GGACR/May: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGACR/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
|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 with her variety in pressure, dolphins, air control, and excellent moves. Things like her {{clr|1|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 try to get back in.
{{card|width=4
|header=Overview
|content= Titanic normals, titanic range and titanic pressure- all packed into a tiny frame. May is a midrange "bully" character who contests space aggressively.


May has a deep toolset and can inflict massive damage anywhere on screen, with or without meter if the right thing hits. Some matchups require excellent movement rather than direct attacks to beat options and when she does hit the execution required to turn it into a damaging knockdown is very high. Combined with strong okizeme options, May is a very solid character.
May's gameplay is defined by her amazing normals, extremely good air mobility, and her oceanic moveset. May loves to take to the air, where her high jump height synergizes well with {{clr|4|j.H}} and {{clr|4|j.2H}} to make her hard to contest. Outside of her air normals, May has a number of annoying moves to demand respect, like her Dizzy-inducing {{clr|1|6P}}, Restive Rolling, and her Dolphin specials. If May ever gets a knockdown, she can enforce pressure with frametraps, command grabs, Applause for the Victim for okizeme, and ambiguous crossups. In many cases the best plan of action for her opponents is to use FD to try and push her back out, because up close she's really darn strong.  


|quote=You give me the chills...You're bald, aren't you?
May's toolset is very large and has lots of flexibility, allowing her to adapt her playstyle as she pleases. Some matchups require excellent movement rather than direct attacks to beat options and when she does hit the execution required to turn it into a damaging knockdown is very high. Managing charge can be very tricky even for high-level players, though thankfully the reward for landing a hit is often quite high.
|lore=A member of the Jellyfish Pirates, and is obsessed with their leader Johnny.
 
|voice_actor=Satomi Koorogi
Overall, May is a character best suited for players who love aggression and high mobility.  
|summary= is a versatile character who uses her strong normals in tandem with her dolphins to pin down the opponent.
}}
{{GGACR/Infobox
|fastestAttack = [[#5P|5P]] (5F)<br/>[[#2P|2P]] (5F)
|reversal = [[#Ultimate Whiner|63214H]] (9F)<br/>[[#Super Screaming Ultimate Spinning Whirlwind|63214S]] (15F)
}}
{{ProsAndCons
|intro = is a versatile character who uses her strong normals, high mobility and fast specials to keep her opponents locked down.  
|pros=
|pros=
* '''Strong Hitboxes''': May has several normals with excellent hitbox/hurtbox ratios.
*'''Strong Hitboxes''': May has several normals with excellent hitbox/hurtbox ratios. Key ones are {{clr|4|5H}}, {{clr|3|f.S}}, {{clr|3|2S}}, and {{clr|4|j.H}}.
* '''Big Damage and Stun''': May has highly damaging corner conversions and counterhit conversions midscreen. Her high damage normals and chargable {{clr|1|6P}} build stun very quickly.
*'''Big Damage and Stun''': May has highly damaging corner conversions and counterhit conversions midscreen. Her high damage normals and chargable {{clr|1|6P}} build stun very quickly.
* '''Long Range Grabs''': May has an above average air throw range as well as Overhead Kiss, a forward moving command grab.
*'''Dolphin Neutral''': {{MMC|input=[4]6S|label=Horizontal Dolphin}} is an incredible move with fantastic frame data that is very hard to contest in some matchups thanks to its speed and active frames. While nominally unsafe, May is launched back on block and can cancel the recovery on whiff, making it difficult to punish.
*  '''Tricky Crossups''': Moves like {{clr|4|j.2H}} and {{clr|4|HVD}} can cross up ambiguously.
*'''FB Dolphins''': FB Horizontal Dolphin is an essential combo tool for enabling May's higher-damaging combos and is plus on block, while Vertical Dolphin lets May zip right over projectiles.
* '''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 non-linear air movement options and strong air normals such as {{clr|4|j.H}}, means that May has very strong control in the air.
*'''Good Mixups''': May has an above average air throw range as well as {{MMC|input=63214K|label=Overhead Kiss}}, a forward moving command grab. Moves like {{clr|4|j.2H}} and {{clr|4|HVD}} can cross up ambiguously.
*  '''FB Dolphins''': Force Break Dolphin is a very strong FB with a variety of utility.
*'''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 non-linear air movement options and strong air normals such as {{clr|4|j.H}}, means that May has very strong control in the air.
|cons=
|cons=
* '''Converting into knockdown at range''': May can find it difficult to confirm far range buttons into a knockdown without meter. {{clr|3|f.S}} into {{clr|2|3K}} can be your only option, if it combos at all.
*'''Lack of Knockdowns at Range''': May can find it difficult to confirm far range buttons into a knockdown without meter. {{clr|3|f.S}} into {{clr|2|3K}} can be your only option, if it combos at all.  
}}
}}
{{FP Box|header=Guilty Bits Character Intro
</div>
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|wzDZ8tOBdyE|450}}{{Closediv}}{{Closediv}}
===Starter Guide===
}}
{{StarterBlurb}}
 
 
{{FrameChartKey}}
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_5P.png|I lift anchors, but my punch does 10 damage.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_5P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
Line 58: Line 43:
|recovery  = 6
|recovery  = 6
}}
}}
==== ====
May does a standard jab.
May does a standard jab
*Pretty fast and the range on it is very short.
*Pretty fast and the range on it is very short.
*Mostly used for extending her Dolphin Loop and tick OHK set-ups.  
*Mostly used for extending her Dolphin Loop and tick OHK set-ups.  
*Will whiff on some crouching characters.
*Will whiff on some crouching characters.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


'''Additional Frame Data:''' ''Initial Prorate 80%.''
</div>
</div>
===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_5K.png|Floating poke with some<br>throw invincibility
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_5K-1-Hitbox.png|Frames 9-11
GGXXACPR_May_5K-2-Hitbox.png|Frames 12-14
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|startup  = 9
Line 99: Line 59:
|recovery  = 9
|recovery  = 9
}}
}}
==== ====
Floating poke with some throw invincibility. An essential normal for May.  
May plants her anchor to the ground and does a quick spin with her feet out.  
*Nice range, relatively fast, and throw invulnerable starting a few frames before going active.
*Nice range, relatively fast, and throw invulnerable starting a few frames before going active.
*Good meaty due to throw invulnerability and good active frames.
*Good meaty due to throw invulnerability and good active frames.
Line 106: Line 65:
*Can be used to go over Robo-Ky's slide, Anji's stomps, Potemkin's Slide Head, and other low moves.
*Can be used to go over Robo-Ky's slide, Anji's stomps, Potemkin's Slide Head, and other low moves.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
The combination of a high hitbox, decent startup, and easy gatling into {{clr|3|c.S}} > {{clr|5|2D}} make this one of May's best normals for running her gameplan. Use this to poke effectively and fish for knockdowns.
</div>
 
</div>
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=c.S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_cS.png|Everybody do the twist
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_cS-1-Hitbox.png|Frames 7-8
GGXXACPR_May_cS-2-Hitbox.png|Frame 9
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|startup  = 7
Line 141: Line 79:
|recovery  = 15
|recovery  = 15
}}
}}
==== ====
Strong combo starter, but usually only used in block strings or as a mediocre antiair in neutral.
May extends her anchor in front of her at head height.
 
*Strong combo starter.
A great move for beginning May's stronger combos. {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > HHD~FB is one of May's strongest combos and is her BnB with meter. The disjointed hitbox can beat out certain moves at close range.
*Usually only used in block strings or as a mediocre antiair in neutral.
 
