GGACR/May/Frame Data
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System Data[edit]
Defense[edit]
x1.06
Guts Rating[edit]
3
Weight[edit]
Featherweight (1.1x)
Stun Resistance[edit]
70
Prejump[edit]
3f
Backdash[edit]
13f (1~>9f invuln)
Wakeup Time[edit]
53f (Face Up) / 50f (Face Down)
Movement Options[edit]
Double Jump, 1 Airdash, Ground Dash (Run)
Normals[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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5P | 10 | 1.44 | 3 | 3 | 1 | Mid | CSJR | 5 | 4 | 6 | 0 |
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5K | 20 | 2.64 | 6 | 7 | 2 | Mid | SJR | 9 | 6 | 9 | -3 |
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c.S | 30 | 3.84 | 14 | 6 | 4 | Mid | SJR | 7 | 3 | 15 | -1 |
f.S | 33 | 2.64 | 10 | 7 | 4 | Mid | SJR | 12 | 3 | 20 | -6 |
5H | 50 | 3.84 | 20 | 6 | 5 | Mid | SR | 13 | 4 | 8 | +7 |
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6P Normal |
44 | 3.84 | 14 | 6 | 4 | Mid | SR | 16 | 6 | 18 | -7 |
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6P Charged |
44 | 3.84 | 14 | 6 | 4 | Mid | SR | 17~47 | 6 | 18 | -7~+11 |
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6H Normal |
70 | 3.84 | 20 | 6 | 5 | Mid | SR | 16 | 6 | 34 | -21 |
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6H Charged |
70 | 3.84 | 20 | 6 | 5 | Mid | SR | 19~29 | 6 | 31 | -18 |
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6H Max Charge |
90 | 3.84 | 15 | 6 | 5 | High | SR | 27 | 6 | 21 | -8 |
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5D | 22 | 3.84 | 11 | 20 | 4 | High | R | 28 | 3 | 18 | -4 |
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2P | 10 | 1.44 | 3 | 8 | 1 | Mid | CSJR | 5 | 4 | 6 | 0 |
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2K | 14 | 1.44 | 3 | 8 | 1 | Low | SR | 7 | 4 | 9 | -3 |
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3K | 24 | 2.64 | 5 | 7 | 2 | Low | RF | 8 | 21 | 20 | -29 |
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2S | 26 | 2.64 | 10 | 7 | 3 | Mid | SR | 9 | 3 | 15 | -4 |
2H | 44 | 3.84 | 15 | 6 | 5 | Low | SR | 14 | 3 | 16 | 0 |
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2D | 30 | 3.84 | 11 | 6 | 4 | Low | SR | 7 | 10 | 8 | -1 |
j.P | 14 | 1.44 | 3 | 8 | 1 | High/Air | CSR | 5 | 6 | 6 | - |
j.K | 24 | 2.64 | 6 | 7 | 2 | High/Air | SR | 6 | 6 | 8 | - |
j.S | 30 | 2.64 | 10 | 7 | 3 | High/Air | SJR | 13 | 4 | 5 | - |
j.H | 40 | 2.64 | 10 | 7 | 3 | High/Air | SR | 12 | 10 | 15 | - |
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j.2H | 41 | 2.64 | 14 | 7 | 3 | High/Air | SR | 13 | until landing | 0 | - |
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j.D | 38 | 3.84 | 14 | 6 | 4 | High/Air | SJR | 10 | 12 | 24+ landing 5 | - |
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Universal Mechanics[edit]
Specials[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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Just Kidding~ [5D] |
38 | -/3.84 | 11 | 18 | 4 | Low | R | 35 | 4 | 25 | -12 |
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S Mr. Dolphin Horizontal [4]6S |
50 | 1.00/2.40 | 10 | 10 | 3 | All | F | 7 | 10 | 8 + 3 after landing | -9 |
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H Mr. Dolphin Horizontal [4]6H |
50 | 1.00/3.60 | 10 | 10 | 3 | All | F | 8 | 20 | 7 + 3 after landing | -9 |
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S Mr. Dolphin Vertical [2]8S |
50 | 1.00/2.40 | 10 | 10 | 3 | Mid/HA | F | 8 | 20 | 3 after landing | -15 |
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H Mr. Dolphin Vertical [2]8H |
50 | 1.00/3.60 | 10 | 10 | 3 | Mid/HA | F | 8 | 27 | landing 3 | -13 |
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S Restive Rolling 623S |
30 | 1.50/4.20 | 10 | 7 | 3 | Mid | RF | 13 | 40 | 22 + landing 15 | -63 |
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H Restive Rolling 623H |
30 | 1.50/4.20 | 10 | 7 | 3 | Mid | RF | 13 | 40 | 24 + landing 15 | -65 |
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Air S Restive Rolling j.623S |
30 | 1.50/3.60 | 10 | 7 | 3 | High/Air | RF | 10 | 40 | landing 15 | - |
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Air H Restive Rolling j.623H |
30 | 1.50/3.60 | 14 | 7 | 4 | High/Air | RF | 16 | 40 | landing 15 | +1 |
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Hard to Port Restive Rolling > Direction + S/H |
18 | 0.60/3.48 | 10 | 7 | 2 | All | R | 5 | 24 | landing 15 | - |
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Applause for the Victim (Strike) 41236[P/K/S/H/D] |
20 | 2.5/0.0 | 10 | 7 | 3 | Mid | RF | 23 | 12 | 21 | -19 |
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Applause for the Victim (Dolphin) 41236]P/K/S/H/D[ |
22 x 1/2/3/6 | 1.2 x 1/2/3/6 | 0 | 7 x 1/2/3/6 | 3 | All | - | 49 | - | - | 3 |
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Overhead Kiss 63214K |
40 | -/6.00 | - | 6,1 | - | 90 pixels | R | 25 | 1 | - | - |
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- *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[edit]
Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
P | K | S | H | D | Cancel | |
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5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Sp |
5K | 6P | 3K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S | 2H | 5D, 2D | Sp |
3K | - | - | - | - | - | - |
c.S | 6P | - | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | 3K | 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2S | - | - | - | 5H, 2H, 6H | 5D, 2D | Sp |
5H | - | - | - | - | 5D, 2D | Sp |
2H | - | - | - | - | 2D | Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | homing jump |
5[D] | - | - | - | - | - | - |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.K | j.S | j.H | j.D | Sp |
j.K | j.P | - | j.S | j.H | j.D | Sp |
j.S | - | j.K | - | j.H | j.D | Jump, Sp |
j.H | - | - | - | - | j.D | Sp |
j.2H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | 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)
[edit]
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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.
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