GGACR/May/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
May x1.06 3 3F Super Lightweight (x1.1) 13F (1~>9F invuln) 1 53F 50F


Normals

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 3 3 80% Mid 1 CSJR 1.44 5 4 6 0 9 10 10 11
5K 20 6 7 Mid 2 SJR 2.64 9 6 9 -3 4~17F High profile
4~14F Throw
11 12 12 11
c.S 30 14 6 Mid 4 SJR 3.84 7 3 15 -1 16 17 16 14
f.S 33 10 7 Mid 4 SJR 2.64 12 3 20 -6 16 17 16 14
5H 50 20 6 Mid 5 SR 3.84 13 4 8 +7 18 Launch 18 15
6P 44 14 6 90% Mid 4 SR 3.84 16 6 18 -7 1~18F Above Knees 16 Down 16 14
6[P] 44 14 6 90% Mid 4 SR 3.84 17~47 6 18 -7~+11 1~11F Above Knees 16 Down 40 + WStick 30 14
6H Lv1 70 20 6 Mid 5 SR 3.84 16 6 34 -21 18 19 18 15
6H Lv2 70 20 6 Mid 5 SR 3.84 19~29 6 31 -18 18 19 18 15
6H Lv3 90 15 6 High 5 SR 3.84 27 6 21 -8 18 19 18 15
5D 22 11 20 High 4 R 3.84 28 3 18 -4 16 Launch 16 14
2P 10 3 8 80% Mid 1 CSJR 1.44 5 4 6 0 9 10 10 11
2K 14 3 8 80% Low 1 SR 1.44 7 4 9 -3 7~10F Low Profile 9 10 10 11
3K 24 5 7 Low 2 RF 2.64 8 21 20 -29 5~7F and 29~40F Low Profile
8~28F Above Feet
11 Down 12 11
2S 26 10 7 Mid 3 SR 2.64 9 3 15 -4 13 14 14 13
2H 44 15 6 Low 5 SR 3.84 14 3 16 0 18 Stagger 31 18 15
2D 30 11 6 Low 4 SR 3.84 7 10 8 -1 16 Down 16 14
j.P 14 3 8 High/Air 1 CSR 1.44 5 6 6 9 10 10 11
j.K 24 6 7 High/Air 2 SR 2.64 6 6 8 11 12 12 11
j.S 30 10 7 High/Air 3 SJR 2.64 13 4 5 13 14 14 13
j.H 40 10 7 High/Air 3 SR 2.64 12 10 15 13 14 28 13
j.2H 41 14 7 High/Air 3 SR 2.64 13 until landing 0 16 14 14 13
j.D 38 14 6 High/Air 4 SJR 3.84 10 12 24+ landing 5 7~21F Upper Body 16 Launch 21 14


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 55 6 Forced 50% 43 pixels 4.0
Air Throw Air Throw 60 6 Forced 50% 96 pixels 4.0
DAA Dead Angle Attack 25 10 7 50% All 3 R 2.64 16 6 18 -10 1~21F All
22~37F Throw
13 Launch 28 + WBounce 14 + WBounce 13


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5[D] Just Kidding~ 38 11 18 Low 4 R -/3.84 35 4 25 -12 16 Launch 40 14
[4]6S S Mr. Dolphin Horizontal 50 10 10 All 3 F 1.00/2.40 7 10 8 + 3 after landing -9 3~6F, 9~16F Lower Body
7~8F, 17~19F Feet
13 14 14 13
[4]6H H Mr. Dolphin Horizontal 50 10 10 All 3 F 1.00/3.60 8 20 7 + 3 after landing -10 4~7F, 10~27F Lower Body
8~9F, 28~30F Feet
13 14 48 + Slide 21 13
[2]8S S Mr. Dolphin Vertical 50 10 10 Mid→ High/Air 3 F 1.00/2.40 8 20 3 after landing -15 1~3F Throw 13 Launch 35 13
[2]8H H Mr. Dolphin Vertical 50 10 10 Mid→ High/Air 3 F 1.00/3.60 8 27 landing 3 -13 1~3F Throw 13 Launch 40 13
623S S Restive Rolling 30 10 7 Mid 3 RF 1.50/4.20 13 40 22 + landing 15 -63 13 Launch 35 13
623H H Restive Rolling 30 10 7 Mid 3 RF 1.50/4.20 13 40 24 + landing 15 -65 13 Launch 40 13
j.623S Air S Restive Rolling 30 10 7 High/Air 3 RF 1.50/3.60 10 40 landing 15 13 Launch 30 13
j.623H Air H Restive Rolling 30 14 7 High/Air 4 RF 1.50/3.60 16 40 landing 15 +1 16 Launch 35 14
623H > H Hard to Port 18 10 7 All 2 R 0.60/3.48 5 24 landing 15 11 Launch 32 11
41236[X] Applause for the Victim (Strike) 20 10 7 90% Mid 3 RF 2.5/0.0 23 12 21 -19 1~10F Upper Body
11~25F Low Profile
13 Launch 16 13
41236]X[ Applause for the Victim (Dolphin) 22×1/2/3/6 0 7×1/2/3/6 All 3 1.2×1/2/3/6 49 3 13 14 14 13
63214K Overhead Kiss 40 6,1 Forced 65% 90 pixels R -/6.00 25 1 19~25F Strike Launch 80 + WBounce
※1 Landing recovery on whiff can be cancelled into anything except for ordinary movement. On hit or guard, landing recovery is 5F for the Horizontal Dolphin and (7F+crouching state) for the Vertical Dolphin. FRC window is 10~12F after hitting or being blocked. Minimum charge time of 30F

