< GGXRD-R
(→6P) |
m (→Instant Kill) |
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(47 intermediate revisions by 9 users not shown) | |||
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|guts=3 | |guts=3 | ||
|stun=70 | |stun=70 | ||
|weight=Light | |||
|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=13F | |backdashTime=13F | ||
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* Beefy normals with good rewards on counter hit | * Beefy normals with good rewards on counter hit | ||
* Great oki and solid mixups with high/low and command grab | * Great oki and solid mixups with high/low and command grab | ||
* Great mobility, especially in the air: good run, good backdash, amazing jump, fdc to alter jump arc, dolphin ride, and ball hop | |||
===Weaknesses=== | ===Weaknesses=== | ||
* No real way to escape pressure outside of universal system mechanics | * No real way to escape pressure outside of universal system mechanics | ||
* Has difficulty keeping safe pressure on opponent without summons | * Has difficulty keeping safe pressure on opponent without summons | ||
* | * Mediocre midscreen meterless damage without summons for combo extension | ||
<br clear=all/> | <br clear=all/> | ||
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|cancel=S | |cancel=S | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=19~47 | ||
|active=6 | |active=6 | ||
|recovery=18 | |recovery=18 | ||
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|header=no | |header=no | ||
|version=Charged | |version=Charged | ||
|damage=70 | |damage=70 | ||
|tension=? | |tension=? | ||
|risc= | |risc= | ||
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|cancel=S | |cancel=S | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=20~25 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=31 | ||
|frameAdv=- | |frameAdv=-18 | ||
}} | }} | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|startup=26 | |startup=26 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=21 | ||
|frameAdv=-8 | |frameAdv=-8 | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | * Used for frame traps, catching jump outs, combo filler and combo ender. | ||
* Knockdown on air hit, ground bounces on air hit at maximum charge | |||
May's other overhead when fully charged. Mostly used in combo to score a hard knockdown on airborne opponent, while charged version is May's best combo filler in corner. Because of its reach and the ability to play with the timing by charging, 6HS can be good for catching attempts to jump out of pressure as well. Cancel to Applause for the Victim or Beach ball on hit to setup okizeme. | May's other overhead when fully charged. Mostly used in combo to score a hard knockdown on airborne opponent, while charged version is May's best combo filler in corner. Because of its reach and the ability to play with the timing by charging, 6HS can be good for catching attempts to jump out of pressure as well. Cancel to Applause for the Victim or Beach ball on hit to setup okizeme. | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* Used as an overhead attack in pressure and combo extender. | |||
* Hits overhead, cancels to Homing Jump or Dash on hit only. | |||
* Proration: 80% | * Proration: 80% | ||
May performs a spinning lariat from her anchor. Hits overhead. Pretty slow with an obvious animation and she can no longer feint it to go low anymore. Somewhat safe on block, cover yourself a dolphin hoop before trying to make it safer. Great for extending combo after a ground hit S horizontal dolphin RC, or 5H on counter hit. | May performs a spinning lariat from her anchor. Hits overhead. Pretty slow with an obvious animation and she can no longer feint it to go low anymore. Somewhat safe on block, cover yourself a dolphin hoop before trying to make it safer. Great for extending combo after a ground hit S horizontal dolphin RC, or 5H on counter hit. Has some burst-safe points when done at max range. | ||
}} | }} | ||
}} | }} | ||
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*Used for pressure, setting up tick throws or frame traps, and Burst-safe confirms | *Used for pressure, setting up tick throws or frame traps, and Burst-safe confirms | ||
*Proration: 80% | *Proration: 80% | ||
*[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D | |||
May does a short range poke with the small end of her anchor. Her fastest ground normal but has less range than 5P. Strong pressure tool, leading into easy hit confirms, frame traps, and throw set-ups. Useful for mashing out of gaps in close range pressure and can be hit confirmed into a 2D knockdown. | May does a short range poke with the small end of her anchor. Her fastest ground normal but has less range than 5P. Strong pressure tool, leading into easy hit confirms, frame traps, and throw set-ups. Useful for mashing out of gaps in close range pressure and can be hit confirmed into a 2D knockdown. | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* | *Used as a quick low hit in pressure and okizeme, mid-range poke, setup for tick throws, and low profile under pokes/airdashes. | ||
*Proration: 80% | *Proration: 80% | ||
*[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D | |||
May slides down on the ground and pokes with her foot. | May slides down on the ground and pokes with her foot. Use this to keep your opponent honest. Important part of her mixups together with 6K / OHK. Also, good for a close/medium range poke that can lead to knockdown/combo with 2D. Decent tick-throw. Has low profile until the move hits, so can be used to anti-air specific attacks like Bandit Bringer, dodge IAD attempts, and even dodge some mid pokes (notably Johnny's K Mist Finer). | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* Used for low profiling oncoming attacks or catching your opponent off-guard. | |||
* Low profile from frames 8-28 | * Low profile from frames 8-28 | ||
May slides on the ground head first about 1/3-1/2 of the screen. Very good at low profiling at the cost of being incredibly unsafe on block and in CH state until recovery. Must be YRC/RRCed to make safe. Knocks down on hit. Can be very useful in dealing with characters with projectiles but easily baited and punished harshly if done predictably. | May slides on the ground head first about 1/3-1/2 of the screen. Very good at low profiling at the cost of being incredibly unsafe on block and in CH state until recovery. Must be YRC/RRCed to make safe. Knocks down on hit. Can be very useful in dealing with characters with projectiles but easily baited and punished harshly if done predictably. | ||
