Difference between revisions of "GGACR/May"

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Revision as of 00:57, 24 May 2020

GGACR May Nameplate.png
GGAC May Portrait.png

Defense Modifier: x 1.06
Guts Rating: 3
Stun Resistance: 70
Prejump: 3
Backdash Time: 13
Backdash Invincibility: 1-9
Wakeup (Face Up/Down): 53 / 50

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Colors
default P default K default S default H default D
May normal p.png
May normal k.png
May normal s.png
May normal h.png
May normal d.png
ex P ex K ex S ex H ex D
May ex p.png
May ex k.png
May ex s.png
May ex h.png
May ex d.png
slash P slash K slash S slash H slash D
May slash p.png
May slash k.png
May slash s.png
May slash h.png
May slash d.png
reload P reload K reload S reload H reload D
May reload p.png
May reload k.png
May reload s.png
May reload h.png
May reload d.png

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 go-to mixup options such as 3K are extremely punishable if blocked or they miss. Overall though, May is a very solid and very annoying character

Lore: Make way for the jolly pirate! May is a spunky youngster and first mate of the Jellyfish Pirates. Her character is much defined by her massive crush on Johnny because let's face it who doesn't love him?
Voice: Satomi Koorogi
Playstyle
GGACR May Icon.png May is defined by her amazing normals, extremely good air mobility, and her oceanic moveset.
Pros Cons
  • Large normals with excellent hitbox/hurtbox ratios.
  • Big corner damage conversion.
  • Dominating air mobility and control.
  • Above average grab range.
  • Tricky crossup game.
  • Very strong overdrives with a variety of ultility.
  • High stun resistance.
  • One of the better backdashes in the game.
  • 6P.
  • No meterless defensive options besides jumping out and backdash.
  • Lacks damage midscreen without meter.
  • Overhead Kiss has a huge tell.
  • Dolphins can be stuffed during startup by aware opponents.
  • Extremely vulnerable when she overextends.


Guilty Bits Character Intro


Normal Moves

5P
GGAC May 5P.png
I lift anchors, but my punch does 10 damage.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10 Mid CSJR 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.

Additional Frame Data: Initial Prorate 80%

5K
GGAC May 5K.png
Floating poke with some
throw invincibility
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 Mid SJR 9 6 9 -3

May plants her anchor to the ground and does a quick spin with her feet out.

  • Nice range, relatively fast, and throw invulnerable starting a few frames before going active.
  • Good meaty due to throw invulnerability.
  • Great tool for footsies.
  • Can be used to go over RO slide, AN stomps, slidehead, and other low moves.

Additional Frame Data: Foot invincible 4~17F. Throw invincible 4~14F.

c.S
GGAC May cS.png
Everybody do the twist
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Mid SJR 7 3 15 -1

May extends her anchor in front of her at head height.

  • Strong combo starter.
  • Usually only used in block strings or as a mediocre antiair in neutral.

f.S
GGAC May fS.png
Chinese Knockoff Mist Finer
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
33 Mid SJR 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 at max range 3K will not combo so be wary of this problem.

5H
GGAC May 5H.png
As empty-headed a button
as May herself
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
50 Mid SR 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.

Additional Frame Data: Foot invincible 13~16F. Staggers opponent on ground CH (max 47F).

6P
GGAC May 6P.png
TAKE 'EM TO SEAWORLD
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Uncharged 44 Mid SR 16 6 18 -7

The meme machine. Known to end entire rounds.

  • Will sometimes dizzy off of one counter hit.
  • Launches back on hit.
  • A staple in her corner carry and corner 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 44 Mid SR 17~47 6 18 -7~+11

Staple use in combos to build stun and corner carry while buffering dolphins.

  • Will usually dizzy off of one counter hit.
  • Wall sticks on hit when close enough.
  • Full charge will wall stick.
  • Special cancellable before and after active frames, on whiff.

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.

Charged 6P Data Table
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
GGAC May 6H.png
Untechable for longer than the
NA PS3 +R Delay
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Uncharged 70 Mid SR 16 6 34 -21

The Great Equalizer.

  • 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.

Additional Frame Data: Staggers opponent on ground CH (max 47F). Untechable for 80F on air CH.

Charged 70 Mid SR 19~29 6 31 -18

The same damage as uncharged, but with very slightly lower recovery.

  • Grants slightly more time to buffer dolphins.

Additional Frame Data: Staggers opponent on ground CH (max 47F). Untechable for 80F on air CH. Attack starts up 9F after releasing button

Maximum Charge 90 High SR 27 6 21 -8

Can be whiff canceled for some reason.

  • 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.

Additional Frame Data: Staggers opponent on ground CH (max 47F). Untechable for 80F on air CH. Attack starts up 9F after releasing button. Hits crouching opponents on 29F (tested on Sol). Can be cancelled back to neutral on 9~27F.

5D
GGAC May 5D.png
Ranged, big moderate sized hitbox 5D
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22 High R 28 3 18 -4

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.