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>
 
===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=f.S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_fS.png|Chinese Knockoff Mist Finer
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_fS-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|startup  = 12
Line 178: Line 95:
|recovery  = 20
|recovery  = 20
}}
}}
==== ====
May extends her anchor out as far as she can at waist height.  
May extends her anchor out as far as she can at waist height.  
*May's longest range poke and is a good followup after {{clr|2|5K}} on block or hit.  
*May's longest range poke and is a good followup after {{clr|2|5K}} on block or hit.  
*At [[Offense (GGACR)#Attack_Level|level 4]], converts more strongly than previous versions.  
*At [[Offense (GGACR)#Attack_Level|level 4]], converts more strongly than previous versions.  
*Can be used for mid range knockdowns in conjunction with {{clr|2|3K}}, but it will not combo at max range so be wary of this problem.
*Can be used for mid range knockdowns in conjunction with {{clr|2|3K}}, but it will not combo at max range so be wary of this problem.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|3K}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_5H.png| BONK!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_5H-1-Hitbox.png|Frames 13-14
GGXXACPR_May_5H-2-Hitbox.png|Frames 15-16
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|startup  = 13
Line 218: Line 111:
|recovery  = 8
|recovery  = 8
}}
}}
==== ====
May slams her anchor down in front of her.  
May slams her anchor down in front of her.  
*Freakishly large hitbox.  
*Freakishly large hitbox.  
*Converts off of counter hit and at close range.
*Converts off of counter hit and at close range.
*Wide Frame trap window at +7 on block.
*Wide Frame trap window at +7 on block.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
 
}}
'''Additional Frame Data:''' ''Staggers opponent on ground CH (max 47F).''
</div>
</div>


===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_5D.png|Ranged, big moderate sized hitbox
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_5D-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|startup  = 28
Line 259: Line 127:
|recovery  = 18
|recovery  = 18
}}
}}
==== ====
Ranged, big moderate sized hitbox. One of the slowest dusts in the game, but it has the built in mixup if held down at the proper range.  
One of the slowest dusts in the game, but it has the built in mixup if held down at the proper range.  
*Safe on block if not point blank.
*Safe on block if not point blank.
</div>
}}
</div>


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|5|5[D]}}</big>===
<div class="attack-container">
{{InputBadge|Just Kidding~}}
<div class="attack-gallery">
{{GGACR_Move_Card
<tabber>
|input=5[D]
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
{{#invoke:FrameChart|drawFrameData
GGAC_May_6P.png|Dizzy Normal
|startup  = 35
</gallery>
|active  = 4
|-|
|recovery = 25
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_6P-1-Hitbox.png|Frames 16-18
GGXXACPR_May_6P-2-Hitbox.png|Frames 19-21
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=Uncharged}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|-
Mixes with {{clr|5|5D}}, but both can be properly blocked with an OS
{{AttackVersion|name=Charged}}
*Has a smaller range than {{clr|5|5D}} so need to space accordingly.
{{#cargo_query:tables=MoveData_GGACR
*Can convert to an air combo.
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6[P]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
 
===<big>{{clr|1|6P}}</big>===
{{GGACR_Move_Card
|input=6P,6[P]
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|startup  = 16
Line 304: Line 155:
|recovery  = 18
|recovery  = 18
}}
}}
 
An absurd normal with lots going for it. For starters it has a great disjointed hitbox, which makes good for anti-airing bad approaches. It also builds massive amounts of Stun on hit and can be used in corner combos for relaunches and bigger damage. Conditioning your opponents to fear this move is a great way to help get your gameplan started.
==== ====
*Will Dizzy if stun is high
*Will Dizzy if stun is high
*Launches back on hit.
*Launches back on hit.
*Can be used after OHK to continue combos
*Can be used after OHK to continue combos
*Special cancellable before and after active frames.
*Special cancellable before and after active frames.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
'''Additional Frame Data:''' ''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.
Charged 6P's staple use is in combos to build stun and corner carry while buffering dolphins.
*Wall sticks on hit when close enough. Level 6 on block.  
*Wall sticks on hit when close enough. Has higher custom blockstun.  
*Retains gatling options.
*Retains gatling options.
*Special cancellable before and after active frames, ''on whiff''.
*Special cancellable before and after active frames, ''on whiff''.
*Staple corner loop (Character Specific).
*[http://www.dustloop.com/wiki/index.php?title=GGACR/May/Combos#Loops Staple corner loop] (Character Specific).
[http://www.dustloop.com/wiki/index.php?title=GGACR/May/Combos#Loops 6P Loops] <br>
As a tip, you can charge Dolphin while performing this move by inputting {{clr|1|6P}} and then immediately pulling the control stick back to the 1 position. As long as {{clr|1|P}} is held down, May will continue to charge the move despite the control stick no longer being in the 6 position.
'''Additional Frame Data:''' ''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.''


{| class="mw-collapsible mw-collapsed wikitable"
{{(!}} class="mw-collapsible mw-collapsed wikitable"
|-
{{!}}-
|-
!colspan="3"{{!}}6P Stun Value
{{!}}-
!Startup (Charge)
!Startup (Charge)
!Stun Multiplier
!Stun Multiplier
!Blockstun
!Blockstun
!
{{!}}-  
|-  
{{!}}25 (16){{!}}{{!}}3.000{{!}}{{!}}16
|25 (16) || 3.000 || 16
{{!}}-
|-
{{!}}26 (17){{!}}{{!}} 3.375 {{!}}{{!}} 22
|26 (17)|| 3.375 || 22
{{!}}-
|-
{{!}}27 (18) {{!}}{{!}} 3.438 {{!}}{{!}} 22
|27 (18) || 3.438 || 22
{{!}}-
|-
{{!}}28 (19) {{!}}{{!}} 3.500 {{!}}{{!}} 23
|28 (19) || 3.500 || 23
{{!}}-
|-
{{!}}29 (20) {{!}}{{!}} 3.500 {{!}}{{!}} 23
|29 (20) || 3.500 || 23
{{!}}-
|-
{{!}}30 (21) {{!}}{{!}} 3.563 {{!}}{{!}} 24
|30 (21) || 3.563 || 24
{{!}}-
|-
{{!}}31 (22) {{!}}{{!}} 3.625 {{!}}{{!}} 25
|31 (22) || 3.625 || 25
{{!}}-
|-
{{!}}32 (23) {{!}}{{!}} 3.625 {{!}}{{!}} 25
|32 (23) || 3.625 || 25
{{!}}-
|-
{{!}}33 (24) {{!}}{{!}} 3.688 {{!}}{{!}} 26
|33 (24) || 3.688 || 26
{{!}}-
|-
{{!}}34 (25) {{!}}{{!}} 3.750 {{!}}{{!}} 26
|34 (25) || 3.750 || 26
{{!}}-
|-
{{!}}35 (26) {{!}}{{!}} 3.750 {{!}}{{!}} 27
|35 (26) || 3.750 || 27
{{!}}-
|-
{{!}}36 (27) {{!}}{{!}} 3.813 {{!}}{{!}} 28
|36 (27) || 3.813 || 28
{{!}}-
|-
{{!}}37 (28) {{!}}{{!}} 3.875 {{!}}{{!}} 28
|37 (28) || 3.875 || 28
{{!}}-
|-
{{!}}38 (29) {{!}}{{!}} 3.875 {{!}}{{!}} 29
|38 (29) || 3.875 || 29
{{!}}-
|-
{{!}}39 (30) {{!}}{{!}} 3.938 {{!}}{{!}} 29
|39 (30) || 3.938 || 29
{{!}}-
|-
{{!}}40 (31) {{!}}{{!}} 4.000 {{!}}{{!}} 30
|40 (31) || 4.000 || 30
{{!}}-
|-
{{!}}41 (32) {{!}}{{!}} 4.000 {{!}}{{!}} 31
|41 (32) || 4.000 || 31
{{!}}-
|-
{{!}}42 (33) {{!}}{{!}} 4.063 {{!}}{{!}} 31
|42 (33) || 4.063 || 31
{{!}}-
|-
{{!}}43 (34) {{!}}{{!}} 4.125 {{!}}{{!}} 32
|43 (34) || 4.125 || 32
{{!}}-
|-
{{!}}44 (35) {{!}}{{!}} 4.125 {{!}}{{!}} 32
|44 (35) || 4.125 || 32
{{!}}-
|-
{{!}}45 (36) {{!}}{{!}} 4.188 {{!}}{{!}} 33
|45 (36) || 4.188 || 33
{{!}}-
|-
{{!}}46 (37) {{!}}{{!}} 4.250 {{!}}{{!}} 34
|46 (37) || 4.250 || 34
{{!}}-
|-
{{!}}47 (38) {{!}}{{!}} 4.250 {{!}}{{!}} 34
|47 (38) || 4.250 || 34
{{!)}}
|}
}}
</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=6H Lv1,6H Lv2,6H Lv3
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_6H.png|Untechable for longer than the<br> NA PS3 +R Delay
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_6H-1-Hitbox.png|Frames 16-18
GGXXACPR_May_6H-2-Hitbox.png|Frames 19-21
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=Uncharged}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6H Lv1"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Charged}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6H Lv2"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Maximum Charge}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6H Lv3"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|startup  = 15
|active    = 6
|active    = 6
|recovery  = 34
|recovery  = 34
}}
}}
==== ====
*Builds stun
*Builds stun
*Huge damage hitbox with a large active window, but awful recovery.
*Huge damage hitbox with a large active window, but awful recovery.
*Can be used as a high risk, high reward anti-air.  
*Can be used as a high risk, high reward anti-air.  
*Will knock down out of air hits/sliding/wallstick.
*Will knock down out of air hits/sliding/wallstick.
*High stun damage and can be converted from depending on height.  
*High stun damage and can be converted from depending on height. If you score a CH on {{clr|4|j.H}} you can often convert into this move.  
*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.
*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)
*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)
Line 441: Line 248:
*Special cancellable *before and slightly after* active frames.
*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.
**This can be used to fake out into Overhead Kiss or another appropriate special/super if the opponent reacts to the charge.
</div>
}}
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_2P.png|Tiny, but fast when you need it
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_2P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
Line 474: Line 259:
|recovery  = 6
|recovery  = 6
}}
}}
==== ====
Short range poke. Useful for mashing out of close range pressure
May does a short range poke with the small end of her anchor.  
*Useful for mashing out of close range pressure
*Often confirmed into a {{clr|5|2D}} knockdown and/or corner carry, especially from {{clr|4|j.2H}}.  
*Often confirmed into a {{clr|5|2D}} knockdown and/or corner carry, especially from {{clr|4|j.2H}}.  
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
}}
'''Additional Frame Data:''' ''Initial prorate 80%.''
</div>
</div>


