(→Overview: removed minor pros. Someone rewrite that addition because conveying thoughts hard) |
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{{ | ==Overview== | ||
= | {{GGACR/CharacterLinks}} | ||
{{Overview | <div id="home-content" class="home-grid"> | ||
| | {{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 | 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. | ||
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/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. 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. | ||
* | *'''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. | ||
*'''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 {{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. | ||
*'''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= | ||
* | *'''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. | ||
}} | }} | ||
</div> | |||
===Starter Guide=== | |||
{{StarterBlurb}} | |||
{{FrameChartKey}} | {{FrameChartKey}} | ||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|1|5P}}</big>=== | ===<big>{{clr|1|5P}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=5P | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
[[ | [[/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}} | ||
}} | |||
===<big>{{clr|2|5K}}</big>=== | ===<big>{{clr|2|5K}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=5K | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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 | |||
*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. | ||
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. | |||
[[/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>=== | ||
{{GGACR_Move_Card | |||
|input=c.S | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | |||
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. | |||
[[/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}} | |||
}} | |||
===<big>{{clr|3|f.S}}</big>=== | ===<big>{{clr|3|f.S}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=f.S | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
[[ | [[/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}} | ||
}} | |||
===<big>{{clr|4|5H}}</big>=== | ===<big>{{clr|4|5H}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=5H | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>=== | ===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>=== | ||
{{GGACR_Move_Card | |||
|input=5D | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
}} | |||
===<big>{{clr| | ===<big>{{clr|5|5[D]}}</big>=== | ||
{{InputBadge|Just Kidding~}} | |||
{{GGACR_Move_Card | |||
|input=5[D] | |||
|description= | |||
{{#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. | ||
| | |||
| | |||
}} | }} | ||
|} | |||
===<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. | ||
[[ | [[/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}} | ||
---- | ---- | ||
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. | *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''. | ||
* | *[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 | 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. | ||
{ | {{(!}} 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 | |||
{{!}}- | |||
{{!}}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 | |||
{{!)}} | |||
}} | |||
===<big>{{clr|4|6H}}</big>=== | ===<big>{{clr|4|6H}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=6H Lv1,6H Lv2,6H Lv3 | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = | |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. | ||
}} | |||
===<big>{{clr|1|2P}}</big>=== | ===<big>{{clr|1|2P}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2P | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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 | |||
*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}}. | ||
[[ | [[/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}} | ||
}} | |||
===<big>{{clr|2|2K}}</big>=== | ===<big>{{clr|2|2K}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2K | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
[[ | [[/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}} | ||
}} | |||
===<big>{{clr|2|3K}}</big>=== | ===<big>{{clr|2|3K}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=3K | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
}} | |||
===<big>{{clr|3|2S}}</big>=== | ===<big>{{clr|3|2S}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2S | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#invoke:FrameChart|drawFrameData | {{#invoke:FrameChart|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