Additional Frame Data:

2P
GGAC May 2P.png
Simple low poke
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10 Mid CSJR 5 4 6 0

May does a short range poke with the small end of her anchor.

  • Useful for mashing out of close range pressure
  • Often confirmed into a 2D knockdown and/or corner carry, especially from j.2H.

Additional Frame Data: Initial prorate 80%.

2K
GGAC May 2K.png
Typical Low Starter
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
14 Low SR 7 4 9 -3

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.


Additional Frame Data: Low Profile 7-10F. Initial prorate 80%.

3K
GGAC May 3K.png
Go under things with a stupid smile on your face
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24 Low RF 8 21 20 -29

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
GGAC May 2S.png
Decent ranged poke
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26 Mid SR 9 3 15 -4

May extends her anchor out in front of her fairly far while crouched.

  • 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.

2H
GGAC May 2H.png
Hitbox goes under the floor
GGXXACPR May 2H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
44 Low SR 14 3 16 0

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

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

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

2D
GGAC May 2D.png
Hitbox does not go under the floor
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Low SR 7 10 8 -1

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.
  • 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.

j.P
GGAC May jP.png
Maybe they'll think I'm air blocking and walk into it...
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
14 High, Air CSR 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 jK.

j.K
GGAC May jK.png
Punch and kick at the same time.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24 High, Air SR 6 6 8 -

Quite fast and more range than jP.

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

j.S
GGAC May jS.png
Mad strugg- wait, that's not Johnny's move.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 High, Air SJR 13 4 5 -

Big hitbox jump-in.

  • Very slow and generally not as useful as jH and j2H.
  • Can beat/trade with certain 6Ps though as the hitbox extends much deeper into the opponent
  • Useful for IAD jS > jH which is her most used IAD jump-in.
  • Loses to faster AA's like jabs.

j.H
GGAC May jH.png
Fish for counter hits
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 High, Air SR 12 10 15 -

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.
  • 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.

Additional Frame Data: Untechable for 28F. Floats opponent and fully untechable on ground CH.

j.2H
GGAC May j2H.png
Fish for crossups
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
41 High, Air SR 13 until landing 0 -

May's best jump in tool which is fairly hard to deal with for most characters

  • 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.

Additional Frame Data: Level 4 attack on block.

j.D
GGAC May jD.png
Why swing my anchor when I can hit you with my thick skull?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38 High, Air SJR 10 12 24+ landing 5 -

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.
  • Used in gimmicky "infinite" corner pressure after a jK. (i.e. jK > jD > jK > jD > jH)

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


Universal Mechanics

Throw
GGAC May throw.png
This isn't even my good throw!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
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.

Air Throw
GGAC May airThrow.png
BYE BYE BOO~~
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
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.

Dead Angle Attack
GGAC May 6P.png
Maaaay PAAAUUUUNNNNCH
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25 All R 16 6 18 -10

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


Special Moves

Just Kidding~
Hold D
GGAC May Dhold.png
Uso da yooo~~
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38 Low R 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.

Additional Frame Data: Floats and pulls in opponent on hit (untechable for 40F).

Mr. Dolphin Horizontal S
[4]6S/H
GGAC May 46S.png
Oppressive Ocean Zone: Act 1
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 50 All F 7 10 8 + 3 after landing -9

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

  • 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.

Additional Frame Data: Lower body invincinble 3~6F and 9~16. Feet invincible 7~8F and 17~19F. 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 4~14F. Slides opponent on air hit (untechable for 48F, slides for 21F). see notes *1

H 50 All F 8 20 7 + 3 after landing -9

Longer version 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.

Additional Frame Data: Lower body invincinble 4~7F and 10~27F. Feet invincible 8~9F and 28~30F. 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. Slides opponent on air hit (untechable for 48F, slides for 21F). see notes *1.

Mr. Dolphin Vertical S
[2]8S/H
GGAC May 28S.png
Let's hit them with our faces!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 50 Mid/HA F 8 20 3 after landing -15

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

  • 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.

Additional Frame Data: Throw invincible 1~3F. May is airborne from 4F onwards. Floats and pulls in opponent on hit (untechable for 35F). Must be blocked HA after 18F. Hits crouching opponents on 21F (tested on Sol). Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing. see notes *1

H 50 Mid/HA F 8 27 landing 3 -13

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.

Additional Frame Data Throw invincible 1~3F. May is airborne from 4F onwards. Floats and pulls in opponent on ground hit (untechable for 40F). Must be blocked HA after 21F. Hits crouching opponents on 29F (tested on Sol). Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing. see notes *1.

Restive Rolling
623S/H
GGAC May 623S.png
May take the wheel!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground, S 30 Mid RF 13 40 22 + landing 15 -63
  • With FRC, can be used to escape the corner quickly.

Additional Frame Data: May is airborne from 13F onwards. Floats opponent on hit (untechable for 35F). During the first 2 active frames, untechable time is 40F. Can cancel into followup (Direction Change) from 26~52F. FRC timing 13~14F.