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_2K.png|Typical Low Starter
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_2K-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|startup  = 7
Line 514: Line 273:
|recovery  = 9
|recovery  = 9
}}
}}
==== ====
May slides down on the ground and pokes with her foot.  
May slides down on the ground and pokes with her foot.  
*Medium range poke that can lead to knockdown or combo with {{clr|5|2D}}.  
*Medium range poke that can lead to knockdown or combo with {{clr|5|2D}}.  
*Can be used to low profile certain jump ins and DPs.  
*Can be used to low profile certain jump ins and DPs.  
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
}}
'''Additional Frame Data:''' ''Initial prorate 80%.''
</div>
</div>


===<big>{{clr|2|3K}}</big>===
===<big>{{clr|2|3K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=3K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_3K.png|Go under things with a stupid smile on your face
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_3K-1-Hitbox.png|Frames 8, 25-28
GGXXACPR_May_3K-2-Hitbox.png|Frames 9-11, 21-24
GGXXACPR_May_3K-3-Hitbox.png|Frames 12-20
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="3K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|startup  = 8
Line 556: Line 288:
|recovery  = 20
|recovery  = 20
}}
}}
==== ====
May slides on the ground head first about 1/3-1/2 of the screen. Works best as either a hail-mary sweep to go under fireballs or as a guaranteed knockdown if May is too far for {{clr|5|2D}} to combo.  
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.  
*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.  
**Must be FRC/RCed to make safe.  
*Knocks down on hit.  
*Knocks down on hit.  
*Can be very useful in dealing with characters with projectiles but easily baited and punished harshly if done predictably.
*Can be very useful in dealing with characters with projectiles but easily baited and punished harshly if done predictably.
}}


'''Additional Frame Data:''' ''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.''
</div>
</div>
===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_2S.png|Decent ranged poke
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_2S-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|startup  = 9
Line 596: Line 304:
|recovery  = 15
|recovery  = 15
}}
}}
==== ====
Decent ranged poke.
May extends her anchor out in front of her fairly far while crouched.  
*Used to extend some of her corner combos.  
*Used to extend some of her corner combos.  
*Useful against some projectiles like Justice nukes.
*Useful against some projectiles like Justice nukes.
*Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with {{clr|5|2D}}.
*Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with {{clr|5|2D}}.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_2H.png|Hitbox goes under the floor
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_2H-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|startup  = 14
Line 635: Line 320:
|recovery  = 16
|recovery  = 16
}}
}}
==== ====
Can be used to low profile or clash with wakeup DPs if spaced correctly.  
Can be used to low profile or clash with wakeup DPs if spaced correctly.  
*Massively disjointed low hitbox.
*Massively disjointed low hitbox.
Line 642: Line 326:
**At max range, H Horizontal Dolphin may whiff.
**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.
**OHK can work as a gimmick, and supers might be able to connect if done quickly enough.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}
}}


'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 31F). Pulls in opponent on CH (max 43F).''
</div>
</div>
===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_2D.png|Hitbox does not go under the floor
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_2D-1-Hitbox.png|Frames 7-11
GGXXACPR_May_2D-2-Hitbox.png|Frames 12-17
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|startup  = 7
Line 678: Line 338:
|recovery  = 8
|recovery  = 8
}}
}}
==== ====
May does a split and extends her leg out in front of her. Marks the beginning of May's Dolphin Loops or similarly damaging combos at midscreen. Learn to combo this into HHD as best as you can.  
May does a split and extends her leg out in front of her.  
*Incredibly fast, lots of active frames, safe on block, and decent range.
*Incredibly fast, lots of active frames, safe on block, and decent range.
*One of May's most important moves due to it being hit confirmable into a large majority of her damaging combos.  
*One of May's most important moves due to it being hit confirmable into a large majority of her damaging combos.  
*Almost all ground normals chain into this move making most of them safer.
*Almost all ground normals chain into this move making most of them safer. Great blockstring ender if you need it.
</div>
}}
</div>
 
===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_jP.png|Maybe they'll think I'm air blocking and walk into it...
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_jP-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
Line 715: Line 353:
|recovery  = 6
|recovery  = 6
}}
}}
==== ====
Very short range but her fastest air normal.  
Very short range but her fastest air normal.  
*Good for the usual pick-ups in air strings.
*Good for the usual pick-ups in air strings.
*Useful for option select air throws and for air to ground or air to air block strings with j.K.
*Useful for option select air throws and for air to ground or air to air block strings with j.K.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
}}
</div>
 
===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_jK.png|Punch and kick at the same time.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_jK-1-Hitbox.png|Frames 6-8
GGXXACPR_May_jK-2-Hitbox.png|Frames 9-11
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|startup  = 6
Line 753: Line 368:
|recovery  = 8
|recovery  = 8
}}
}}
==== ====
Quite fast and more range than j.P.  
Quite fast and more range than j.P.  
*Decent closer ranged air-to-air.
*Decent closer ranged air-to-air.
*Useful for option select air throws and for air to ground or air to air block strings with j.P.
*Useful for option select air throws and for air to ground or air to air block strings with j.P.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
}}
</div>
 
===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_jS.png|Mad strugg- wait, that's not Johnny's move.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_jS-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|startup  = 13
Line 790: Line 383:
|recovery  = 5
|recovery  = 5
}}
}}
==== ====
Big hitbox jump-in.
Big hitbox jump-in.
*Very slow and generally not as useful as {{clr|4|j.H}} and {{clr|4|j.2H}}.  
*Very slow and generally not as useful as {{clr|4|j.H}} and {{clr|4|j.2H}}.  
Line 796: Line 388:
*Useful for IAD j.S > j.H which is her most used IAD jump-in.
*Useful for IAD j.S > j.H which is her most used IAD jump-in.
*Loses to faster AA's like jabs.
*Loses to faster AA's like jabs.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
}}
</div>
 
===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_jH.png|Fishing for Counter Hits
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_jH-1-Hitbox.png|Frames 12-15
GGXXACPR_May_jH-2-Hitbox.png|Frames 16-21
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|startup  = 12
Line 830: Line 400:
|recovery  = 15
|recovery  = 15
}}
}}
==== ====
Fairly slow but has a great hitbox and leads to combos on counter hit. Very obnoxious to deal with for most of the cast, and can be used low to the ground as a combo starter on Counter Hit.
Fairly slow but has a great hitbox and leads to combos on counter hit.  
*Very useful in neutral game to try to fish counter hits in air-to-air.
*Very useful in neutral game to try to fish counter hits in air-to-air.
*High, non standard hitstun, and fully untechable on grounded Counter Hit.
*High, non standard hitstun, and fully untechable on grounded Counter Hit.
*Can be used to safe jump wakeup super/DPs.
*Can be used to safe jump wakeup super/DPs.
*Weak to air throws, properly timed antiairs, and fast air normals.
*Weak to air throws, properly timed antiairs, and fast air normals.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
}}


