GGST/May

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Overview

Overview

She has good range, strong pressure and explosive damage! Ferocious in battle and cute as a button - It’s May, everyone’s favourite Jellyfish Pirate.

Her signature move is Horizontal Mr. Dolphin, a powerful lunging attack. The S version is a fast blockstring ender and frame trapping tool, whereas the H version trades startup speed for frame advantage. Her c.S is a solid pressure tool and combo starter. Block happy opponents can be opened up with Overhead Kiss, a command grab that leads to devastating corner combos. Cycle these tools for a potent strike/throw mix-up.

May controls the mid range with f.S, 2S and 5H, a trifecta of disjointed normals that complement each other. Her marvelous 5K is a fast, dash cancelable poke that goes over lows. Combining these moves with Horizontal Mr. Dolphin makes for a strong neutral and solid pressure. Her swift jump and excellent aerials, most notably j.H, provide her with great aerial space control. She’s also packing a good anti-air in Vertical Mr. Dolphin. At longer ranges, she can apply pressure with Arisugawa Sparkle, a projectile attack best used as an okizeme tool due to its massive frame advantage on block. Most of her defensive options are mediocre at best, but it’s a small price to pay for such a solid moveset.

If you’re looking for a versatile, mix-up heavy character with plenty of disjoints, or just want to throw dolphins at jerks, then play May today!
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
May , classified as a Balance type, is a powerful attacker who specializes in charging at the opponent.
Pros Cons
  • High Meterless Damage: May can dish out big damage off of counterhit anywhere on screen. She can easily convert into wallbreak and deal massive damage in the corner, especially thanks to her high RISC build.
  • Strong Strike-Throw: Her c.S is plus on block and enables scary frametraps, along with her damaging Overhead Kiss grab and ability to force mindgames after Horizontal Mr. Dolphin.
  • Aerial Game: A high and fast jump makes her tricky to catch, along with strong air normals like j.H, j.S qnd j.D. Many of her combos take to the air, and she has a strong crossup in j.2H for mixups
  • Fat Ground Pokes: 2S, f.S, and 5H are very disjointed, large, and powerful, allowing May to control space effectively. She also has a few faster, safer pokes with 5k and 2k.
  • Speed/Range Gap in Attack: Her aformentioned fat ground pokes either have a slow startup, recovery or a combination of both. Meanwhile, her safer pokes are stubby and unrewarding. Some characters with big and fast pokes can give a lot of trouble.
  • Notably Weaker Midscreen: May is greatly enabled in the corner, as her pressure and damage is far worse midscreen. Her Overhead Kiss is much less rewarding, its more easily stopped by Faultless Defense, and 5H [4]6h loops are a very reliable source of damage in CH or metered combos.

Normal Moves

StartupThe 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. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

5K

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
44 All 7 6 8 +3 -

May's strongest combo starter and go-to pressure and punishment tool at close range. Good for catching backdashes when opponent is trying to avoid her command grab. Hitbox is in front of May and reaches slightly above her head, so this attack can be used as a high-risk, high-reward anti-air.

  • Floats on air hit
  • Jump and dash cancellable
  • Dash cancel is -6 on block
  • c.S > 6H can be used as 3f frametrap or pressure reset

Gatling Options: 6P, 3K, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

5H

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Uncharged 50 High 20 3 26 -15 -
Charged 62 High 28 3 26 -10 -

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float

Universal overhead. Longest range dust attack in the game. However, it has no disjoint. Can be gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

Additional Frame Data: Initial Prorate 80% (uncharged)

2P

2K

2S

2H

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 Low 10 7 17 -7 -

May's sweep is quick and has good range. It combos consistently from 2K at all ranges, and is much more consistent with 5K. Along with its great active frames, fast startup and Hard KD property, it makes for a strong low poke in May's arsenal.

May's okizeme with Arisugawa Sparkle sets up annoying Strike/Throw scenarios with c.S/Overhead Kiss respectively, so landing hard knockdowns is a helpful way to keep the pressure up. If using Arisugawa Sparkle on okizeme, be sure to delay the attack long enough for the ball to actually hit on wakeup, since it's a quick projectile once it starts moving.

  • Hard knockdown on hit

Additional Frame Data: Initial Prorate 90%

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35 All 12 6 18 -7 1-3 upper body
4-17 above knees

==

May's anti-air normal. Has good upper body invulnerability and leads to strong on-the-ground pressure when followed up with Arisugawa Sparkle and whiffed HS Vertical Mr. Dolphin on counterhit.

Hurtbox size over time: 1-3 upper body invuln 4-17 above knees invuln

  • Soft knockdown on hit
  • Hard knockdown on counterhit
  • 6P can be used as frametrap after 5P, 2P, 5K, 2K without delay

Additional Frame Data: Initial Prorate 90%

6K

3K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35 Low 11 6 21 -13 -

May crouches before sliding anchor-first on the ground. May's hurtbox is larger than the hitbox of this move, which means it usually trades or loses to other low attacks. While this attack is quite punishable on block, it travels pretty far fairly quickly. Primary cancel option for a knockdown off of 5P/2P/5K/2K.