Line 596: | Line 304: | ||
|recovery = 15 | |recovery = 15 | ||
}} | }} | ||
Decent ranged poke. | |||
*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}}. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|4|2H}}</big>=== | ===<big>{{clr|4|2H}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2H | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}} | ||
}} | |||
===<big>{{clr|5|2D}}</big>=== | ===<big>{{clr|5|2D}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=2D | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
}} | |||
===<big>{{clr|1|j.P}}</big>=== | ===<big>{{clr|1|j.P}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.P | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
[[ | [[/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}} | ||
}} | |||
===<big>{{clr|2|j.K}}</big>=== | ===<big>{{clr|2|j.K}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.K | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | |||
===<big>{{clr|3|j.S}}</big>=== | ===<big>{{clr|3|j.S}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.S | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
}} | |||
===<big>{{clr|4|j.H}}</big>=== | ===<big>{{clr|4|j.H}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.H | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
[[ | [[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}} | ||
}} | |||
===<big>{{clr|4|j.2H}}</big>=== | ===<big>{{clr|4|j.2H}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.2H | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 1 | |||
|recovery = 0 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
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. | ||
}} | |||
===<big>{{clr|5|j.D}}</big>=== | ===<big>{{clr|5|j.D}}</big>=== | ||
{{GGACR_Move_Card | |||
|input=j.D | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{GGACR_Move_Card | |||
|input=Ground Throw | |||
|description= | |||
{{ | |||
| | |||
| | |||
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. | ||
}} | |||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{GGACR_Move_Card | |||
|input=Air Throw | |||
|description= | |||
{{ | |||
| | |||
| | |||
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. | ||
}} | |||
===<big>Dead Angle Attack</big>=== | ===<big>Dead Angle Attack</big>=== | ||
{{GGACR_Move_Card | |||
|input=DAA | |||
|description= | |||
{{ | |||
| | |||
| | |||
{{#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. | ||
}} | }} | ||
==Special Moves== | |||
===<big>Mr. Dolphin Horizontal</big>=== | ===<big>Mr. Dolphin Horizontal</big>=== | ||
{{InputBadge|{{clr|3|[4]6S}}\{{clr|4|[4]6H}}}} | |||
{{GGACR_Move_Card | |||
|input=[4]6S,[4]6H | |||
|description= | |||
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. | |||
*Builds stun. | |||
{{ | |||
| | |||
| | |||
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 | *Both versions must be jump installed in order to use air movement out of the FRC. | ||
}} | |||
===<big>Mr. Dolphin Vertical</big>=== | ===<big>Mr. Dolphin Vertical</big>=== | ||
{{InputBadge|{{clr|3|[2]8S}}\{{clr|4|[2]8H}}}} | |||
{{GGACR_Move_Card | |||
|input=[2]8S,[2]8H | |||
|description= | |||
{{ | |||
| | |||
| | |||
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> | ||
}} | |||
===<big>Restive Rolling</big>=== | ===<big>Restive Rolling</big>=== | ||
{{InputBadge|{{clr|3|623S}}\{{clr|4|623H}}}} '''(Air OK)''' | |||
{{GGACR_Move_Card | |||
|input=623S,623H,j.623S,j.623H,623H > H | |||
|description= | |||
{ | |||
{ | |||
| | |||
| | |||
{{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. | ||
}} | |||
===<big>Applause for the Victim</big>=== | ===<big>Applause for the Victim</big>=== | ||
{{InputBadge|41236X (Hold OK)}} | |||
{{GGACR_Move_Card | |||
|input=41236[X],41236]X[ | |||
|description= | |||
{{ | |||
| | |||
| | |||
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. | ||
{{(!}} class="mw-collapsible mw-collapsed wikitable" | |||
{{!}}- | |||
{ | !colspan="2"{{!}}Button hold time | ||
{{!}}- | |||
!Charge time (frames) | !Charge time (frames) | ||
!Dolphins released | !Dolphins released | ||
! | {{!}}- | ||
{{!}} 1-121 {{!}}{{!}} 1 | |||
{{!}}- | |||
{{!}} 122-271 {{!}}{{!}} 2 | |||
{{!}}- | |||
{{!}} 272-631 {{!}}{{!}} 3 | |||
{{!}}- | |||
{{!}} 631-1113{{!}}{{!}} 6 | |||
{{!}}- | |||
{{!}} 1114+ {{!}}{{!}} 3 | |||
{{!)}} | |||
}} | |||
===<big>Overhead Kiss</big>=== | ===<big>Overhead Kiss</big>=== | ||
{{InputBadge|{{clr|2|63214K}}}} | |||
{{GGACR_Move_Card | |||