'''Additional Frame Data:''' ''Untechable for 28F. Floats opponent and fully untechable on ground CH.''
</div>
</div>
===<big>{{clr|4|j.2H}}</big>===
===<big>{{clr|4|j.2H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.2H
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 13
GGAC_May_j2H.png|Fish for crossups
|active    = 1
</gallery>
|recovery  = 0
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_j2H-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.2H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
May's best jump in tool which is fairly hard to deal with for most characters. The fast falling speed combined with May's already good control in the air make this a go-to normal for crossing up your opponents on wakeup.
==== ====
May's best jump in tool which is fairly hard to deal with for most characters
*Crosses up when spaced properly.
*Crosses up when spaced properly.
*Level 4 attack on block for added hitstun.
*Level 4 attack on block for added hitstun.
*Leads to big damage on hit or counter hit with 25% meter.
*Leads to big damage on hit or counter hit with 25% meter.
*Don't get predictable. Can be air IB'd and thrown.  
*Don't get predictable. Can be air IB'd and thrown.
}}


'''Additional Frame Data:''' ''Level 4 attack on block.''
</div>
</div>
===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_jD.png|"Look Johnny! I can flyyyy~!"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_jD-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|startup  = 10
Line 913: Line 440:
*Otherwise mostly air combo filler.
*Otherwise mostly air combo filler.
*Stops air momentum and stalls briefly.  
*Stops air momentum and stalls briefly.  
 
}}
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 21F). Dizzy modifier x1.75. Can gatling to any other air normal except j.2H from 29F onwards.''
</div>
</div>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=Ground Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGAC_May_throw.png|This isn't even my good throw!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Can be combo'd from by dashing and using Ultimate Whiner.
Can be combo'd from by dashing and using Ultimate Whiner.
*Knocks down.
*Knocks down.
*Throws them opposite of the direction you grabbed them in.
*Throws them opposite of the direction you grabbed them in.
*Still not as strong as Overhead Kiss, but at least instant like all other normal throws.
*Still not as strong as Overhead Kiss, but at least instant like all other normal throws.
</div>
}}
</div>
 
===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=Air Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGAC_May_airThrow.png|BYE BYE BOO~~
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Has the second best air throw range in the game.
Has the second best air throw range in the game.
*Knocks down. Doesn't convert to anything.
*Knocks down. Doesn't convert to anything.
*Throws them opposite of the direction you grabbed them in.
*Throws them opposite of the direction you grabbed them in.
*Comes with the best sound effect in the game.
*Comes with the best sound effect in the game.
</div>
}}
</div>
 
===<big>Dead Angle Attack</big>===
===<big>Dead Angle Attack</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=DAA
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_6P.png|Maaaay PAAAUUUUNNNNCH
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|startup  = 16
Line 996: Line 472:
|recovery = 18
|recovery = 18
}}
}}
==== ====
Very slow DAA compared to other characters which means it's easier to bait.<br>
Very slow DAA compared to other characters which means it easier to bait.<br>
Only useful in a pinch and against a predictable blockstring.
Only useful in a pinch and against a predictable blockstring.
</div>
</div>
==Special Moves==
===<big>Just Kidding~</big>===
<span class="input-badge">'''{{clr|5|5[D]}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_Dhold.png|''Uso da yooo~~''
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_May_5DHold-1-Hitbox.png|Frames 35-36
GGXXACPR_May_5DHold-2-Hitbox.png|Frames 37-38
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5[D]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 35
|active  = 4
|recovery = 25
}}
==== ====
Mixes with {{clr|5|5D}}, but both can be properly blocked with an OS
*Has a smaller range than {{clr|5|5D}} so need to space accordingly.
*Can convert to an air combo.
'''Additional Frame Data:''' ''Floats and pulls in opponent on hit (untechable for 40F).''
</div>
</div>


==Special Moves==
===<big>Mr. Dolphin Horizontal</big>===
===<big>Mr. Dolphin Horizontal</big>===
<span class="input-badge">'''{{clr|3|[4]6S}}/{{clr|4|H}}'''</span>
{{InputBadge|{{clr|3|[4]6S}}\{{clr|4|[4]6H}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=[4]6S,[4]6H
<tabber>
|description=
Images =
Absurdly silly move which many opponents simply have a lot of trouble dealing with. Some May players center their neutral around this move entirely, and for good reason. Outside of neutral, Horizontal Dolphin is often used to combo off of {{clr|5|2D}} for conversions and as an ender without meter.  
<gallery widths="210px" heights="210px" mode="nolines">
*Builds stun.
GGAC_May_46S.png|Oppressive Ocean Zone: Act 1
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="[4]6S" or input="[4]6H")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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.
*Fairly good hitbox which is difficult for many to contest.
*Despite being -9, launches May back on contact, making good punishes difficult.
*Despite being -9, launches May back on contact, making good punishes difficult.
Line 1,083: Line 495:
*Slides on air, a staple in May's corner BnBs.  
*Slides on air, a staple in May's corner BnBs.  
*Similarly to the {{clr|3|S}} version, possibly safe when spaced.
*Similarly to the {{clr|3|S}} version, possibly safe when spaced.
*Both versions must be jump-installed in order to use air movement out of the FRC.
*Both versions must be jump installed in order to use air movement out of the FRC.
</div>
}}
</div>


===<big>Mr. Dolphin Vertical</big>===
===<big>Mr. Dolphin Vertical</big>===
<span class="input-badge">'''{{clr|3|[2]8S}}/{{clr|4|H}}'''</span>
{{InputBadge|{{clr|3|[2]8S}}\{{clr|4|[2]8H}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=[2]8S,[2]8H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_28S.png|Let's hit them with our faces!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="[2]8S" or input="[2]8H")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Overhead and knockdown combo tool. Just as silly as the horizontal versions.
Overhead and knockdown combo tool. Just as silly as the horizontal versions.
*Builds stun
*Builds stun
Line 1,119: Line 508:
*Quite unsafe on block, but still has an FRC to get out of dodge.
*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.
*Must be jump installed in block strings for jump/airdash after FRC. Will auto-JIs if not cancelled into.
*Staple in lame loops
*Staple in lame loops.
*Can be made safe on block or on hit with FRC  
*Can be made safe on block or on hit with FRC.
----
----
{{clr|4|H}} version travels higher than the {{clr|3|S}} version. Mostly used for combo enders.
{{clr|4|H}} version travels higher than the {{clr|3|S}} version. Mostly used for combo enders.
Line 1,126: Line 515:
*Similar FRC behavior to the S Version.
*Similar FRC behavior to the S Version.
[http://www.dustloop.com/wiki/index.php?title=GGACR/May/Combos#Loops Dolphin Loops] <br>
[http://www.dustloop.com/wiki/index.php?title=GGACR/May/Combos#Loops Dolphin Loops] <br>
</div>
}}
</div>


===<big>Restive Rolling</big>===
===<big>Restive Rolling</big>===
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}}'''</span>
{{InputBadge|{{clr|3|623S}}\{{clr|4|623H}}}} '''(Air OK)'''
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=623S,623H,j.623S,j.623H,623H > H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_623S.png|May take the wheel!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="623S" or input="623H" or input="j.623S" or input="j.623H")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|-
{{AttackVersion|name=Hard to Port|subtitle=Direction + {{clr|3|S}}/{{clr|4|H}}}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="623H > H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
{{clr|3|S}} version launches May upwards at a 45 degree angle, very quickly.
{{clr|3|S}} version launches May upwards at a 45 degree angle, very quickly.
*With FRC can be used to escape the corner quickly.
*With FRC can be used to escape the corner quickly.
Line 1,168: Line 527:
----
----
Air {{clr|4|H}} version launches May straight down and forwards instead.
Air {{clr|4|H}} version launches May straight down and forwards instead.
*Used heavily in fuzzy guard setups with FRC  
*Used heavily in fuzzy guard setups with FRC.
*Can be FRC'd right before it goes active to land and throw/low instead.  
*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.  
*Used in some combos to knockdown and/or for additional damage.  
</div>
}}
</div>


