Difference between revisions of "GGACR/May/Frame Data"

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{{AttackVersion|name=Hard to Port|subtitle=Restive Rolling > Direction + S/H|rowspan=2}}
 
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{{#lst:GGACR/May/Data|623S S Full}}
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{{Description
 
{{Description

Revision as of 02:00, 24 May 2020

System Data


Normals

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.
5P 10 1.44 3 3 1 Mid CSJR 5 4 6 0
  • Initial prorate 80%
5K 20 2.64 6 7 2 Mid SJR 9 6 9 -3
  • Foot invincible 4~17F
  • Throw invincible 4~14F
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
  • Foot invincible 13~16F
  • Staggers opponent on ground CH (max 47F)
6P
Normal
44 3.84 14 6 4 Mid SR 16 6 18 -7
  • 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
6P
Charged
44 3.84 14 6 4 Mid SR 17~47 6 18 -7~+11
  • 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
6H
Normal
70 3.84 20 6 5 Mid SR 16 6 34 -21
  • Staggers opponent on ground CH (max 47F)
  • Untechable for 80F on air CH
6H
Charged
70 3.84 20 6 5 Mid SR 19~29 6 31 -18
  • Staggers opponent on ground CH (max 47F)
  • Untechable for 80F on air CH
  • Attack starts up 9F after releasing button
6H
Max Charge
90 3.84 15 6 5 High SR 27 6 21 -8
  • 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 22 3.84 11 20 4 High R 28 3 18 -4
  • Hold down button past 16F to perform Na~nte ne (fake dust)
2P 10 1.44 3 8 1 Mid CSJR 5 4 6 0
  • Initial prorate 80%
2K 14 1.44 3 8 1 Low SR 7 4 9 -3
  • Low profile 7~10F
  • Initial prorate 80%
3K 24 2.64 5 7 2 Low RF 8 21 20 -29
  • 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 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
  • Staggers opponent on ground hit (Max 31F)
  • Pulls in opponent on CH (Max 43F)
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 -
  • Untechable for 28F
  • Floats opponent and fully untechable on ground CH
j.2H 41 2.64 14 7 3 High, Air SR 13 until landing 0 -
  • Level 4 attack on block
j.D 38 3.84 14 6 4 High, Air SJR 10 12 24+ landing 5 -
  • 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

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.
Throw 55 4.0 - 6 - 43 pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw 60 4.0 - 6 - 96 pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA 25 2.64 10 7 3 All R 16 6 18 -10
  • Fully invincible 1~21F
  • Throw invincible 22~37F
  • Wall bounces opponent on hit (untechable for 28F)
  • Initial prorate 50%

Specials

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.
Just Kidding~
[5D]
38 -/3.84 11 18 4 Low R 35 4 25 -12
  • Floats and pulls in opponent on hit (untechable for 40F)
S Mr. Dolphin Horizontal
[4]6S
50 1.00/2.40 10 10 3 All F 7 10 8 + 3 after landing -9
  • Lower body invincinble 3~6F and 9~16F
  • 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 Mr. Dolphin Horizontal
[4]6H
50 1.00/3.60 10 10 3 All F 8 20 7 + 3 after landing -9
  • 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
S Mr. Dolphin Vertical
[2]8S
50 1.00/2.40 10 10 3 Mid/HA F 8 20 3 after landing -15
  • 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 Mr. Dolphin Vertical
[2]8H
50 1.00/3.60 10 10 3 Mid/HA F 8 27 landing 3 -13
  • 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
S Restive Rolling
623S
30 1.50/4.20 10 7 3 Mid RF 13 40 22 + landing 15 -63
  • 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
H Restive Rolling
623H
30 1.50/4.20 10 7 3 Mid RF 13 40 24 + landing 15 -65
  • 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 Restive Rolling
j.623S
30 1.50/3.60 10 7 3 High, Air RF 10 40 landing 15 -
  • Floats opponent on hit (untechable for 30F)
  • Can cancel into followup (Direction Change) from 23~49F
  • FRC timing 10~12F
Air H Restive Rolling
j.623H
30 1.50/3.60 14 7 4 High, Air RF 16 40 landing 15 +1
  • 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
Restive Rolling > Direction + S/H
18 0.60/3.48 10 7 2 All R 5 24 landing 15 -
  • 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 (Strike)
41236[P/K/S/H/D]
20 2.5/0.0 10 7 3 Mid RF 23 12 21 -19
  • 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%
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
  • Startup is 17F after button release (fastest release 49F)
    1. of dolphins = 1 (charge time 1~121F); 2 (122~271F); 3 (272~631F); 6 (632~1113F)
  • 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
40 -/6.00 - 6,1 - 90 pixels R 25 1 - -
  • Strike invincible 19~25F
  • Wall bounces opponent on hit (untechable for 80F)
  • Whiff animation is 42F
  • Forced prorate 65%
*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

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.
Jackhound
214D
38 - 15 6 5 High R 24 10 35 -26
  • 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%
S Go, Mr. Dolphin! Horizontal
S Mr. Dolphin Horizontal > 56D
22 - 10 7 3 All - 1 17 landing 11 +13
  • Untechable for 30F
  • Listed Frame Adv is based on the fastest possible attack performed right next to the opponent
H Go, Mr. Dolphin! Horizontal
H Mr. Dolphin Horizontal > 56D
22 - 10 7 3 All - 1 20 landing 14 +10
  • Untechable for 30F
  • Listed Frame Adv is based on the fastest possible attack performed right next to the opponent
Go, Mr. Dolphin! Vertical
Mr. Dolphin Vertical > 28D
22 - 10 7 3 All - 1 - total 16 -
  • Untechable for 30F

Overdrives

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.
Ultimate Whiner
63214H
25, 17x8 - 20x9 6,3x8 5 Mid R 7+2 3 26 -10
  • 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
110 - 20 16 5 Mid - 9+0 - total 74 -
  • 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
24x10 - 20x10 5x10 5 Mid R 1+14 {2(12)}x9,2 15 +2
  • 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
Super Screaming > P
48 - 14 6 5 Mid - 11 10 14 +20
  • Blows back opponent on hit (untechable for 60F)
  • Blockstun 28F

Instant Kill

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.
May and the Jolly Crew
During IK Mode: 4123641236H
Fatal - - - - 70 pixels - 7+9 2 - -
  • IK Mode activation: 70F
  • Fully invincible 1~18F
  • Whiff animation 23F

Gatling Table

Ground Gatlings
P K S H D Cancel
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 - - 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
Air Gatlings
P K S H D Cancel
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)

Navigation


Ambox notice.png 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.
Guilty Gear XX Accent Core Plus Re
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc