|Lore:||After losing her entire family in the Crusades, May wandered the battlefield until she was picked up by Johnny, the roguish captain of the Jellyfish Pirates. Since joining the crew, she has become one of the most important members and loves her crewmates like a family.|
|May uses her strong set of unique mobility tools to weave around the opponent and play an effective runaway strategy.|
How to Read Frame Data
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- No results
Really slow jab. Completely disjointed, which could make it a clutch anti-air in a pinch, but May has better options everywhere else.
Big lunging kick with a good mix of speed and range. A low crush just like in later games. Can gatling into 5H into a CC infinite. Solid poke all around.
Unremarkable close slash. Purely close-range combo filler, since you can't really use this anywhere else.
This move is really big, which makes it a usable high-risk poke from far ranges. Unfortunately, it doesn't convert into any combos, so your reward is deceptively poor. Terrible on whiff, too, making it quite risky compared to other options. May has better options in neutral with her movement and other, more rewarding buttons.
Another very funny hitbox. Places a gigantic disjoint in front of May, which lets it beat a lot of other buttons. It can be charge cancelled into an infinite on hit. Low recovery makes it deceptively safe to just do.
Fairly slow overhead. On hit, can be gatlinged into cS into a charge cancel infinite, giving it high reward. Surprisingly quick to recover, too.
May's fastest ground normal, and a pretty standard low jab. Hits low, making it a solid mixup tool. Very stubby, making it less useful than 2K at farther ranges. On hit, gatlings into 5K into 5H into an infinite.
Another low-hitting pressure tool, like 2P. A bit slower than 2P, but with significantly more range, making it more applicable in some situations. On hit, gatlings into 5H into an infinite.
|16||Low||8||12||17||-21||-9||8~11, 24~27 Strike|
- Turns May's entire body into a hitbox for a few frames while removing her hurtboxes
Aside from the bizarre invulnerability, 2S is a solid long-ranged poke. It's a bit less risky than fS with basically the same reward. Don't miss.
Slow and terrible. Launches on hit, meaning the opponent can tech and leave you minus on hit. Too slow to be used as a poke, and riskier to whiff than fS and 2S. Don't bother.
Mashable air jab that whiff gatlings into itself. Its poor hitbox and relatively slow startup limit its utility, however, especially since jH covers the same area it does faster.
The hitbox for this move is pretty high up, making it hard to hit opponents even somewhat below you with this. Useful air to air due to its decent range and speed.
Giant disjoint that covers a wide area below you relatively quickly. Respectable jump-in, though difficult to combo out of unless it hits very deep.
Really fast, fairly disjointed button that hits all around May with no recovery. Good all-purpose air normal, though hard to convery off of on ground hit, similarly to jS.
Respectable mixup option. Boasts better range, less startup, and a more disjointed hitbox than 6P, but less reward.
Catapults the opponent very high in the air, making tech chasing difficult. Also does half the damage of Overhead Kiss on top of having less range, so there isn't much reason to use this over it.
Bog standard dash attack. Plus on block, like Ky's.
|FATAL||All||12||18||11||N/A||N/A||Above Knees 1~11, 15~40|
Very fast low profile instant kill. Lacking in horizontal range, but its high active frames can make it a good anti-air.
|Aqua Rolling||17||All||16||max 19||2 on whiff, 77 on hit||-65||-63||none|
|Aqua Rolling Level 2||21,12,11,9,9||All||16||max 19||5 on whiff,61 on hit||-56||-47||none|
|Aqua Rolling Level 3||31,18,16,13,13||All||16||max 19||13 on whiff,56 on hit||-55||-33||none|
A forward advancing, airborne roll which floats May far away from the opponent on hit. May is wrapped inside of one giant hitbox during the active portion of the move making it difficult to contest. No whiff recovery, making this a potential mobility tool due to the area it covers in very little time. However, its high recovery on hit combined with the fact that you can tech it immediately make it extremely minus on hit, so this is risky and mostly a gimmick.
The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage. A bit less minus on hit than the Level 1 version.
The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Instead it deal ludicrous damage. Even less minus on hit than the Level 2 Version.
Crescent Aqua Rolling
|Crescent Aqua Rolling||17||All||16||max 40||0 on whiff,43 on hit||-35||-27||none|
|Crescent Aqua Rolling Level 2||21||All||16||max 40||0 on whiff,43 on hit||-35||-29||none|
|Crescent Aqua Rolling Level 3||31||All||16||max 40||0 on whiff,43 on hit||-35||+8||none|
Like Aqua Rolling, except this one goes upwards at an angle instead of straight forward. Identical animation and hitbox with 236S for all versions. Not in the in-game move list, for some reason, so we had to make our own name for it.
No whiff recovery on any version makes this another gimmick mobility tool, though it is plagued by the same issue of being minus on hit as the original Aqua Rolling.
The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage. Only has 1 hit, so it doesn't deal the damage Aqua Rolling 2 can.
The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Only has 1 hit, so it doesn't deal the damage Aqua Rolling 3 can.
- 1f startup makes this May's fastest abare option
- Can perform up to two additional rolls by tapping any direction and S; May will travel in the direction you tapped
- Data shown in the brackets is for first roll; consecutive rolls are single-hit, do 17 damage, become active on 28f after being inputted, are active for 44f, and have 0f recovery
Just a very silly move in general. Can be used an infinite number of times midair, allowing you to float indefinitely above the stage and stall for time forever. If May has the life lead, she can take to the skies with this and be in a place where she is virtually impossible to catch.
- Reflects projectiles while May is spinning the anchor
Spawns a dolphin projectile that does very little damage and basically no hitstun. Its weird angle could hypothetically make it solid for controlling airspace, but the projectile takes some time to set up and is very non-threatening while active, limiting its utility.
Actually has 63 active frames. The reason this wiki only lists 62 is that the 63rd active frame is actually entirely underneath the screen, making it impossible for it to hit anyone.
|Gentle Mist Finer||3xN||All||N/A||indefinite||27||N/A||N/A||none|
- Reflects projectiles while active
- While mashing, the opponent is pushed away from May at all times
May spins her anchor, dealing a few hits of damage. Pretty unremarkable range and speed, and does less damage than some normals. When mashed, the projectile reflection continues and the move stays active, but the opponent is forced away from May with a fairly strong windbox that takes up the entire screen. This could hypothetically be used to force risky approach options, then punish them, but this move's high recovery makes draws the practicality of this into question.
Instant command grab with respectable range. Switches sides on hit and launches them very far away, making tech chasing difficult. Generally superior to her normal grab, though still not great. Can be a solid way to punish a blocking opponent if you can't open them up with your overheads.
- Gargantuan window in between first and second hit on both hit and block, during which opponents can tech out and airdash away from the second hit
- First hit whiffs on crouchers
Fairly fast for a super, and massively upper body invincible during the start, which hypothetically makes this a good anti-air, but IK is better for that. Has functionally no reward on hit, since the first hit does 1 damage and then your opponent can tech out and avoid the rest of the super. Deceptively active with no recovery, making it unpunishable due to the hitbox completely enveloping May.