===<big>Applause for the Victim</big>===
===<big>Applause for the Victim</big>===
<span class="input-badge">'''{{clr|1|41236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}}'''</span>
{{InputBadge|41236X (Hold OK)}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=41236[X],41236]X[
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
Ggacr_may_41236x_1.png
</gallery>
<gallery widths="210px" heights="210px" mode="nolines">
Ggacr_may_41236x_2.png|Hey Johnny look, I can control these hoops with my mind!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=Dolphin (Hold Button)}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="41236[X]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Dolphin (Release Button)}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="41236]X["
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
May summons dolphins to come hold down the neutral. Space control and pressure tool.
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.  
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
*Automatically releases two seconds after maximum charge, but releases fewer dolphins.
* D version can be used for certain burst bait setups into combos
*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
*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
*When FRC'd gives you a jumping mixup if used as oki.
* Dolphins exit the hoop based on the hoop's facing direction
*Dolphins exit the hoop based on the hoop's facing direction.
* Air hits from the dolphins cause knockdown making it a difficult combo tool
*Air hits from the dolphins cause knockdown making it a difficult combo tool.


'''Additional frame data''': '' Floats opponent on hit. Total duration 55F. FRC timing 23~24F. Initial prorate 90%.''
{{(!}} class="mw-collapsible mw-collapsed wikitable"
 
{{!}}-
{| class="mw-collapsible mw-collapsed wikitable"
!colspan="2"{{!}}Button hold time
|-
{{!}}-
|-
!Charge time (frames)
!Charge time (frames)
!Dolphins released
!Dolphins released
!
{{!}}-  
|-  
{{!}} 1-121 {{!}}{{!}} 1
| 1-121 || 1
{{!}}-
|-
{{!}} 122-271 {{!}}{{!}} 2
| 122-271 || 2
{{!}}-
|-
{{!}} 272-631 {{!}}{{!}} 3
| 272-631 || 3
{{!}}-
|-
{{!}} 631-1113{{!}}{{!}} 6
| 631-1113 || 6
{{!}}-
|-
{{!}} 1114+ {{!}}{{!}} 3
| 1114+ || 3
{{!)}}
|}
}}
 
</div>
</div>


===<big>Overhead Kiss</big>===
===<big>Overhead Kiss</big>===
<span class="input-badge">'''{{clr|2|63214K}}'''</span>
{{InputBadge|{{clr|2|63214K}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=63214K
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGAC_May_63214K.png|Running Bear Grab.<Br> Infinitely more terrifying<br> coming from the Gremlin child.
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 24
</div>
|active    = 1
<div class="attack-info">
|recovery  = 38
{| class="wikitable attack-data"
|frcStart  = 42
{{CargoHeader-GGACR}}
|frcEnd    = 44
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="63214K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). It has a big startup so it's easy to react to.
May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). It has a big startup so it's easy to react to.
*Has 6 frames of strike invincibility right before it activates.
*Has 8 frames of strike invincibility right before it activates.
*Fully converts on a successful grab.
*Fully converts on a successful grab.
*FRC'able only on whiff, should always be OS'd in case the opponent jumps to lead into vertical dolphins.
*FRC'able only on whiff, should always be OS'd in case the opponent jumps to lead into vertical dolphins.
 
}}
'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 80F). Whiff animation is 42F. Forced prorate 65%.''
</div>
</div><br style="clear:both;"/>


==Force Breaks==
==Force Breaks==
===<big>Jackhound</big>===
===<big>Jackhound</big>===
<span class="input-badge">'''{{clr|5|214D}}'''</span>
{{InputBadge|{{clr|5|214D}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=214D
<tabber>
|description=
Images =
Used to continue combos on opponents in OTG state.
<gallery widths="210px" heights="210px" mode="nolines">
*Pretty slow/obvious overhead but can be RCed for an expensive frame trap.
GGAC_May_214D.png|The Hidden Faceplant Tech
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Used to continue combos on opponents in OTG state.
*Pretty slow/obvious overhead but can be RCed for an expensive frame trap.


'''Additional Frame Data:''' ''Airborne 16~33F. Ground bounces opponent on hit (untechable for 60F). Removes OTG status on hit. May is in CH state during the move. Forced prorate 80%.''
</div>
</div>
===<big>Go, Mr. Dolphin! Horizontal </big>===
===<big>Go, Mr. Dolphin! Horizontal </big>===
<span class="input-badge">'''{{clr|5|56D}} during Mr. Dolphin Horizontal '''</span>
{{InputBadge|Mr. Dolphin Horizontal > {{clr|5|56D}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=[4]6S > 56D,[4]6H > 56D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_46SD.png|I can get off this dolphin in one frame!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="[4]6S > 56D" or input="[4]6H > 56D")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Changes Horizontal Dolphin from fairly unsafe to very plus. Staple for combo extensions and loops.
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.
*Disembarks the Dolphin on the frame you press the button.
*Remains active for significantly longer than regular dolphin alone.
*Remains active for significantly longer than regular dolphin alone.
*Fairly good advantage for running a further mixup.
*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?
*Similarly to regular Dolphins, must be jump installed in block strings/combos for jump/airdash after FRC.
</div>
}}
</div>


===<big>Go, Mr. Dolphin! Vertical</big>===
===<big>Go, Mr. Dolphin! Vertical</big>===
<span class="input-badge">'''{{clr|5|58D}} during Mr. Dolphin Vertical'''</span>
{{InputBadge|Mr. Dolphin Vertical > {{clr|5|58D}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=[2]8S > 58D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_28SD.png|Back to the Ocean
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="[2]8S > 58D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Another tool for extending pressure.  
Another tool for extending pressure.  
*Can start combos, but is otherwise rarely used in them.  
*Can start combos, but is otherwise rarely used in them.  
*Can be used at neutral to establish advantage and goes over a lot of projectiles.  
*Can be used at neutral to establish advantage and goes over a lot of projectiles.  
*Must be jump installed in block strings/combos for jump/airdash. Wiil auto-JI when not cancelled into.
*Must be jump installed in block strings/combos for jump/airdash. Wiil auto-JI when not cancelled into.
 
}}
'''Additional Frame Data:''' ''Untechable for 30F.''
</div>
</div>
<br style="clear:both;"/>


==Overdrives==
==Overdrives==
===<big>Ultimate Whiner</big>===
===<big>Ultimate Whiner</big>===
<span class="input-badge">'''{{clr|4|63214H}}'''</span>
{{InputBadge|{{clr|4|63214H}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=63214H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_63214H.png|TANTRUM TIME!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="63214H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
May's fastest reversal but unsafe on block.  
May's fastest reversal but unsafe on block.  
*Frame 9 with full invul and knockdown.
*Frame 9 with full invul and knockdown.
*Vacuums on hit for a full cycle.
*Vacuums on hit for a full cycle.
*Can be used to cancel OTG state to extend combos or off of normal throws.
*Can be used to cancel OTG state to extend combos or off of normal throws.
 
