GGACR/May: Difference between revisions

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*  '''Telagraphs''': Overhead Kiss has a huge tell.
*  '''Telagraphs''': Overhead Kiss has a huge tell.
*  '''Charge Buffering''': Some of her combo require charge buffering to some extent
*  '''Charge Buffering''': Some of her combo require charge buffering to some extent
*Some of her better combo routes require above average execution
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}}
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Revision as of 23:40, 28 November 2020

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Overview

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

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


 May  May is defined by her amazing normals, extremely good air mobility, and her ability to stun/dizzy opponenets

Pros
Cons
  • Strong Hitboxes: May has several normals with excellent hitbox/hurtbox ratios.
  • Big Damage: May has highly damaging corner conversions.
  • Long Range Grabs: May has an above average air throw range as well as Overhead Kiss, a forward moving command grab.
  • Tricky Crossups:
  • High stun resistance
  • Movement: May has one of the better backdashes in the game as well as one of the highest Super Jumps in the game. These attributes, combined with strong air normals such as j.H, means that May has very strong control in the air.
  • Very strong FB with a variety of ultility.
  • 6P
  • Weak Defense: Lacks meterless reversal options, and relies on universal mechanics to escape pressure.
  • Meter Hungry: Lacks damage midscreen without meter.
  • Telagraphs: Overhead Kiss has a huge tell.
  • Charge Buffering: Some of her combo require charge buffering to some extent
Guilty Bits Character Intro


GGACR May Nameplate.png
GGACR May Portrait.png

Normal Moves

5P

5K

c.S

f.S

5H

6P

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

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

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


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

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

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

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

6H

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

  • Builds stun
  • Huge damage hitbox with a large active window, but awful recovery.
  • Can be used as a high risk, high reward anti-air.
  • Will knock down out of air hits/sliding/wallstick.
  • High stun damage and can be converted from depending on height.
  • Stagger can let you score an Overhead Kiss if they're not paying attention, but usually you'll have to buffer a Dolphin or convert to super.

The Max Charged version can be whiff canceled

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

5D

2P

2K

3K

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

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

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

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

2S

2H

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

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

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

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

2D

j.P

j.K

j.S

j.H

j.2H

j.D

Universal Mechanics

Throw

Air Throw

Dead Angle Attack

Special Moves

Just Kidding~

Hold D

Mr. Dolphin Horizontal

[4]6S/H

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

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

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

H travels further with minutely longer startup.

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

Mr. Dolphin Vertical

[2]8S/H

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

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

Dolphin Loops

Restive Rolling

623S/H

Applause for the Victim

41236P/K/S/H/D

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

Pressure setup

  • Can be used mid combo to set up dolphins for later.
  • Must be held to prevent Dolphins from coming out immediately.

Additional Frame Data: Upper body invincible 1~10F. Low profile 11~25F. Floats opponent on hit (untechable for 16F). Total length 55F. FRC timing 23~24F. Initial prorate 90%.


On release, sends out 1-6 Dolphins based on how long the button is held. Displays charge time above Tension Gauge.

  • Useful after knockdowns for oki setups or at neutral to gain the advantage.
  • Automatically releases two seconds after reaching maximum charge.
  • D version can be used for certain burst bait setups into combos.

Additional Frame Data: # of dolphins = 1 (charge time 1~121F); 2 (122~271F); 3 (272~631F); 6 (632~1113F).

Overhead Kiss

63214K


Force Breaks

Jackhound

214D

Go, Mr. Dolphin! Horizontal

56D during Mr. Dolphin Horizontal

Go, Mr. Dolphin! Vertical

58D during Mr. Dolphin Vertical


Overdrives

Ultimate Whiner

63214H

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

May's fastest reversal but unsafe on block.

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

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

Great Yamada Attack

236236S

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

Big active hitbox for 3/4th of the screen

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

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

Super Screaming Ultimate Spinning Whirlwind

63214S

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

Infinite Superarmor reversal which is safe on block.

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

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

Deluxe Goshogawara Bomber

P during Super Screaming etc.


Instant Kill

May and the Jolly Crew

During IK Mode: 4123641236H


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Kedako enter Japan Mikado - Semi-active The frame data atlas himself. Very Strong player. Link
Godolphin enter Japan Mikado - Active(?) - Link
Efute Japan - Xrd -

NOTE: These tables are still WIP

External References

Navigation

To edit frame data, edit values in GGACR/May/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.