GGST/May

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Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview[edit]
Overview

Lore:A spunky girl who doesn't sweat the small stuff.

She believes in acting before thinking too deeply. Her friends often get dragged along with her impulsive behavior.

Despite this, May's positive attitude is contagious to those around her, even if they sometimes find themselves a tad exhausted.
Playstyle
GGST May Icon.png May , classified as a Balance type, is a powerful attacker who specializes in charging at the opponent.
Pros Cons
  • Deals high damage.
  • Her tools are generally safe to use: Her dolphins are not too minus on block and Arisugawa Sparkle remains intact even when she is hit during that.
  • Her mixup game is too linear as she doesn't have many tricks in hand.

Normal Moves[edit]

5P[edit]

5K[edit]

c.S[edit]

f.S[edit]

5H[edit]

5D[edit]

6P[edit]

6K[edit]

6H[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

2D[edit]

3K[edit]

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]

j.2H[edit]

Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Special Moves[edit]

Mr. Dolphin Horizontal[edit]

[4]6S/H

Mr. Dolphin Vertical[edit]

[2]8S/H

Overhead Kiss[edit]

623K

Arisugawa Sparkle[edit]

214P/K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invulnerability
P - All 48 - Total 51 +29 -
K - All 48 - Total 51 +29 -

[edit]

Mr Arisugawa (the name of the seal) kicks a ball towards the opponent. The P version has him kicking the ball at a ~50⁰ downward angle, covering half the screen at roundstart, while the K version has the ball travelling very far (almost fullscreen WHEN THE CHARACTERS ARE ALMOST A SCREEN AWAY FROM EACH OTHER) at a ~15⁰ downward angle. The ball starts at a high enough position for the opponent to crouch under it, so avoid using it when the opponent is right at your face. The ball doesn't disappear even when May is hit, making the opponent think twice before mashing or comboing her.

Overdrives[edit]

Great Yamada Attack[edit]

236236S

The Wonderful and Dynamic Goshogawara[edit]

632146H (Air OK)

External References[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGST/May/Data.