Ground, H 30 Mid RF 13 40 24 + landing 15 -65

Additional Frame Data: May is airborne from 13F onwards. Floats opponent on hit (untechable for 40F). Can cancel into followup (Direction Change) from 26~52F. FRC timing 13~14F.

Air, S 30 High, Air RF 10 40 landing 15 -

Additional Frame Data: Floats opponent on hit (untechable for 30F). Can cancel into followup (Direction Change) from 23~49F. FRC timing 10~12F.

Air, H 30 High, Air RF 16 40 landing 15 +1

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

  • Used heavily in fuzzy guard setups with FRC (S Version)
  • 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.

Additional Frame Data: Floats opponent on hit (untechable for 35F). Can cancel into followup (Direction Change) from 29~55F. FRC timing 16~18F. Listed Frame Adv is for the fastest possible TK Air H Restive Rolling (startup of 19F).

Hard to Port
Direction + S/H

Additional Frame Data: Floats opponent on hit (untechable for 32F). Can cancel into itself from 22~34F. Max of 3 consecutive Direction Changes per Restive Rolling.

Applause for the Victim
41236P/K/S/H/D
GGAC May 41236P.png
Hey Johnny look, I can control these hoops with my mind!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Dolphin (release Button) 20 Mid RF 23 12 21 -19

Pressure setup, launch, and clutch Anti-Air tool.

  • 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%.

Dolphin (release Button) 22 x 1/2/3/6 All - 49 - - 3

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).
Startup is 17F after button release (fastest release 49F). 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
GGAC May 63214K.png
Running Bear Grab.
Infinitely more terrifying
coming from the Gremlin child.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 90 pixels R 25 1 - -

May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker).

  • Has 6 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.

Additional Frame Data: Strike invincible 19~25F. Wall bounces opponent on hit (untechable for 80F). Whiff animation is 42F. Forced prorate 65%.


Force Breaks

Jackhound
214D
GGAC May 214D.png
The Hidden Faceplant Tech
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38 High R 24 10 35 -26

Used to continue combos on opponents in OTG state.

  • Pretty slow/obvious overhead but can be RCed for an expensive frame trap.

Additional Frame Data: Foot invincible and airborne 16~33F. Low profile 34~39F and 48~51F. Above feet invincible 40~47F. Foot invincible 52~64F. Ground bounces opponent on hit (untechable for 60F). Removes OTG status on hit. May is in CH state during the move. Forced prorate 80%.

Go, Mr. Dolphin! Horizontal S
56D during Mr. Dolphin Horizontal S
GGAC May 46SD.png
I can get off this dolphin in one frame!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 22 All - 1 17 landing 11 +13

Changes Horizontal Dolphin from fairly unsafe to very plus.

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

Additional Frame Data: Untechable for 30F. Listed Frame Adv is based on the fastest possible attack performed right next to the opponent.

H 22 All - 1 20 landing 14 +10

Staple for combo extensions and loops.

  • Carrys mid/heavy characters with 6P loops as well as building dizzy.
  • Can be used at neutral to gain the advantage or go through most projectiles.

Additional Frame Data: Untechable for 30F. Listed Frame Adv is based on the fastest possible attack performed right next to the opponent.

Go, Mr. Dolphin! Vertical
58D during any Mr. Dolphin Vertical
GGAC May 28SD.png
Back to the Ocean
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22 All - 1 - total 16 -

May's best 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.

Additional Frame Data: Untechable for 30F.


Overdrives

Ultimate Whiner
63214H
GGAC May 63214H.png
TANTRUM TIME!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25, 17x8 Mid R 7+2 3 26 -10

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
GGAC May 236236S.png
You can't Fuujin the whale. Do not attempt to Fuujin the whale.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
110 Mid - 9+0 - total 74 -

THE WHALE. Hilariously large super with great utility.

  • 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
GGAC May 63214S.png
This isn't even my real reversal!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24x10 Mid R 1+14 {2(12)}x9,2 15 +2

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.
GGAC May 63214SP.png
BEHOLD, THE
POWER OF SHAMU
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
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.

Additional Frame Data: Blows back opponent on hit (untechable for 60F). Blockstun 28F


Instant Kill

May and the Jolly Crew
During IK Mode: 4123641236H
GGAC May IK1.png
GGAC May IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Fatal 70 pixels - 7+9 2 - -

A notably good IK.

  • May's stun potential makes this more viable than most IKs
  • Acts as an actual reversal.
  • Can be inputted 4123641236H or 6321463214H no matter what side May is on.

Additional Frame Data: IK Mode activation: 70F. Fully invincible 1~18F. Whiff animation 23F.


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. Kind of a nut. Link
Godolphin enter Japan Mikado - Active(?) - Link

Roadmap

58% complete
Page Status Completion Score
Overview TODO: Special Move Hitboxes. Hurtboxes. Reformat. 17/26
Combos TODO: Reformat, Link footage. 0/10
Okizeme TODO: Create 0/10
Strategy TODO: Build 0/12
Frame Data Cross Check 41/42

For a list of criteria for appraising character pages see this page.


Navigation


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