m (→Specials) |
m (→Aqua Rolling) |
||
Line 110: | Line 110: | ||
===<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
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.
- 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 | |
---|---|
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
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | All | 9 | 4 | 9 | -5 | +2 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 7 | 18 | -18 | -10 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 8 | 4 | 13 | -8 | +4 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | All | 16 | 4 | 26 | -21 | -9 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
25 | All | 12 | 4 | 13 | -8 | +10 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | Overhead | 25 | 3 | 15 | -11 | -3 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
6 | Low | 6 | 4 | 9 | -7 | +1 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
10 | Low | 9 | 6 | 11 | -9 | +3 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Low | 8 | 12 | 17 | -21 | -9 | 8~11, 24~27 Strike |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
23 | Low | 20 | 4 | 23 | -19 | -15 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 8 | 7 | 9 | N/A | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | Overhead | 8 | 10 | 13 | N/A | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
10 | Overhead | 9 | 13 | 13 | N/A | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Overhead | 4 | until landing | 0 | N/A | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
23 | Overhead | 21 | 4 | 27 | -22 | +74 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
10 | Throw | 1 | N/A | N/A | N/A | 0 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | All | 22 | N/A | 9 | 0 | +10 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Instant Kill
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 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Specials
Aqua Rolling
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
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 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Mr. Dolphin!
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
10 | All | 16 | 62 | total 27 | -17 | -5 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Mist Finer
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 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Overhead Kiss
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | Throw | 1 | N/A | N/A | N/A | +3 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Supers
May Dynamic
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 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.