GGST/May: Difference between revisions

From Dustloop Wiki
(Updated move descriptions for battle patch 1.05.)
Line 278: Line 278:
|}
|}
==== ====
==== ====
May's anti-air normal. Has good upper body invulnerability, but less potent follow-up options than May's other anti-air attacks. Follow-ups become great in the corner.
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:
Hurtbox size over time:
Line 284: Line 284:
4-17 above knees invuln
4-17 above knees invuln


* High knockback
* Soft knockdown on hit
* Soft knockdown on hit
* Hard knockdown on counterhit
* Hard knockdown on counterhit
* Wall-bounces on hit
* {{clr|1|6P}} can be used as frametrap after {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}}, {{clr|2|2K}} without delay
* {{clr|1|6P}} can be used as frametrap after {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}}, {{clr|2|2K}} without delay


Line 334: Line 332:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_May_6H.png
GGST_May_6H.png | If this hits you, you explode
</gallery>
</gallery>
|-|
|-|
Line 356: Line 354:
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
May swings her anchor in a massive arc above and in front of her. Can be held to delay the attack. Leads to massive combo damage in the corner.


* Values in brackets ([]) represent holding the button for the full duration
* Values in brackets ([]) represent holding the button for the full duration
* Ground bounce on air hit or any counter hit
* Ground bounce on hit
 
May swings her anchor in a massive arc above and in front of her. Can be held to delay the attack.


</div>
</div>
Line 532: Line 529:
May's sweep is quick but has short range relative to the rest of the cast, with roughly the same range as her 2K. 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.
May's sweep is quick but has short range relative to the rest of the cast, with roughly the same range as her 2K. 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.


Compared with 3K, 2D's special cancel enables the above setup and can be cancelled into a Dolphin on block, but has less range.
Compared with 3K, 2D has less range, but its special cancel enables the above setup and it can be cancelled into a Dolphin as a safe blockstring ender or for combos in the corner.


* Hard knockdown on hit
* Hard knockdown on hit
Line 569: Line 566:
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.
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.  
Compared to 2D, 3K has more range but fewer options for okizeme and combos.  


* Low profile during active frames
* Low profile during active frames
Line 605: Line 602:
|}
|}
==== ====
==== ====
May's fastest air-to-air button. Useful for stuffing airdashes into slower attacks or in scramble situations where May is in the air. Works best when the opponent is level with or slightly below May.
May's fastest air-to-air button. Useful for stuffing airdashes into slower attacks or in scramble situations where May is in the air, but has worse follow-up options than May's other air attacks. Works best when the opponent is level with or slightly below May.


'''Additional Frame Data:''' ''Initial Prorate 80%''
'''Additional Frame Data:''' ''Initial Prorate 80%''
Line 639: Line 636:
|}
|}
==== ====
==== ====
May kicks upwards, making this move a good air-to-air against opponents who are slightly above May. Its cancel options and gatling with j.D make it May's most potent air combo starter.
May kicks upwards, making this move a good air-to-air against opponents who are slightly above May.


*Jump and dash cancellable
*Jump and dash cancellable
Line 675: Line 672:
|}
|}
==== ====
==== ====
May swats her anchor down. Hits as an air-to-ground from higher than j.H or j.2H, and is a servicable anti-air against opponents who are level with or below May.
May swats her anchor down. Hits as an air-to-ground from higher than j.H or j.2H, and is a strong anti-air against opponents who are level with or below May.


*Jump and dash cancellable
*Jump and dash cancellable
Line 681: Line 678:
'''Additional Frame Data:''' ''Initial Prorate 80%''
'''Additional Frame Data:''' ''Initial Prorate 80%''


[[GGST/May/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}
[[GGST/May/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>
Line 714: Line 711:
May swings her anchor upward in front of her. Causes a lot of hitstun and blockstun. Can be used for both space control and jump-ins, so it's a staple of May's neutral play. The hurtbox is larger than the hitbox, but the hitbox is so large and active that it's difficult for many characters to challenge in the air.
May swings her anchor upward in front of her. Causes a lot of hitstun and blockstun. Can be used for both space control and jump-ins, so it's a staple of May's neutral play. The hurtbox is larger than the hitbox, but the hitbox is so large and active that it's difficult for many characters to challenge in the air.


