit.
  • Special cancellable *before and slightly after* active frames.
    • This can be used to fake out into Overhead Kiss or another appropriate special/super if the opponent reacts to the charge.

5D

2P

2K

3K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
24 Low 8 21 20 -29 5~7F and 29~40F Low Profile
8~28F Above Feet

May slides on the ground head first about 1/3-1/2 of the screen.

  • Extreme low profile after the first 7 frames at the cost of being incredibly unsafe on block and in CH state until recovery.
    • Must be FRC/RCed to make safe.
  • Knocks down on hit.
  • Can be very useful in dealing with characters with projectiles but easily baited and punished harshly if done predictably.

Additional Frame Data: Low profile 5~7F and 29~40F. Above feet invincible 8~28F. Knocks down opponent on ground hit. May is in CH state during move. May is in standing state from 1~7F. FRC timing 29~30F.

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
44 Low 14 3 16 0 -

Staggers on hit (Max 31F). Can be used to low profile or clash with wakeup DPs if spaced correctly.

  • Massively disjointed low hitbox.
  • Extra long stagger on counter hit for better confirms.
  • Has extended reach for Dolphin confirms, but won't lead to a launch at range unless the Dolphin is FRC'd.
    • At max range, H Horizontal Dolphin may whiff.
    • OHK can work as a gimmick, and supers might be able to connect if done quickly enough.

Additional Frame Data: Staggers opponent on ground hit (Max 31F). Pulls in opponent on CH (Max 43F).

2D

j.P

j.K

j.S

j.H

j.2H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
38 High/Air 10 12 24+ landing 5 - 7~21F Upper Body

Good at building stun and as an air to air if opponent is above you.

  • Has good amount of upper body invuln and an increased stun modifier.
  • Has a late gatling point to every other button about halfway through its recovery.
  • Otherwise mostly air combo filler.
  • Stops air momentum and stalls briefly.

Additional Frame Data: Upper body invincible 7~21F. Floats opponent on hit (untechable for 21F). Dizzy modifier x1.75. Can gatling to P/K/S/H from 29F onwards.

Universal Mechanics

Throw

Air Throw

Dead Angle Attack

Special Moves

Just Kidding~

[D] (Hold D)

Mr. Dolphin Horizontal

[4]6S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S 50 All 7 10 8 + 3 after landing -9 3~6F, 9~16F Lower Body
7~8F, 17~19F Feet
H 50 All 8 20 7 + 3 after landing -10 4~7F, 10~27F Lower Body
8~9F, 28~30F Feet

Absurdly silly move which many opponents simply have a lot of trouble dealing with. Some May players center their neutral around this move entirely.

  • Builds stun
  • Fairly good hitbox which is difficult for many to contest.
  • Despite being -9, launches May back on contact, making good punishes difficult.
  • Active for a good amount of time.
  • All versions: Can have the landing recovery cancelled on whiff. Makes whiff games a nightmare to deal with if the opponent is unfamiliar.
    • Difficult to determine when the active window ends. You can often whiff this and then immediately land and throw.
  • Has an FRC point for being made safer on either on hit or on block.

H travels further with minutely longer startup.

  • Extremely active, far traveling move.
  • Slides on air, a staple in May's corner BnBs.
  • Similarly to the S version, possibly safe when spaced.
  • Both versions must be jump-installed in order to use air movement out of the FRC.

Mr. Dolphin Vertical

[2]8S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S 50 Mid/HA 8 20 3 after landing -15 1~3F Throw
H 50 Mid/HA 8 27 landing 3 -13 1~3F Throw

Overhead and knockdown combo tool. Just as silly as the horizontal versions.

  • Builds stun
  • Very fast attack that becomes a high on frame 18.
  • Quite unsafe on block, but still has an FRC to get out of dodge.
  • Must be jump installed in block strings for jump/airdash after FRC. Will auto-JIs if not cancelled into.
  • Staple in lame loops
  • Can be made safe on block or on hit with FRC

H version travels higher than the S version. Mostly used for combo enders.

  • Can be FRC'd for high damage extensions.
  • Similar FRC behavior to the S Version.

Dolphin Loops

Restive Rolling

623S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground S 30 Mid 13 40 22 + landing 15 -63 -
Ground H 30 Mid 13 40 24 + landing 15 -65 -
Air S 30 High/Air 10 40 landing 15 - -
Air H 30 High/Air 16 40 landing 15 +1 -
Hard to Port
Direction + S/H
18 All 5 24 landing 15 - -

  • With FRC, the ground/air S version can be used to escape the corner quickly.

Air H version launches straight down and forwards at a 45 degree angle, very quickly.

  • Used heavily in fuzzy guard setups with FRC
  • Can be FRC'd right before it goes active to land and throw/low instead.
  • Used in some combos to knockdown and/or for additional damage.