}}
'''Additional Frame Data:''' ''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.''
</div>
</div>


===<big>Great Yamada Attack</big>===
===<big>Great Yamada Attack</big>===
<span class="input-badge">'''{{clr|3|236236S}}'''</span>
{{InputBadge|{{clr|3|236236S}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=236236S
<tabber>
|description=
Images =
Big active hitbox for 3/4th of the screen. Extremely obnoxious super.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_236236S.png|You can't Fuujin the whale.  Do not attempt to Fuujin the whale.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236236S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Big active hitbox for 3/4th of the screen
*Covers a wide angle. Anti-airs and has some upper body invincibility past frame 5.  
*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.
*Blasts through other projectiles and locks the opponent's movement for 11 frames after the flash.
Line 1,445: Line 641:
*Combos from a {{clr|1|6P}} combo depending on spacing.  
*Combos from a {{clr|1|6P}} combo depending on spacing.  
*Will convert based on the height the opponent was at when they get hit.
*Will convert based on the height the opponent was at when they get hit.
}}


'''Additional Frame Data:''' ''SWall bounces opponent on hit (untechable for 90F). Opponent can't move until 11 frames after superflash. Whale goes through other projectiles.''
</div>
</div>
===<big>Super Screaming Ultimate Spinning Whirlwind</big>===
===<big>Super Screaming Ultimate Spinning Whirlwind</big>===
<span class="input-badge">'''{{clr|3|63214S}}'''</span>
{{InputBadge|{{clr|3|63214S}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=63214S
<tabber>
|description=
Images =
'''Eight hits of Superarmor''' (not infinite) reversal which is safe on block.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_63214S.png|This isn't even my real reversal!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="63214S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Infinite Superarmor reversal which is safe on block.
*Alternate to Whiner, loses to Overdrives and throws, and is quite slow on startup.
*Alternate to Whiner, loses to Overdrives and throws, and is quite slow on startup.
**Also susceptible to being Slashbacked and thrown.
**Also susceptible to being Slashbacked and thrown.
Line 1,481: Line 654:
*Deals a good amount of chip.
*Deals a good amount of chip.
*Extremely useful against Eddie setups and other oppressive pressure.
*Extremely useful against Eddie setups and other oppressive pressure.
}}


'''Additional Frame Data:''' ''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.''
</div>
</div>
===<big>Deluxe Goshogawara Bomber</big>===
===<big>Deluxe Goshogawara Bomber</big>===
<span class="input-badge">'''{{clr|1|P}} during SSUSW'''</span>
{{InputBadge|{{clr|3|63214S}} > {{clr|1|P}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=63214S > P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_May_63214SP.png|BEHOLD, THE<br>POWER OF SHAMU
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="63214S > P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Makes SSUSW +20.
Makes SSUSW +20.
*Can hit behind May if an opponent ends up on the other side and tries to challenge her.  
*Can hit behind May if an opponent ends up on the other side and tries to challenge her.  
*Useful if the opponent gets behind May and tries to punish.
*Useful if the opponent gets behind May and tries to punish.
*Leads to a safe but predictable OHK followup, forcing them to jump or reversal.
*Leads to a safe but predictable OHK followup, forcing them to jump or reversal.
 
}}
'''Additional Frame Data:''' ''Blows back opponent on hit (untechable for 60F). Blockstun 28F.''
</div>
</div><br style="clear:both;"/>


==Instant Kill==
==Instant Kill==
===<big>May and the Jolly Crew</big>===
===<big>May and the Jolly Crew</big>===
<span class="input-badge">'''During IK Mode: {{clr|4|4123641236H}}'''</span>
{{InputBadge|During IK Mode: {{clr|4|4123641236H}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=4123641236H
<tabber>
|description=
Images =  
A notably good IK. Unlike a lot of other characters, May builds a lot of Stun very quickly. The speed of the IK activation combined with the fast startup of the grab makes this really easy to combo into in a real match off of a Dizzy. Your opponent has to mash hard in order to escape, and even then it might not be enough unless they immediately jump. It's even fully invulnerable for almost 20 frames, so go wild.  
<gallery widths="210px" heights="210px" mode="nolines">
*Acts as an actual reversal.
GGAC_May_IK1.png|
*Can be input as {{clr|4|4123641236H}} or {{clr|4|6321463214H}} no matter what side May is on.
GGAC_May_IK2.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="4123641236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
A notably good IK.
*May's stun potential makes this more viable than most IKs.
*Acts as an actual reversal.
*Can be inputted {{clr|4|4123641236H}} or {{clr|4|6321463214H}} no matter what side May is on.
'''Additional Frame Data:''' ''IK Mode activation: 70F. Whiff animation 23F.''
</div>
</div>
<br style="clear:both;"/>


==Colors==
==Colors==
{{GGACRColors|Size=120|Character=May}}
{{GGACRColors|Character=May}}
<br style="clear:both;"/>
 
==External References==
 
Fluff info: https://guilty-gear.fandom.com/wiki/May


==Navigation==
==Navigation==
<center>{{Character Label|GGACR|May|32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/May/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/May/Data]].}}
{{#lst:GGACR/Navigation}}
{{GGACR/Navigation}}
[[Category:Guilty Gear XX Accent Core + R]]
{{Overview/SEO|summary=Guilty Gear +R's May blasts her opponent with huge normals, long pressure, and extremely obnoxious dolphin specials.}}
[[Category:May]]

Latest revision as of 10:03, 28 December 2023

Overview

Overview

Titanic normals, titanic range and titanic pressure- all packed into a tiny frame. May is a midrange "bully" character who contests space aggressively.

May's gameplay is defined by her amazing normals, extremely good air mobility, and her oceanic moveset. May loves to take to the air, where her high jump height synergizes well with j.H and j.2H to make her hard to contest. Outside of her air normals, May has a number of annoying moves to demand respect, like her Dizzy-inducing 6P, Restive Rolling, and her Dolphin specials. If May ever gets a knockdown, she can enforce pressure with frametraps, command grabs, Applause for the Victim for okizeme, and ambiguous crossups. In many cases the best plan of action for her opponents is to use FD to try and push her back out, because up close she's really darn strong.

May's toolset is very large and has lots of flexibility, allowing her to adapt her playstyle as she pleases. Some matchups require excellent movement rather than direct attacks to beat options and when she does hit the execution required to turn it into a damaging knockdown is very high. Managing charge can be very tricky even for high-level players, though thankfully the reward for landing a hit is often quite high.

Overall, May is a character best suited for players who love aggression and high mobility.
GGACR May Nameplate.png
GGACR May Portrait.png
Damage Received Mod
×1.06
Guts Rating
3/5
Gravity Mod
×1.1
Stun Resistance
70
Prejump
3F
Backdash
13F (1~9F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 22F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
5P (5F)
2P (5F)
Reversals
63214H (9F)
63214S (15F)

 May is a versatile character who uses her strong normals, high mobility and fast specials to keep her opponents locked down.

Pros
Cons
  • Strong Hitboxes: May has several normals with excellent hitbox/hurtbox ratios. Key ones are 5H, f.S, 2S, and j.H.
  • Big Damage and Stun: May has highly damaging corner conversions and counterhit conversions midscreen. Her high damage normals and chargable 6P build stun very quickly.
  • Dolphin Neutral: Horizontal DolphinGGAC May 46S.pngGuardAllStartup7Recovery8+3 after landingAdvantage-9 is an incredible move with fantastic frame data that is very hard to contest in some matchups thanks to its speed and active frames. While nominally unsafe, May is launched back on block and can cancel the recovery on whiff, making it difficult to punish.
  • FB Dolphins: FB Horizontal Dolphin is an essential combo tool for enabling May's higher-damaging combos and is plus on block, while Vertical Dolphin lets May zip right over projectiles.
  • Good Mixups: May has an above average air throw range as well as Overhead KissGGAC May 63214K.pngGuard90 pixelsStartup24Recovery38Advantage-, a forward moving command grab. Moves like j.2H and HVD can cross up ambiguously.
  • 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 non-linear air movement options and strong air normals such as j.H, means that May has very strong control in the air.
  • Lack of Knockdowns at Range: May can find it difficult to confirm far range buttons into a knockdown without meter. f.S into 3K can be your only option, if it combos at all.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
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

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 4 6 0
Total: 14

May does a standard jab.

  • Pretty fast and the range on it is very short.
  • Mostly used for extending her Dolphin Loop and tick OHK set-ups.
  • Will whiff on some crouching characters.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 9 6 9 -3 4~17F High profile
4~14F Throw
Total: 23

Floating poke with some throw invincibility. An essential normal for May.

  • Nice range, relatively fast, and throw invulnerable starting a few frames before going active.
  • Good meaty due to throw invulnerability and good active frames.
  • Great tool for footsies.
  • Can be used to go over Robo-Ky's slide, Anji's stomps, Potemkin's Slide Head, and other low moves.

The combination of a high hitbox, decent startup, and easy gatling into c.S > 2D make this one of May's best normals for running her gameplan. Use this to poke effectively and fish for knockdowns.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 7 2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 7 3 15 -1
Total: 24

Strong combo starter, but usually only used in block strings or as a mediocre antiair in neutral.

A great move for beginning May's stronger combos. c.S > 5H > 2D > HHD~FB is one of May's strongest combos and is her BnB with meter. The disjointed hitbox can beat out certain moves at close range.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

f.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 12 3 20 -6
Total: 34

May extends her anchor out as far as she can at waist height.

