<< Return to Character Select
May
Normal Attacks List | Special Attacks List

Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 10 1.44 3 3 1 HLF cCJR 5 4 6 0 80% proration.
K 20 2.64 6 7 2 HLF CJR 9 6 9 -3 4-17 foot invincible. 4-14 throw invincible.
c.S 30 3.84 14 6 4 HLF CJR 7 3 15 -1 -
f.S 33 2.64 10 7 3 HLF CJR 12 3 20 -9 -
H 50 3.84 20 6 5 HLF CR 13 4 8 +7 13-16 foot invincible. Staggers on CH (max 47F).
6P 44 3.84 14 6 4 HLF CR 16 6 18 -7 1-18 above the knees invincible. Blows back on hit, knocks down on grounded hit. 90% proration. Dizzy modifier x3.
6P (Charged) 44 3.84 14 6 4 HLF CR 17~47 6 18 -7 ~ +11 1-11 above the knees invincible. Blows back on hit, knocks down on ground hit. 90% proration. Startup is 9F after releasing the button. Charging changes the startup, blockstun, and dizzy multiplier. (See table below.)
6H 70 3.84 20 6 5 HLF CR 16 6 34 -21 Staggers on CH (max 47F). On air CH, untechable for 80F. Hits crouchers on frame 19 (tested on Sol). Charging from 8-20F leads to 6H (charged); charging more than 20F leads to 6H (full).
6H (Charged) 70 3.84 20 6 5 HLF CR 19~29 6 31 -18 Hit effects are the same as normal 6H. Startup is 9F after releasing button, but cannot be faster than a startup of 19. (i.e. Startup = max{ 19, 6H_charge_time + 9 }.) Hits crouchers 12 frames after button is released (tested on Sol).
6H (Max) 90 3.84 15 6 5 HF CR 27 6 21 -8 Hit effects are the same as normal 6H. Hits crouchers on frame 29 (tested on Sol).
D 22 3.84 11 20 4 HF R 26 3 18 -4 Holding down the button past frame 15 turns it into Na~nte ne (fake dust).
DAA 25 2.64 10 7 3 Any R 16 6 18 -10 1-21 invincible. 22-37 throw invincible. Wallbounces on hit, untechable for 28F. 50% proration.
2P 10 1.44 3 8 1 HLF cCJR 5 4 6 0 80% proration.
2K 14 1.44 3 8 1 LF CR 7 4 9 -3 7-10 low stance. 80% proration.
2S 26 2.64 10 7 3 HLF CR 9 3 15 -4 -
2H 44 3.84 15 6 5 LF CR 14 3 16 0 Knocks down on grounded hit. Pulls in and slightly floats on CH, untechable for 52F.
2D 30 3.84 11 6 4 LF CR 7 10 8 -1 -
3K 24 2.64 5 7 2 LF RF 8 21 20 -29 5-7 and 29-40 low stance. 8-28 invincible above the feet. Knocks down on grounded hit. In CH state for entire duration. Considered "standing" from 1-7. FRC timing: 29-30.
j.P 14 1.44 3 8 1 HA CR 5 6 6 - -
j.K 24 2.64 6 7 2 HA CR 7 6 10 - -
j.S 30 2.64 10 7 3 HA CJR 13 4 5 - -
j.H 40 2.64 10 7 3 HA CR 12 10 15 - Untechable for 28F. Floats and knocks down on grounded CH.
j.D 38 3.84 14 6 4 HA cCJR 10 12 24 - Floats on hit, untechable for 21F. Dizzy modifier x1.75. Additional 5F landing recovery. From 29, can gatling to P/K/S/H.
j.2H 41 2.64 14 7 3 HF CR 13 - 0 - On guard, Level 4 attack.
Throw 55 4.0 - 6 - 43 dots - - - - - Knocks down. 50% forced proration.
Air Throw 60 4.0 - 6 - 96 dots - - - - - Knocks down. 50% forced proration.
Return to Top