Applause for the Victim

41236P/K/S/H/D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dolphin (Hold Button) 20 Mid 23 12 21 -19 1~10F Upper Body
11~25F Low Profile
Dolphin (Release Button) 22 x 1/2/3/6 All 49 - - 3 -

May summons dolphins to come hold down the neutral. Space control and pressure tool.

The number of dolphins released (1-6) changes based on the duration for which the button is held. Not holding the button causes the dolphin to release at the quickest possible timing.

  • Automatically releases two seconds after maximum charge, but releases fewer dolphins
  • D version can be used for certain burst bait setups into combos
  • Has a very short hurtbox, can be used to low profile for the first half of the move
  • When FRC'd gives you a jumping mixup if used as oki
  • Dolphins exit the hoop based on the hoop's facing direction
  • Air hits from the dolphins cause knockdown making it a difficult combo tool

Additional frame data: Low profile: 1-25f. Floats opponent on hit. Total duration 55f. FRC timing 23~24f. Initial prorate 90%.

Charge time (frames) Dolphins released
1-121 1
122-271 2
272-631 3
631-1113 6
1114+ 3

Overhead Kiss

63214K


Force Breaks

Jackhound

214D

Go, Mr. Dolphin! Horizontal

56D during Mr. Dolphin Horizontal

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S 22 All 1 17 landing 11 +13 -
H 22 All 1 20 landing 14 +10 -

Changes Horizontal Dolphin from fairly unsafe to very plus. Staple for combo extensions and loops.

  • Disembarks the Dolphin on the frame you press the button.
  • Remains active for significantly longer than regular dolphin alone.
  • Fairly good advantage for running a further mixup.
  • Both Versions: Similiarly to regular Dolphins, must be jump installed in block strings/combos for jump/airdash after FRC. Wiil Auto-JIs if not cancelled into?

Go, Mr. Dolphin! Vertical

58D during Mr. Dolphin Vertical


Overdrives

Ultimate Whiner

63214H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
25, 17x8 Mid 7+2 3 26 -10 1~10F All
11~13F Throw

May's fastest reversal but unsafe on block.

  • Frame 9 with full invul and knockdown.
  • Can RC on block to make safe/advantageous.
  • Vacuums on hit for a full cycle.
  • Can be used to cancel OTG state to extend combos or off of normal throws.

Additional Frame Data: Fully invincible 1~10F. Throw invincible 11~13F. 1st hit fully untechable on air hit. 3rd-8th hits are untechable for 50F each. 9th attack blows back opponent on hit (untechable for 50F). 2nd-8th hits have hitstop 0F. Removes OTG on hit. If the 1st attack whiffs, no other attacks occur.

Great Yamada Attack

236236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
110 Mid 9+0 - total 74 - 5~22F Strike

Big active hitbox for 3/4th of the screen

  • Covers a wide angle. Anti-airs and has some upper body invincibility past frame 5.
  • Blasts through other projectiles and locks the opponent's movement for 11 frames after the flash.
  • Frame 0 after the flash. If the opponent is in the blast zone they're going to eat it (directly above or slightly behind May).
  • Combos from a 6P combo depending on spacing.
  • Will convert based on the height the opponent was at when they get hit.

Additional Frame Data: Strike invincible 5~22F. Wall bounces opponent on hit (untechable for 90F). Opponent can't move until 11 frames after superflash. Whale goes through other projectiles.

Super Screaming Ultimate Spinning Whirlwind

63214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
24x10 Mid 1+14 {2(12)}x9,2 15 +2 1~1F All
2~Until Recovery: Armor

Infinite Superarmor reversal which is safe on block.

  • Alternate to Whiner, loses to Overdrives and throws, and is quite slow on startup.
    • Also susceptible to being Slashbacked and thrown.
  • Cancels into Deluxe Goshogawara Bomber to become even more advantageous.
  • Deals a good amount of chip enough to slashback > throw it.
  • Extremely useful against Eddie setups and other oppressive pressure.

Additional Frame Data: Fully invincible on 1F. Wall bounces opponent on hit (untechable for 120F). Hitstop 7F. Can cancel to Deluxe Tile Bomber after the start-up ends. Dizzy modifier x0. Has superarmor, can only be stopped with overdrives.

Deluxe Goshogawara Bomber

P during SSUSW


Instant Kill

May and the Jolly Crew

During IK Mode: 4123641236H


Colors

GGACR May normal p.png
GGACR May normal k.png
GGACR May normal s.png
GGACR May normal h.png
GGACR May normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR May ex p.png
GGACR May ex k.png
GGACR May ex s.png
GGACR May ex h.png
GGACR May ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR May slash p.png
GGACR May slash k.png
GGACR May slash s.png
GGACR May slash h.png
GGACR May slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR May reload p.png
GGACR May reload k.png
GGACR May reload s.png
GGACR May reload h.png
GGACR May reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC May normal h.png
AC May normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Fluff info: https://guilty-gear.fandom.com/wiki/May

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/May/Data.