* Jump and dash cancellable
* High knockback on air hit
* High knockback on air hit


'''Additional Frame Data:''' ''Initial Prorate 80%''
'''Additional Frame Data:''' ''Initial Prorate 80%''
[[GGST/May/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}
</div>
</div>
</div>
</div>
Line 746: Line 746:
|}
|}
==== ====
==== ====
May thrusts her anchor upwards, altering her jump trajectory. A ridiculously disjointed attack that's nearly impossible to challenge from above. Amazing counter hit starter.
May thrusts her anchor upwards, altering her jump trajectory. A ridiculously disjointed attack that's nearly impossible to challenge from above. Amazing counter hit starter and air combo tool.


* Jump and dash cancellable
* High knockback on air hit
* High knockback on air hit


Line 854: Line 855:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_May_Mr._Dolphin_Horizontal-Hitbox.png
GGST_May_Mr._Dolphin_Horizontal-Hitbox.png| 6P the dolphin is no longer a meme
</gallery>
</gallery>
</tabber>
</tabber>
Line 870: Line 871:
|}
|}
==== ====
==== ====
May's premier special move up close and a nearly universal blockstring-ender. Mixing between the S version, HS version, and backdash will allow you to keep your opponent locked down almost indefinitely. Spacing yourself out before S Dolphin will also let you counterpoke almost every P/K button in the game. Enormously rewarding on counterhit, particularly in the corner. Be aware that May's hurtbox is bigger than the hitbox of this attack, which means it trades or loses to most pokes if May's opponent correctly predicts (S version) or reacts (HS version) to it.
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. 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
* Staggers on grounded counterhit
Line 906: Line 907:
|}
|}
==== ====
==== ====
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. Mr. Dolphin Vertical is a mid attack on the way up and an overhead on the way down. 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.
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. Mr. 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.
* (Ascending only) Hard knockdown on hit.
Line 935: Line 936:
|}
|}
==== ====
==== ====
May's command grab which enables her powerful throw mixups. Can combo midscreen without RC.  
May's command grab which enables her powerful throw mixups. Can combo into wallbreak in the corner without RC or combo into strong follow-up pressure midscreen.


* Throw invulnerable frames 1-6
* Throw invulnerable frames 1-6
Line 972: Line 973:
|}
|}
==== ====
==== ====
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.
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.  
* 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.
* After destroying the ball, the opponents attack will still be active, and they can cancel their move like normally.
Line 1,048: Line 1,049:
* Second hit knocks opponent away from May on hit
* 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. The second hit may not combo from the first if the opponent is hit very far above the ground. 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.
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.
</div>
</div>
</div>
</div>

Revision as of 02:29, 19 October 2021



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!

 May  May , classified as a Balance type, is a powerful attacker who specializes in charging at the opponent.

Pros
Cons
  • High Meterless Damage: Stray hits and short combos will rack up fast, and she can reliably convert into wallbreak in the corner especially with her command grab.
  • Dolphin Pressure: The S version of Horizontal Dolphin can act as a frame-trap followed by an RPS, while the H version is plus-on-block.
  • Throw Mix-ups: Her command grab, Arisugawa Sparkle, c.S, and H Horizontal Dolphin are all plus-on-block and serve to bolster a very strong strike/throw game.
  • Aerial Game: A high and fast jump makes her tricky to anti-air along with powerful air-to-airs like j.H and the disjointed j.D. Air-to-ground she has multiple options to cycle between, including an ambiguous cross-up overhead with j.2H.
  • Fantastic Normals: 2S, f.S, and 5H are very fast for how disjointed, large, and powerful they are, allowing May to stuff approaches and whiff punish safely.
  • Mediocre Ground-to-Air: While her air-to-air game is great, her ground-to-air game is lacking. Her best option Vertical Dolphin requires a downward charge, and 2H, 5H, and 6H are all high on recovery and can take too much startup. This leaves her with only 6P as a somewhat safe and reliable anti-air for low reward.
Error: No field named "weight" found for any of the specified database tables.
May

Normal Moves

5P

5K

c.S

Damage GuardHow this attack can be blocked. 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. Invuln
44 All 7 6 8 - -

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

Damage GuardHow this attack can be blocked. 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. Invuln
38 All 12 3 19 - -

May's longest-range poke. This attack's hitbox extends significantly past May's extended hurtbox until recovery, making it an effective counter-poke. Good for catching people trying to jump out of the corner. Despite the upward angle, this attack can hit crouching opponents, but most low-profile moves will avoid it.

Additional Frame Data: Initial Prorate 90%

Gatling Options: 5H, 2H

5H

5D

Damage GuardHow this attack can be blocked. 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. Invuln
50 High 20 3 26 - -

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

Universal overhead attack that's pretty fast. Has an above normal reach compared to other uncharged dust, however the move isn't disjointed. Can be gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Data in [] represents values when fully charged.
  • 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)

6P

Damage GuardHow this attack can be blocked. 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. Invuln
35 All 12 6 18 - -

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

6H

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. 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. Invuln
60 All 11 13 26 - -

May crouches and swings her anchor over her head from front to back. The entire attack is very disjoint, making it a powerful, but high-commitment, anti-air and launcher. This attack is also a staple of May's combo strings because of its favorable launch properties.

  • Launches opponents up and away from May on hit. Launch effect is stronger on counterhit.
  • Soft knockdown on hit.
  • Can be special cancelled on block to make it safer.

2D

Damage GuardHow this attack can be blocked. 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. Invuln
30 Low 10 7 17 - -

May's sweep is quick but has short range relative to the rest of the cast, with roughly the same range as her 2K. 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.

Compared with 3K, 2D has less range, but its special cancel enables the above setup and it can be cancelled into a Dolphin as a safe blockstring ender or for combos in the corner.

  • Hard knockdown on hit

Additional Frame Data: Initial Prorate 90%

3K

Damage GuardHow this attack can be blocked. 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. Invuln
35 Low 11 9 15 - -

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
  • Hard knockdown on hit
  • Cannot be special or super cancelled

Additional Frame Data: Initial Prorate 90%

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. 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. Invuln
50 High 12 10 15 - -

May swings her anchor upward in front of her. Causes a lot of hitstun and blockstun. Can be used for both space control and jump-ins, so it's a staple of May's neutral play. The hurtbox is larger than the hitbox, but the hitbox is so large and active that it's difficult for many characters to challenge in the air.

  • Jump and dash cancellable
  • High knockback on air hit

Additional Frame Data: Initial Prorate 80%

Gatling Options: j.D

j.D

j.2H

Damage GuardHow this attack can be blocked. 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. Invuln
40 High 13 Until L 6 - -

May slows her air momentum and rides her anchor to the ground. This can set up situations where it's difficult to predict May's trajectory in the air for either left/right mixups or jump-in/double jump/j.2H baits. May's hurtbox is much larger than the hitbox of this move, which makes it easy to punish with any anti-air attack.

  • Knockback directly down on air hit.

Additional Frame Data: Initial Prorate 80%

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

No results
Damage GuardHow this attack can be blocked. 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. Invuln

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: Forced Prorate 50%

Special Moves

Mr. Dolphin Horizontal

[4]6S/H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

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. 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
  • (HS only) Wall-bounces on air hit
  • (HS only) Non-OTG tumble on air counterhit

Mr. Dolphin Vertical

[2]8S/H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

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. Mr. 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.
  • Hard knockdown on air hit

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

Overhead Kiss

623K

Arisugawa Sparkle

214P/K

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

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.

Additional Frame Data: Initial Prorate 80%

Overdrives

Great Yamada Attack

236236S

Damage GuardHow this attack can be blocked. 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. Invuln
170 All 10+1 88 - -

  • Can whiff or be low profiled in certain dead zones.
  • Non-OTG tumble on hit

After a cinematic, Mr. Yamada appears from the corner behind May and travels in a long arc across the screen while May enters a recovery animation. A belligerent, whale-sized punish. May can use a forward Purple Roman Cancel after summoning Mr. Yamada to force an extremely damaging high/low mixup at the cost of 100 tension if used at mid-to-close range.

The Wonderful and Dynamic Goshogawara

632146H (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

  • 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.


87% complete
Page Status %
Overview more detailed/accurate pros and cons 18/20
Combos needs videos examples. Combo page is fairly detailed 9/10
Strategy Complete. Well done! 20/20
Frame Data Overdrive data is incomplete. missing air recovery and other random move data 40/50
Click here for the scoring criteria to assess character page completion.


External References

Navigation

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

Template:Navbar-GGST