GGACR/May: Difference between revisions

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*  '''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.
*  '''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.
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{{FP Box|header=Guilty Bits Character Intro
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|wzDZ8tOBdyE|450}}{{Closediv}}{{Closediv}}
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Revision as of 17:10, 17 August 2022

Overview
Overview

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

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

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

Overall, May is a character best suited for players who love aggression and high mobility.

 May  May is a versatile character who uses her strong normals in tandem with her dolphins to pin down the opponent.

Pros
Cons
  • Strong Hitboxes: May has several normals with excellent hitbox/hurtbox ratios. Key ones are 5H, f.S, 2S, and j.H.
  • Big Damage and Stun: May has highly damaging corner conversions and counterhit conversions midscreen. Her high damage normals and chargable 6P build stun very quickly.
  • Dolphin Neutral: Horizontal DolphinGGAC May 46S.pngGuardAllStartup7Recovery8+3 after landingAdvantage-9 is an incredible move with fantastic frame data that is very hard to contest in some matchups thanks to its speed and active frames. While nominally unsafe, May is launched back on block and can cancel the recovery on whiff, making it difficult to punish.
  • FB Dolphins: FB Horizontal Dolphin is an essential combo tool for enabling May's higher-damaging combos and is plus on block, while Vertical Dolphin lets May zip right over projectiles.
  • Good Mixups: May has an above average air throw range as well as Overhead KissGGAC May 63214K.pngGuard90 pixelsStartup24Recovery38Advantage-, a forward moving command grab. Moves like j.2H and HVD can cross up ambiguously.
  • Movement: May has one of the better backdashes in the game as well as one of the highest Super Jumps in the game. These attributes, combined with non-linear air movement options and strong air normals such as j.H, means that May has very strong control in the air.
  • Lack of Knockdowns at Range: May can find it difficult to confirm far range buttons into a knockdown without meter. f.S into 3K can be your only option, if it combos at all.
GGACR May Nameplate.png
GGACR May Portrait.png
Damage Received Mod
×1.06
Guts Rating
3/5
Gravity Mod
×1.1
Stun Resistance
70
Prejump
3F
Backdash
13F (1~9F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 22F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
2P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.63214H (9F)
63214S (15F)
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage 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. Invuln Level
10 Mid 5 4 6 0 1
Total: 14

May does a standard jab.

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

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

Additional Frame Data: Initial Prorate 80%.

5K

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. Invuln Level
20 Mid 9 6 9 -3 4~17F High profile
4~14F Throw
2
Total: 23

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

c.S

f.S

5H

5D

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. Invuln Level
Uncharged 44 Mid 16 6 18 -7 1~18F Above Knees 4
Charged 44 Mid 17~47 6 18 -7~+11 1~11F Above Knees 4
Total: 39

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

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

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

Additional Frame Data: Blows back opponent and fully untechable on ground hit. Blows back opponent on air hit. Initial prorate 90%. Dizzy modifier x3.


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

  • Wall sticks on hit when close enough. Level 6 on block.
  • 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.

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


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. Invuln Level
Uncharged 70 Mid 15 6 34 -21 5
Partial Charge 70 Mid 22~27 6 31 -18 5
Maximum Charge 90 High 26 6 21 -8 5
Total: 54

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

The Max Charged version can be whiff canceled

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

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. Invuln Level
24 Low 8 21 20 -29 5~7F, 29~40F Low Profile
8~28F Above Feet
2
Total: 48

May slides on the ground head first about 1/3-1/2 of the screen. Works best as either a hail-mary sweep to go under fireballs or as a guaranteed knockdown if May is too far for 5D 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.

Additional Frame Data: Knocks down opponent on ground hit. May is in CH state during move. May is in standing state from 1~7F. FRC timing 29~30F.

2S

2H

2D

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. Invuln Level
30 Low 7 10 8 -1 4
Total: 24

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

  • Incredibly fast, lots of active frames, safe on block, and decent range.
  • One of May's most important moves due to it being hit confirmable into a large majority of her damaging combos.
  • Almost all ground normals chain into this move making most of them safer. Great blockstring ender if you need it.

j.P

j.K

j.S

j.H

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. Invuln Level
40 High/Air 12 10 15 3
Total: 36

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

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

Gatling Options: j.D

Additional Frame Data: Untechable for 28F. Floats on CH (untechable for 40F).

j.2H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38 High/Air 10 12 24+5 after landing 7~21F Upper Body 4
Total: 50

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

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

Additional Frame Data: Floats opponent on hit (untechable for 21F). Dizzy modifier x1.75. Can gatling to any other air normal except j.2H from 23F onwards.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Special Moves

Just Kidding~

5[D]

Mr. Dolphin Horizontal

[4]6S or [4]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. Invuln Level
[4]6S 50 All 7 10 8+3 after landing -9 3~6F, 9~16F Lower Body
7~8F, 17~19F Feet
3
[4]6H 50 All 8 20 7+3 after landing -10 4~7F, 10~27F Lower Body
8~9F, 28~30F Feet
3

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 5D 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.

Mr. Dolphin Vertical

[2]8S or [2]8H

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. Invuln Level
[2]8S 50 Mid→ High/Air 8 20 3 after landing -15 1~3F Throw 3
[2]8H 50 Mid→ High/Air 8 27 3 after landing -13 1~3F Throw 3

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

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

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

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

Dolphin Loops

Restive Rolling

623S or 623H (Air OK)

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. Invuln Level
623S 30 Mid 13 40 22+15 after landing -65 3
623H 30 Mid 13 40 24+15 after landing -67 3
j.623S 30 High/Air 10 40 Until landing+15 3
j.623H 30 High/Air 16 40 Until landing+15 -4 4
Hard to Port
Direction + S/H
18 All 5 24 Until landing+15 2

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.

Applause for the Victim

41236X (Hold OK)

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. Invuln Level
Strike (Press Button) 20 Mid 23 12 21 -19 1~10F Upper Body
11~25F Low Profile
3
Dolphin (Release Button) 22×1/2/3/6 All 49 3 3

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

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

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

Additional frame data: Floats opponent on hit. FRC timing 23~24F. Initial prorate 90%.

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

Overhead Kiss

63214K

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. Invuln Level
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 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: Wall bounces opponent on hit (untechable for 80F). Whiff animation is 42F. Forced prorate 65%.


Force Breaks

Jackhound

214D

Go, Mr. Dolphin! Horizontal

Mr. Dolphin Horizontal > 56D

Go, Mr. Dolphin! Vertical

Mr. Dolphin Vertical > 58D


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. Invuln Level
25, 17×8 Mid 7+2 3 26 -10 1~10F All
11~13F Throw
5

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.

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

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. Invuln Level
110 Mid 9+0 Total 74 5~22F Strike 5

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.

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

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. Invuln Level
24×10 Mid 1+14 {2(12)}×9,2 15 +2 1~7F Strike
8~Until Recovery: Armor
5

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.
  • Extremely useful against Eddie setups and other oppressive pressure.

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

Deluxe Goshogawara Bomber

63214S > P


Instant Kill

May and the Jolly Crew

During IK Mode: 4123641236H

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. Invuln Level
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.

Additional Frame Data: IK Mode activation: 70F. Whiff animation 23F.


Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

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


External References

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

Navigation

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