Charged 6P data table
startup (charge)Stun multiplierBlock stun
25 (16)3.00016
26 (17)3.375 22
27 (18)3.438 22
28 (19)3.50023
29 (20)3.50023
30 (21)3.56324
31 (22)3.62525
32 (23)3.62525
33 (24)3.68826
34 (25)3.75026
35 (26)3.75027
36 (27)3.81328
37 (28)3.87528
38 (29)3.87529
39 (30)3.93829
40 (31)4.00030
41 (32)4.00031
42 (33)4.06331
43 (34)4.12532
44 (35)4.12532
45 (36)4.18833
46 (37)4.25034
47 (38)4.25034

Specials

Special Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Na~nte ne [D] 38 -/3.84 11 18 4 LF JR 34 4 25 -12
Floats on hit, untechable for 30F.
Mr. Dolphin (Hor) (S) [4]6S 50 1.00/2.40 10 10 3 any F 7 10 8+ landing 3 -9
3-6, 9-16 lower body invincinble. 7-8, 17-19 foot invincible. Airborne on first frame. On whiff, in CH state until landed. Untechable for 20F. Can follow-up to Go, Mr. Dolphin! (Hor) from 4-14. *1
Mr. Dolphin (Hor) (H) [4]6H 50 1.00/3.60 10 10 3 any F 8 20 7+ landing 3 -9
4-7, 10-27 lower body invincible. 8-9, 28-30 foot invincible. Airborne on first frame. On whiff, in CH state until landed. Untechable for 20F. Can follow-up to Go, Mr. Dolphin (Hor) from 5-25. *1
Mr. Dolphin (Ver) (S) [2]8S 50 1.00/2.40 10 10 3 HLF F 8 20 landing 3 -13
1-3 throw invincible. Airborne after frame 4. Floats and pulls in on hit, untechable for 35F. Must be blocked HA after frame 18. Hits crouchers on frame 21 (tested on Sol). Can follow-up to Go, Mr. Dolphin (Ver) after frame 7. *1
Mr. Dolphin (Ver) (H) [2]8H 50 1.00/3.60 10 10 3 HLF F 8 27 landing 3 -11
1-3 throw invincible. Airborne after frame 4. Floats on grounded hit, untechable for 40F. Hits crouchers on frame 29 (tested on Sol). Can follow-up to Go, Mr. Dolphin (Ver) after frame 7. *1
Restive Rolling 623S/H 30 1.50/4.20 10 7 3 HLF RF 13 40 22 + landing 15 -63
Airborne after frame 13. Floats on hit, untechable for 35F. During the first 2 active frames, untechable time is 40F. Can follow-up to Direction Change from 26-52. FRC timing: 13-14.
Aerial Restive Rolling (S) j.623S 30 1.50/3.60 10 7 3 HLF R 10 40 landing 15 -
Floats on hit, untechable for 30F. Can follow-up to Direction Change from 23-49.
Aerial Restive Rolling (H) j.623H 30 1.50/3.60 14 7 4 HA RF 16 40 landing 15 +1
Untechable for 35F. Can follow-up to Direction Change from 29-55. FRC timing: 16-18. SD is for the fastest possible RR from the ground (Startup 19).
Direction Change Direction + S/H during RR 14 0.60/3.48 10 7 3 HLF R 11 24 landing 15 -
Floats on hit, untechable for 28F. Can follow-up into itself from 26-34. Max of 3 consecutive Direction Changes possible.
Applause for the Victim (Strike) 41236 P/K/S/H (chargeable) 20 2.5/0.0 10 7 3 HLF RF 23 12 21 -19
1-10 upper body invincible. 11-25 low stance. Floats on hit, untechable for 16F. Total length: 55F. FRC timing: 20-21.
Applause for the Victim (Dolphin) Release button after Applause for the Victim 22 x 1/2/3/6 1.2 x 1/2/3/6 0 7 x 1/2/3/6 3 Any - 49 - - 3
# of dolphins = 1 (charge time 1-121F); 2 (122-271F); 3 (272-631F); 6 (632-1113F); or 3 (1114F+). In the last case, the dolphins are released automatically. Starts up the moment the button is released. Listed Startup is for the fastest possible case. When charged, Startup is 17 frames after the button release. Hula-hoop disappears if May gets hit while charging.
Overhead Kiss 63214K 40 -/6.00 - 6,1 - 90 dots R 4 1 - -