Compared to 2D, 3K has more range but fewer options for okizeme and combos.

  • Low profile during active frames
  • Leaves May at +16 on hit at worst
  • Cannot be special or super cancelled

Additional Frame Data: Initial Prorate 90%

6H

(Hold OK)

j.P

j.K

j.S

j.H

j.D

j.2H

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
80 Ground Throw 2 3 38 - -

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.

May hurls her opponent over her head in the direction used to input the throw (unlike past games). Not as rewarding as Overhead Kiss when the opponent is near the corner, but is easier to use in pressure and can switch sides. HKD frame advantage is +48.

Additional Frame Data: 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
80 Air Throw 2 3 Until landing+10 - -

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.

May quickly grabs and kicks her opponent to the ground. Air throws are a universal anti-air option that work well when the opponent makes a predictable high jump-in or when the opponent jumps right next to you. Despite the hit and whiff animations, air throws require the opponent to be above and on either side of you to connect. Quick use of air throws can make opponents think twice about holding back-jump against May's strike/throw mixups.

Additional Frame Data: 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Special Moves

Mr. Dolphin Horizontal

[4]6S/H (Hold OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
[4]6S 30 All 7 9 [18] 11 (26 OH) -5 -
[4]6H 40 All 25 9 [18] 11 (20 OH) +5 -

May's premier special move up close and a nearly universal blockstring-ender. The hurtbox is larger than the hitbox, and the hitbox does not hit low profile moves or 6P, so low pokes and 6P will usually counterhit this attack. You will primarily use the held version, however the un-held version useful for mixups as it carries momentum and does not go very far. Mixing between the S and HS versions makes it difficult for May's opponent to land a counterhit. Spacing yourself out before S Dolphin allows you to whiff punish most normal attacks with good positioning. Enormously rewarding on counterhit, particularly in the corner.

  • Staggers on grounded counterhit
  • S unheld is useful to setup grabs on unsuspecting opponent
  • (HS only) Wall-bounces on air hit
  • (HS only) Non-OTG tumble on air counterhit


Mr. Dolphin Vertical

[2]8S/H (Hold OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
[2]8S 40 All/High 6 19 7 (21 OH) 0 -
[2]8H 45 All/High 11 27 8 (19 OH) +6 airborne -

The S version of this attack is a quick anti-air. The HS version, while slower, travels in a much longer arc, and is commonly used as an anti-air and combo extender. When held down, both version extend the distance traveled. Mr. Dolphin Vertical is a mid attack on the way up and an overhead on the way down. The attack is disjoint while ascending, making it an excellent anti-air. May can use her double jump, airdash or attack on hit or block after recovery if she's still in the air. This is useful for combo extensions using the HS version of this attack or avoiding punishments after a blocked overhead.

  • (Ascending only) Hard knockdown on hit.
  • H point blank after landing is -4.
  • Hard knockdown on air hit

Additional Frame Data: Initial Prorate 80% (on a downward hit)

Overhead Kiss

623K

Arisugawa Sparkle

214P/K

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
214P 50 All 48 6 Total 45 +29 -
214K 50 All 48 10 Total 45 +29 -

Mr. Arisugawa kicks a ball towards the opponent. The P version fires at a ~50⁰ downward angle, while the K version fires at a ~15⁰ downward angle. Mr. Arisugawa spawns the ball high above May, so avoid using it when the opponent is right in your face as it will likely whiff. Useful as a meaty projectile for okizeme and for on-the-ground pressure following a 6P counterhit.

  • The opponent can destroy the ball by hitting it with an attack.
  • After destroying the ball, the opponents attack will still be active, and they can cancel their move like normally.
  • May is actionable before the beachball hitbox comes out

Additional Frame Data: Initial Prorate 80%

Overdrives

Great Yamada Attack

236236S

The Wonderful and Dynamic Goshogawara

632146H (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
632146H 80, 100 All 6+4 12(22)10 55 -21 1~21 Full
j.632146H 80, 100 All 6+4 12(22+)10 54 -21 1~21 Full

  • Invincible from frame 1
  • Second hit knocks opponent away from May on hit

May's only true reversal and a useful move for forcing a wall-break. May hops on to Goshogawara the orca for a two-hit attack. The first hit, on the way up, is effectively a massive invulnerable uppercut. The second hit, when Goshogawara splashes down, sends the opponent flying and can wallbreak. If May uses a Purple or Red Roman Cancel during the move, she gets off Goshogawara, but the attack continues anyway, which can lead to an extremely damaging combo on hit or a potent high/low or left/right mixup on block at the cost of 100 tension.

External References

Navigation

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