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
214D Jackhound 38 15 6 Forced 80% High 5 R 24 10 35 -26 16~33F, 52~64F Foot
34~39F, 48~51F Low Profile
40~47F Above Feet
18 Launch 60 + GBounce 15
[4]6S > 56D S Go, Mr. Dolphin! Horizontal 22 10 7 All 3 1 17 landing 11 +13 13 14 30 13
[4]6H > 56D H Go, Mr. Dolphin! Horizontal 22 10 7 All 3 1 20 landing 14 +10 13 14 30 13
[2]8S > 58D Go, Mr. Dolphin! Vertical 22 10 7 All 3 1 total 16 13 14 30 13


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
63214H Ultimate Whiner 25, 17×8 20×9 6,3×8 Mid 5 R 7+2 3 26 -10 1~10F All
11~13F Throw
18 19 Down, 50×8 15, 0×7, 15
236236S Great Yamada Attack 110 20 16 Mid 5 9+0 total 74 5~22F Strike 18 Launch 90 + WBounce 15
63214S Super Screaming Ultimate Spinning Whirlwind 24×10 20×10 5×10 Mid 5 R 1+14 {2(12)}×9,2 15 +2 1~1F All
2~Until Recovery: Armor
18 Launch 120 + WBounce 7
63214S > P Deluxe Goshogawara Bomber 48 14 6 Mid 5 11 10 14 +20 28 Launch 60 15


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
4123641236H May and the Jolly Crew Fatal 70 pixels 7+9 2 1~18F All


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC May 5P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGAC May 2P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
0
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P
GGAC May 6P.png
Guard:
Mid
Startup:
16
Recovery:
18
Advantage:
-7
- - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
5K
GGAC May 5K.png
Guard:
Mid
Startup:
9
Recovery:
9
Advantage:
-3
6P 3K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K
GGAC May 2K.png
Guard:
Low
Startup:
7
Recovery:
9
Advantage:
-3
6P - c.S, f.S, 2S 2H 5D, 2D Sp
3K
GGAC May 3K.png
Guard:
Low
Startup:
8
Recovery:
20
Advantage:
-29
- - - - - -
c.S
GGAC May cS.png
Guard:
Mid
Startup:
7
Recovery:
15
Advantage:
-1
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S
GGAC May fS.png
Guard:
Mid
Startup:
12
Recovery:
20
Advantage:
-6
- 3K 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2S
GGAC May 2S.png
Guard:
Mid
Startup:
9
Recovery:
15
Advantage:
-4
- - - 5H, 2H, 6H 5D, 2D Sp
5H
GGAC May 5H.png
Guard:
Mid
Startup:
13
Recovery:
8
Advantage:
+7
- - - - 5D, 2D Sp
2H
GGAC May 2H.png
Guard:
Low
Startup:
14
Recovery:
16
Advantage:
0
- - - - 2D Sp
6HNo results - - - - - Sp
5D
GGAC May 5D.png
Guard:
High
Startup:
28
Recovery:
18
Advantage:
-4
- - - - - homing jump
5[D]
GGAC May Dhold.png
Guard:
Low
Startup:
35
Recovery:
25
Advantage:
-12
- - - - - -
2D
GGAC May 2D.png
Guard:
Low
Startup:
7
Recovery:
8
Advantage:
-1
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC May jP.png
Guard:
High/Air
Startup:
5
Recovery:
6
Advantage:
j.P j.K j.S j.H j.D Sp
j.K
GGAC May jK.png
Guard:
High/Air
Startup:
6
Recovery:
8
Advantage:
j.P - j.S j.H j.D Sp
j.S
GGAC May jS.png
Guard:
High/Air
Startup:
13
Recovery:
5
Advantage:
- j.K - j.H j.D Jump, Sp
j.H
GGAC May jH.png
Guard:
High/Air
Startup:
12
Recovery:
15
Advantage:
- - - - j.D Sp
j.2H
GGAC May j2H.png
Guard:
High/Air
Startup:
13
Recovery:
0
Advantage:
- - - - - Sp
j.D
GGAC May jD.png
Guard:
High/Air
Startup:
10
Recovery:
24+ landing 5
Advantage:
- - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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