|input=63214K | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 24 | |||
|active = 1 | |||
|recovery = 38 | |||
|frcStart = 42 | |||
|frcEnd = 44 | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
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 | *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. | ||
}} | |||
==Force Breaks== | ==Force Breaks== | ||
===<big>Jackhound</big>=== | ===<big>Jackhound</big>=== | ||
{{InputBadge|{{clr|5|214D}}}} | |||
{{GGACR_Move_Card | |||
|input=214D | |||
|description= | |||
Used to continue combos on opponents in OTG state. | |||
*Pretty slow/obvious overhead but can be RCed for an expensive frame trap. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Go, Mr. Dolphin! Horizontal </big>=== | ===<big>Go, Mr. Dolphin! Horizontal </big>=== | ||
{{InputBadge|Mr. Dolphin Horizontal > {{clr|5|56D}}}} | |||
{{GGACR_Move_Card | |||
|input=[4]6S > 56D,[4]6H > 56D | |||
|description= | |||
{| | |||
{{ | |||
| | |||
| | |||
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. | ||
* | *Similarly to regular Dolphins, must be jump installed in block strings/combos for jump/airdash after FRC. | ||
}} | |||
===<big>Go, Mr. Dolphin! Vertical</big>=== | ===<big>Go, Mr. Dolphin! Vertical</big>=== | ||
{{InputBadge|Mr. Dolphin Vertical > {{clr|5|58D}}}} | |||
{{GGACR_Move_Card | |||
|input=[2]8S > 58D | |||
|description= | |||
{{ | |||
| | |||
| | |||
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. | ||
}} | |||
==Overdrives== | ==Overdrives== | ||
===<big>Ultimate Whiner</big>=== | ===<big>Ultimate Whiner</big>=== | ||
{{InputBadge|{{clr|4|63214H}}}} | |||
{{GGACR_Move_Card | |||
|input=63214H | |||
|description= | |||
{{ | |||
| | |||
| | |||
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. | ||
}} | |||
===<big>Great Yamada Attack</big>=== | ===<big>Great Yamada Attack</big>=== | ||
{{InputBadge|{{clr|3|236236S}}}} | |||
{{GGACR_Move_Card | |||
|input=236236S | |||
|description= | |||
Big active hitbox for 3/4th of the screen. Extremely obnoxious super. | |||
{{ | |||
| | |||
| | |||
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. | ||
}} | |||
===<big>Super Screaming Ultimate Spinning Whirlwind</big>=== | ===<big>Super Screaming Ultimate Spinning Whirlwind</big>=== | ||
{{InputBadge|{{clr|3|63214S}}}} | |||
{{GGACR_Move_Card | |||
|input=63214S | |||
|description= | |||
'''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. | *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. | ||
}} | |||
===<big>Deluxe Goshogawara Bomber</big>=== | ===<big>Deluxe Goshogawara Bomber</big>=== | ||
{{InputBadge|{{clr|3|63214S}} > {{clr|1|P}}}} | |||
{{GGACR_Move_Card | |||
|input=63214S > P | |||
|description= | |||
{{ | |||
| | |||
| | |||
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. | ||
}} | |||
==Instant Kill== | ==Instant Kill== | ||
===<big>May and the Jolly Crew</big>=== | ===<big>May and the Jolly Crew</big>=== | ||
{{InputBadge|During IK Mode: {{clr|4|4123641236H}}}} | |||
{{GGACR_Move_Card | |||
|input=4123641236H | |||
|description= | |||
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 {{clr|4|4123641236H}} or {{clr|4|6321463214H}} no matter what side May is on. | |||
| | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
==Colors== | ==Colors== | ||
{{GGACRColors | {{GGACRColors|Character=May}} | ||
==Navigation== | ==Navigation== | ||
{{notice|To edit frame data, edit values in [[GGACR/May/Data]].}} | {{notice|To edit frame data, edit values in [[GGACR/May/Data]].}} | ||
{{ | {{GGACR/Navigation}} | ||
{{Overview/SEO|summary=Guilty Gear +R's May blasts her opponent with huge normals, long pressure, and extremely obnoxious dolphin specials.}} | |||
Latest revision as of 10:03, 28 December 2023
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.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.
- 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 DolphinGuardAllStartup7Recovery8+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 KissGuard90 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
Normal Moves
5P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10 | Mid | 5 | 4 | 6 | 0 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
- 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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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.
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 |
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.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- 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.