  • May's longest range poke and is a good followup after 5K on block or hit.
  • At level 4, converts more strongly than previous versions.
  • Can be used for mid range knockdowns in conjunction with 3K, but it will not combo at max range so be wary of this problem.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

5H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 13 4 8 +7
Total: 24

May slams her anchor down in front of her.

  • Freakishly large hitbox.
  • Converts off of counter hit and at close range.
  • Wide Frame trap window at +7 on block.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Staggers on ground CH (max 35F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
22 High 28 3 18 -4
Total: 48

Ranged, big moderate sized hitbox. One of the slowest dusts in the game, but it has the built in mixup if held down at the proper range.

  • Safe on block if not point blank.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 20 4

5[D]

Just Kidding~

Damage Guard Startup Active Recovery On-Block Invuln
38 Low 35 4 25 -12
Total: 63

Mixes with 5D, but both can be properly blocked with an OS

  • Has a smaller range than 5D so need to space accordingly.
  • Can convert to an air combo.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 18 4
  • Must hold button for 16F to perform
  • Pulls in opponent on hit

6P

Version Damage Guard Startup Active Recovery On-Block Invuln
6P 44 Mid 16 6 18 -7 1~18F Above Knees
6[P] 44 Mid 17~47 6 18 -7~+11 1~11F Above Knees
Total: 39

An absurd normal with lots going for it. For starters it has a great disjointed hitbox, which makes good for anti-airing bad approaches. It also builds massive amounts of Stun on hit and can be used in corner combos for relaunches and bigger damage. Conditioning your opponents to fear this move is a great way to help get your gameplan started.

  • 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.

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


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

  • Wall sticks on hit when close enough. Has higher custom blockstun.
  • Retains gatling options.
  • Special cancellable before and after active frames, on whiff.
  • Staple corner loop (Character Specific).

As a tip, you can charge Dolphin while performing this move by inputting 6P and then immediately pulling the control stick back to the 1 position. As long as P is held down, May will continue to charge the move despite the control stick no longer being in the 6 position.

6P Stun Value
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
Version FRC Window Proration Guard Bar+ Guard Bar- Level
6P N/A 90% 14 6 4
6[P] N/A 90% 14 6 4

6P:

  • Blows back opponent on hit
  • Dizzy modifier x3

6[P]:

  • Blows back opponent on hit
  • Attack starts up 8F after releasing button
  • Wallsticks on max charge (untechable for 40F, sticks for 30F)
  • Special cancellable on frames 17~first active
  • Custom blockstun

6H

Version Damage Guard Startup Active Recovery On-Block Invuln
6H Lv1 70 Mid 15 6 34 -21
6H Lv2 70 Mid 22~27 6 31 -18
6H Lv3 90 High 26 6 21 -8
Total: 54
  • 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. If you score a CH on j.H you can often convert into this move.
  • 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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
6H Lv1 N/A 20 6 5
6H Lv2 N/A 20 6 5
6H Lv3 N/A 15 6 5

6H Lv1:

  • Staggers on ground CH (max 35F)
  • Untechable for 80F on air CH

6H Lv2:

  • Staggers on ground CH (max 35F)
  • Untechable for 80F on air CH
  • Attack starts 8F after releasing button

6H Lv3:

  • Staggers on ground CH (max 35F)
  • Untechable for 80F on air CH
  • Hits crouching opponents on 28F (tested on Sol)
  • Special cancellable on 7~26F

2P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 4 6 0
Total: 14

Short range poke. Useful for mashing out of close range pressure

  • Often confirmed into a 2D knockdown and/or corner carry, especially from j.2H.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
14 Low 7 4 9 -3 7~10F Low Profile
Total: 19

May slides down on the ground and pokes with her foot.

  • Medium range poke that can lead to knockdown or combo with 2D.
  • Can be used to low profile certain jump ins and DPs.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

3K

Damage Guard Startup Active Recovery On-Block Invuln
24 Low 8 21 20 -29 5~7F, 29~40F Low Profile
8~28F Above Feet
Total: 48

May slides on the ground head first about 1/3-1/2 of the screen. Works best as either a hail-mary sweep to go under fireballs or as a guaranteed knockdown if May is too far for 2D to combo.

  • 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
29~30F 5 7 2
  • May is in CH state during move
  • May is in standing state from 1~7F

2S

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

Decent ranged poke.

  • Used to extend some of her corner combos.
  • Useful against some projectiles like Justice nukes.
  • Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with 2D.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
44 Low 14 3 16 0
Total: 32

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.

Gatling Options: 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5
  • Pulls in opponent on air CH

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 7 10 8 -1
Total: 24

May does a split and extends her leg out in front of her. Marks the beginning of May's Dolphin Loops or similarly damaging combos at midscreen. Learn to combo this into HHD as best as you can.

  • Incredibly fast, lots of active frames, safe on block, and decent range.
  • One of May's most important moves due to it being hit confirmable into a large majority of her damaging combos.
  • Almost all ground normals chain into this move making most of them safer. Great blockstring ender if you need it.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4

j.P

Damage Guard Startup Active Recovery On-Block Invuln
14 High/Air 5 6 6
Total: 16

Very short range but her fastest air normal.

  • Good for the usual pick-ups in air strings.
  • Useful for option select air throws and for air to ground or air to air block strings with j.K.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
24 High/Air 6 6 8
Total: 19

Quite fast and more range than j.P.

  • Decent closer ranged air-to-air.
  • Useful for option select air throws and for air to ground or air to air block strings with j.P.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5 7 2

j.S

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 13 4 5
Total: 21

Big hitbox jump-in.

  • Very slow and generally not as useful as j.H and j.2H.
  • Can beat/trade with certain 6Ps though as the hitbox extends much deeper into the opponent
  • Useful for IAD j.S > j.H which is her most used IAD jump-in.
  • Loses to faster AA's like jabs.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 12 10 15
Total: 36

Fairly slow but has a great hitbox and leads to combos on counter hit. Very obnoxious to deal with for most of the cast, and can be used low to the ground as a combo starter on Counter Hit.

  • Very useful in neutral game to try to fish counter hits in air-to-air.
  • High, non standard hitstun, and fully untechable on grounded Counter Hit.
  • Can be used to safe jump wakeup super/DPs.
  • Weak to air throws, properly timed antiairs, and fast air normals.

Gatling Options: j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Floats on CH (untechable for 40F)

j.2H

Damage Guard Startup Active Recovery On-Block Invuln
41 High/Air 13 Until landing 0
Total: 13

May's best jump in tool which is fairly hard to deal with for most characters. The fast falling speed combined with May's already good control in the air make this a go-to normal for crossing up your opponents on wakeup.

  • Crosses up when spaced properly.
  • Level 4 attack on block for added hitstun.
  • Leads to big damage on hit or counter hit with 25% meter.
  • Don't get predictable. Can be air IB'd and thrown.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 7 3
  • Level 4 attack on block

j.D

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 10 12 24+5 after landing 7~21F Upper Body
Total: 50

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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4
  • On CH untechable for 60F
  • Dizzy modifier x1.75
  • Can gatling to j.P/K/S/H from 23F onwards

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
55 43 pixels

Can be combo'd from by dashing and using Ultimate Whiner.

  • Knocks down.
  • Throws them opposite of the direction you grabbed them in.
  • Still not as strong as Overhead Kiss, but at least instant like all other normal throws.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 96 pixels

Has the second best air throw range in the game.

  • Knocks down. Doesn't convert to anything.
  • Throws them opposite of the direction you grabbed them in.
  • Comes with the best sound effect in the game.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 16 6 18 -10 1~21F All
22~37F Throw
Total: 39

Very slow DAA compared to other characters which means it's easier to bait.
Only useful in a pinch and against a predictable blockstring.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Mr. Dolphin Horizontal

[4]6S or [4]6H

Version Damage Guard Startup Active Recovery On-Block Invuln
[4]6S 50 All 7 10 8+3 after landing -9 3~6F, 9~16F Lower Body
7~8F, 17~19F Feet
[4]6H 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, and for good reason. Outside of neutral, Horizontal Dolphin is often used to combo off of 2D for conversions and as an ender without meter.

  • 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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
[4]6S 10~12F after hit or block 10 10 3
[4]6H 10~12F after hit or block 10 10 3

[4]6S:

  • May is airborne from 1F onwards
  • May is in CH state until landing on whiff
  • Can cancel into followup (S Go, Mr. Dolphin! Horizontal) from 4~15F, or until hit
  • See note ※1

[4]6H:

  • May is airborne from 1F onwards
  • May is in CH state until landing on whiff
  • Can cancel into followup (H Go, Mr. Dolphin! Horizontal) from 5~25F, or until hit
  • See note ※1

Mr. Dolphin Vertical

[2]8S or [2]8H

Version Damage Guard Startup Active Recovery On-Block Invuln
[2]8S 50 Mid→ High/Air 8 20 3 after landing -15 1~3F Throw
[2]8H 50 Mid→ High/Air 8 27 3 after landing -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

Version FRC Window Proration Guard Bar+ Guard Bar- Level
[2]8S 10~12F after hit or block 10→8 14 3
[2]8H 10~12F after hit or block 10→8 14 3

[2]8S:

  • May is airborne from 4F onwards
  • Pulls in opponent on ground hit
  • Must be blocked High/Air after 18F
  • Hits crouching opponents on 21F (tested on Sol)
  • Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing or hit
  • See note ※1

[2]8H:

  • May is airborne from 4F onwards
  • Pulls in opponent on ground hit
  • Must be blocked High/Air after 21F
  • Hits crouching opponents on 29F (tested on Sol)
  • Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing or hit
  • See note ※1

Restive Rolling

623S or 623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 30 Mid 13 40 22+15 after landing -65
623H 30 Mid 13 40 24+15 after landing -67
j.623S 30 High/Air 10 40 Until landing+15
j.623H 30 High/Air 16 40 Until landing+15 -4
623H > H 18 All 5 24 Until landing+15

S version launches May upwards at a 45 degree angle, very quickly.

  • With FRC can be used to escape the corner quickly.
  • Air version is very fast and launches, making it useful as an instant overhead.

Air H version launches May straight down and forwards instead.

  • 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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623S 13~14F 6 7 3
623H 13~14F 6 7 3
j.623S 10~12F 5 7 3
j.623H 16~18F 5 6 4
623H > H N/A 6 7 2

623S:

  • May is airborne from 13F onwards
  • During the first 2 active frames, untechable time is 40F
  • Can cancel into followup (Direction Change) from 26~52F
  • Level 2 attack on block

623H:

  • May is airborne from 13F onwards
  • Can cancel into followup (Direction Change) from 26~52F
  • Level 2 attack on block

j.623S:

  • Can cancel into followup (Direction Change) from 23~49F
  • Level 2 attack on block
  • FRC timing 10~12F

j.623H:

  • Can cancel into followup (Direction Change) from 29~55F
  • Level 2 attack on block
  • Listed Frame Adv is for the fastest possible TK Air H Restive Rolling (startup of 19F)

623H > H:

  • Can cancel into itself from 22~34F
  • Max of 3 consecutive Direction Changes per Restive Rolling

Applause for the Victim

41236X (Hold OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
41236[X] 20 Mid 23 12 21 -19 1~10F Upper Body
11~25F Low Profile
41236]X[ 22×1/2/3/6 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.
Button hold time
Charge time (frames) Dolphins released
1-121 1
122-271 2
272-631 3
631-1113 6
1114+ 3
Version FRC Window Proration Guard Bar+ Guard Bar- Level
41236[X] 23~24F 90% 10 7 3
41236]X[ N/A 0 7×1/2/3/6 3

41236[X]: 41236]X[:

  • Startup is 17F after button release (fastest release 49F)
  • Number of dolphins = 1 (charge time 1~121F), 2 (122~271F), 3 (272~631F), 6 (632~1113F)
  • If held for 1114F, 3 dolphins are released automatically
  • Dolphins are guaranteed to come out after the button is released
  • Hula-hoop disappears if May gets hit while charging
  • Slams down opponent on air hit (untechable for 14F)
  • Dolphins hit opponent towards May if dolphin are behind the opponent

Overhead Kiss

63214K

Damage Guard Startup Active Recovery On-Block Invuln
40 90 pixels 24 1 38 18~21F Strike
22~25F All
Total: 62

May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). It has a big startup so it's easy to react to.

  • Has 8 frames of strike invincibility right before it activates.
  • Fully converts on a successful grab.
  • FRC'able only on whiff, should always be OS'd in case the opponent jumps to lead into vertical dolphins.
FRC Window Proration Guard Bar+ Guard Bar- Level
42~44F on whiff Forced 65% 6, 1

Force Breaks

Jackhound

214D

Damage Guard Startup Active Recovery On-Block Invuln
38 High 24 10 35 -26 16~33F, 52~64F Foot
34~39F, 48~51F Low Profile
40~47F Above Feet

Used to continue combos on opponents in OTG state.

  • Pretty slow/obvious overhead but can be RCed for an expensive frame trap.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 80% 15 6 5
  • Removes OTG state on hit
  • May is airborne 16~33F
  • May is in CH state during the move

Go, Mr. Dolphin! Horizontal

Mr. Dolphin Horizontal > 56D

Version Damage Guard Startup Active Recovery On-Block Invuln
[4]6S > 56D 22 All 1 17 Until landing+11 +13
[4]6H > 56D 22 All 1 20 Until 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.
  • Similarly to regular Dolphins, must be jump installed in block strings/combos for jump/airdash after FRC.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
[4]6S > 56D N/A 10 7 3
[4]6H > 56D N/A 10 7 3

[4]6S > 56D: [4]6H > 56D:

Go, Mr. Dolphin! Vertical

Mr. Dolphin Vertical > 58D

Damage Guard Startup Active Recovery On-Block Invuln
22 All 1 Total 16

Another tool for extending pressure.

  • Can start combos, but is otherwise rarely used in them.
  • Can be used at neutral to establish advantage and goes over a lot of projectiles.
  • Must be jump installed in block strings/combos for jump/airdash. Wiil auto-JI when not cancelled into.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

Overdrives

Ultimate Whiner

63214H

Damage Guard Startup Active Recovery On-Block Invuln
25, 17×8 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.
  • Vacuums on hit for a full cycle.
  • Can be used to cancel OTG state to extend combos or off of normal throws.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6, 3×8 5
  • If the 1st hit whiffs or is blocked, no other attacks occur
  • Removes OTG on hit
  • 9th attack blows back opponent

Great Yamada Attack

236236S

Damage Guard Startup Active Recovery On-Block Invuln
110 Mid 9+0 Total 74 5~22F Strike

Big active hitbox for 3/4th of the screen. Extremely obnoxious super.

  • 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 16 5
  • May is in CH state 1~4F
  • Opponent can't move until 11 frames after superflash

Super Screaming Ultimate Spinning Whirlwind

63214S

Damage Guard Startup Active Recovery On-Block Invuln
24×10 Mid 1+14 {2(12)}×9,2 15 +2 1~7F Strike
8~Until Recovery: Armor

Eight hits of Superarmor (not infinite) 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.
  • Extremely useful against Eddie setups and other oppressive pressure.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6×10 5×10 5
  • Can cancel to Deluxe Goshogawara Bomber during active frames
  • Dizzy modifier x0
  • Armor does not work against Overdrives

Deluxe Goshogawara Bomber

63214S > P

Damage Guard Startup Active Recovery On-Block Invuln
48 Mid 11 10 14 +20

Makes SSUSW +20.

  • Can hit behind May if an opponent ends up on the other side and tries to challenge her.
  • Useful if the opponent gets behind May and tries to punish.
  • Leads to a safe but predictable OHK followup, forcing them to jump or reversal.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Blows back opponent on hit

Instant Kill

May and the Jolly Crew

During IK Mode: 4123641236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal 70 pixels 7+9 2 6 1~18F All

A notably good IK. Unlike a lot of other characters, May builds a lot of Stun very quickly. The speed of the IK activation combined with the fast startup of the grab makes this really easy to combo into in a real match off of a Dizzy. Your opponent has to mash hard in order to escape, and even then it might not be enough unless they immediately jump. It's even fully invulnerable for almost 20 frames, so go wild.

  • Acts as an actual reversal.
  • Can be input as 4123641236H or 6321463214H no matter what side May is on.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • IK Mode activation: 70F

Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


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