1-5 throw invincible. Wallbounces, untechable for 80F. Whiff animation: 42F. 65% forced proration.
Force Break Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Jackhound 214D 38 - 15 6 5 HF R 24 10 35 -26
16-33 foot invincible, airborne. 34-39, 48-51 low stance. 40-47 above the feet invincible. 52-64 foot invincible. Floorbounces on hit, untechable for 60F. Re-launches knocked down opponents. In CH state the entire duration. 80% forced proration.
Go, Mr. Dolphin! (Hor) (S) 56D during Mr. Dolphin (Hor) (S) 22 - 10 7 3 any - 1 17 landing 11 +13
Untechable for 30F. SD is based on the fastest possible case from right next to the opponent.
Go, Mr. Dolphin! (Hor) (H) 56D during Mr. Dolphin (Hor) (H) 22 - 10 7 3 any - 1 20 landing 14 +10
Untechable for 30F. SD is based on the fastest possible case from right next to the opponent.
Go, Mr. Dolphin! (Ver) 58D during Mr. Dolphin (Ver) 22 - 10 7 3 any - 1 - total: 16 -
Untechable for 30F.
Super Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Ultimate Whiner 63214H 25, 17x8 - 20x9 6,3x8 5 HLF R 7+2 3 26 -10
1-10 invincible. 11-13 throw invincible. 1st hit knocks down. 3rd-8th hits are untechable for 20F. 9th attack blows back on hit, untechable for 20F. 2nd-8th hits have 0 hitstop. If the 1st attack whiffs, no other attacks come out.
Great Yamada Attack 236236S 110 - 20 16 5 HLF - 9+0 - total: 74 -
5-22 strike invincible. Wallbounces on hit, untechable for 90F. For the 11 frames following the super-flash, the opponent is frozen. The whale goes through projectiles.
Super Screaming Ultimate Spinning Whirlwind 63214S 18x10 - 20x10 5x10 5 HLF R 1+8 {2(12)}x9,2 21 -4
Invincible on frame 1. Throw invincible for entire duration. Knocks down on hit. 7F hitstop for each hit. Can follow-up to Deluxe Tile Bomber after the super-flash. Dizzy modifier x0.
Deluxe Tile Bomber P during SSUSW 48 - 14 6 4 HLF - 11 10 24 -3
Blows back on hit, untechable for 60F. Goes through projectiles.
Instant Kill Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
May and the Jolly Crew 41236 41236 H Fatal - - - - 70 dots - 7+9 2 - -
IK mode activation: 70F. 1-18 invincible. Whiff animation: 23F. Can also be input as 6321463214H.
*1 Landing recovery on whiff can be cancelled with anything except for ordinary movement. On hit or guard, landing recovery is 5, in crouching state. FRC window is 10-12 frames after hitting or being blocked. Minimum charge time of 30F.




Gatling Table

PunchKickSlashHeavy SlashDustJumpSpecial
PP, 2P, 6PK, 2Kc.S, f.S, 2SH, 2H, 6HD, 2Dyesyes
2PP, 2P, 6PK, 2Kc.S, f.S, 2SH, 2HD, 2Dyesyes
6P--c.S, f.S, 2SH, 2HD, 2D-yes
K6P-c.S, f.S, 2SH, 2HD, 2Dyesyes
2K6P-c.S, f.S, 2S2HD, 2D-yes
3K-------
c.S6P-f.S, 2SH, 2HD, 2Dyesyes
f.S--2SH, 2HD, 2Dyesyes
2S---H, 2HD, 2D-yes
H----D, 2D-yes
2H----D, 2D-yes
6H------yes
D-----homing jump on hit-
[D]-----normal jump only-
2D------yes
j.Pj.Pj.Kj.Sj.Hj.D-yes
j.Kj.P-j.Sj.Hj.D-yes
j.S-j.K-j.Hj.Dyesyes
j.H----j.D-yes
j.D-----yesyes
Return to Top


Translator Author Revision Status
Shinquickman Gwyrgyn Blood v1.00 2011/05/03 Updated by rtl42
Dustloop.com
<< Return to Character Select