GGML/May: Difference between revisions

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===<big>Aqua Rolling</big>===
===<big>Aqua Rolling</big>===
{{GGML Move Card
{{GGML Move Card
|input=236S
|input=236S|versioned=yes
|description=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.
 
The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage.
 
The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Instead it deal ludicrous damage.
}}
}}



Revision as of 05:30, 17 January 2022

Overview
Overview

Outside of timer scamming, May has little grime in a game filled with it. She doesn't do much wrong but she doesn't do enough to keep up with the better characters.

 May  May is a standard Missing Link character with the bonus of a timer scamming technique.

Pros
Cons
  • Great Air Options: May can literally play an entire match in the air thanks to Restive Rolling (623S) functionally being an 8 way air dash with a hitbox that you can repeat as many times as you want. Helping this is her strong air normals and Aqua Rolling (236S).
  • Great Normals: Her normals are big, recover fast, and disjointed, making them very strong.
  • Hits Hard: Each of May's individual moves hit hard, making stray hits from her more dangerous than other characters.
  • Solid Mixups: May has two overheads, 6P and Dust, both of which are fairly fast which convert into her infinite. She also has Overhead Kiss (41236K), an instant command throw with good range but no oki.
  • Weak Throws: While they have good damage, both her throw and command throw toss the opponent high into the air where they can tech and reset to neutral.
  • Hard CC Infinite: May's CC infinite is much tighter than other characters' and there's a good chance you'll drop it.
May
GGML May Portrait.png
Defense
80%Raw Value: 8
Jump Startup
3f
Backdash
22f
Meter Gain Mod
100%Raw Value: 10
Charge Time
48f
Forward Walk Speed
93%Raw Value: 716
Backward Walk Speed
96%Raw Value: 563
Dizzy Resistance
127%Raw Value: 38
Fastest Attack
Reversals

Normals

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 All 9 4 9 -5 +2 none

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5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 9 7 18 -18 -10 none

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c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 8 4 13 -8 +4 none

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f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 All 16 4 26 -21 -9 none

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5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
25 All 12 4 13 -8 +10 none

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6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 Overhead 25 3 15 -11 -3 none

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2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
6 Low 6 4 9 -7 +1 none

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2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Low 9 6 11 -9 +3 none

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2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
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.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
23 Low 20 4 23 -19 -15 none

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j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 8 7 9 N/A N/A none

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j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 Overhead 8 10 13 N/A N/A none

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j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Overhead 9 13 13 N/A N/A none

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j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 4 until landing 0 N/A N/A none

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Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
23 Overhead 21 4 27 -22 +74 none

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Throw

4H or 6H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Throw 1 N/A N/A N/A 0 none

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Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 All 22 N/A 9 0 +10

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Instant Kill

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 12 18 11 N/A N/A Above Knees 1~11, 15~40

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Specials

Aqua Rolling

236S
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
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.

The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage.

The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Instead it deal ludicrous damage.

Resistive Rolling

623S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5,4,3,3,2,2,2,2 All 1 2(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)2 0 N/A N/A none

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Mr. Dolphin!

41236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 All 16 62 total 27 -17 -5 none

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Mist Finer

214S or 214S > SxN
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Mist Finer 5,4,3,3 All 13 22 27 -27 -15 none
Gentle Mist Finer 3xN All N/A indefinite 27 N/A N/A none

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Overhead Kiss

41236K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
21 Throw 1 N/A N/A N/A +3 none

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Supers

May Dynamic

463214H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1,17,16,13,13,11 Mid 15 14(21)42 0 -24 -10 none

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