GGACR/May

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overview
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


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

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 FB with a variety of ultility.
  • High stun resistance.
  • One of the better backdashes in the game.
  • One of the highest Super Jumps 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 hit out of during active frames
  • Very meter hungry
  • Optimal play requires an above average execution
Guilty Bits Character Intro


GGACR May Nameplate.png
GGACR May Portrait.png

Normal Moves

5P
GGAC May 5P.png
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 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
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 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.
  • Throw Invincible

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

c.S
GGAC May cS.png
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 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
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 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
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 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
Dizzy Normal
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
  • 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

Staple use 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)

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
GGAC May 6H.png
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
  • 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

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

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.

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
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

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
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 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
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 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
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
GGAC May 2S.png
Decent ranged poke
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 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
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
GGAC May 2D.png
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 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
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

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
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

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
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 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
Fishing for Counter Hits
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

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
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 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
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

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: 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
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

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
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

Has the second best air throw range in the game.

  • Knocks down. Doesn't convert to anything.
  • Throws them opposite of the direction you grabbed them in.
  • Comes with the best sound effect in the game.

Dead Angle Attack
GGAC May 6P.png
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

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
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

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
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

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

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
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

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.
  • Staple in lame loops

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

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
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
Ground, S
  • 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

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

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

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

  • 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.

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
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)

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%.

Dolphin (release Button)

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
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 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
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

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
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

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

Staple for combo extensions and loops.

  • Carrys characters with 6P loops as well as building dizzy but character specific.
  • 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
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

One of Mays 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
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
GGAC May 236236S.png
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
GGAC May 63214S.png
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.
GGAC May 63214SP.png
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

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.
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

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. Link
Godolphin enter Japan Mikado - Active(?) - Link
Efute Japan - Xrd -

Roadmap

Dustloop Wiki:Roadmap/GGACR

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.