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|description= | |description= | ||
*Used for counter poking, stopping ground approaches. | *Used for counter poking, stopping ground approaches. | ||
May extends her anchor out in front of her fairly far while crouched. Great as a medium/far range poke. | *[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] 6K, 5H, 2H, 5D, 2D | ||
May extends her anchor out in front of her fairly far while crouched. Great as a medium/far range poke. Has detached hitbox at the tip of the anchor (no hurtbox there) and will stuff a lot of things. However, has longer recovery compared to her 5K, making it more prone to whiff punishes. Cancel into a S horizontal dolphin for a quick confirm, or whiffed S vertical dolphin for a gimmicky low/tick throw. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* | *Used for anti-airing and catching backdashes. | ||
*[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] 6K, 5D, 2D | |||
Old 2H got replaced with a new anti-air. It comes out quicker than 6P, has lots of active frames and a wide sweeping hitbox. May's hurtbox is really low during this move, giving it really good anti-air priority. However, it has a lot of recovery on whiff, making it dangerous to throw out too often. Whiff cancel into 2D to reduce recovery, allowing a confirm into dash c.S on counter hit or 2P on normal hit when done low enough, and to keep yourself safe on block. | Old 2H got replaced with a new anti-air. It comes out quicker than 6P, has lots of active frames and a wide sweeping hitbox. May's hurtbox is really low during this move, giving it really good anti-air priority. However, it has a lot of recovery on whiff, making it dangerous to throw out too often. Whiff cancel into 2D to reduce recovery, allowing a confirm into dash c.S on counter hit or 2P on normal hit when done low enough, and to keep yourself safe on block. It's possible to use a meaty 2H to catch reversal backdashes, notably Millia's. | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* | * Used for leading combos into knockdown and as a low hit in pressure and okizeme. | ||
May does a split and extends her leg out in front of her. A low that sweeps the opponent off their feet and gives knockdown. Has lots of active frames, making it a strong counterpoke and meaty. Good in pressure as a low and as a means to end a blockstring while remaining safe. | May does a split and extends her leg out in front of her. A low that sweeps the opponent off their feet and gives knockdown. Has lots of active frames, making it a strong counterpoke and meaty on oki. Good in pressure as a low and as a means to end a blockstring while remaining safe. On hit, you can safely summon a beach ball or an Applause for the Victim dolphin for oki. Alternatively, cancel this into Horizontal Dolphin to send them flying back and give the combo more corner carry or go for an RC combo route. | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Very short range but her fastest air normal. Useful for option selecting air throws and air to air blockstrings with jK. | *Used for a quick air-to-air. | ||
*[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] j.P, j.K, j.S, j.H, j.D | |||
Very short range but her fastest air normal. Hits twice. Useful for option selecting air throws and air to air blockstrings with jK. Not burst safe, but you can play around with its 2 hits to create burst safe points. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.K</font>====== | ======<font style="visibility:hidden" size="0">j.K</font>====== | ||
{{MoveData | {{MoveData | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Quite fast and more range and active frames than her | *Used for a quick air-to-air that hits above May. | ||
*[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] j.P, j.S, j.H, j.D | |||
Quite fast and has more range and active frames than her j.P. Also useful for option selecting air throws and for air to air block strings with j.P. It's also good in air combos in instances where you have to jump back up into the air but the opponent is too high up for j.S to hit. In these instances, j.K's rising hitbox is a good substitute. While the reverse gatling from j.S is no longer in Xrd, it is still possible to link a j.K after j.S recovers. This is extremely useful for throwing bursts by linking j.S to a throw OS j.K. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
May extends her anchor really low to the ground. Your go-to tool for jump-ins after jumps and airdashes. Rising j.S cover May from airthrow attempts, and can be used as anti-air, especially when combined with throw OS. | *Used for jump-ins, anti-air, covering May's jump and controlling air space. | ||
*[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] j.H, j.D | |||
May extends her anchor really low to the ground. Your go-to tool for jump-ins after jumps and airdashes. Rising j.S cover May from airthrow attempts, and can be used as anti-air, especially when combined with throw OS. Recovers really quickly, giving May air movement freedom after whiffing a rising j.S. Can be linked to j.P on block or hit, or gattling to j.HS. Links to j.HS on counter hit for major damage. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Fairly slow but has a great hitbox. Great tool for controlling air space, especially with backthrow OS. Has a lot of untech frames, especially on counter hit, for relaunch combos. | *Used for controlling air space and relaunch combos. | ||
*[[GGXRD-R/May/Frame Data#Gatling Table|Gatling Options:]] j.D | |||
Fairly slow but has a great hitbox that goes from below May to above her hat. Great tool for controlling air space, especially with backthrow OS. Has a lot of untech frames, especially on counter hit, for relaunch combos. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* | * Used for jump-ins and left/right mixups | ||
May's | May's other jump in tool. May hurtbox extends below the hitbox, making this move vulnerable to anti-airs. Changes May's air momentum, making this great for left/right mixups off an airdash or backward airdash. Has no landing recovery, making this move vital for her dolphin cancel mixups, by whiffing this into a low attack immediately after landing. Can be Faultless Defense-cancelled, though probably not as useful as Faust or I-No's FDCs. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.D</font>====== | ======<font style="visibility:hidden" size="0">j.D</font>====== | ||
{{MoveData | {{MoveData | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for air combo and fuzzy overhead setups. | |||
Combo filler due to its jump cancel properties, great at building stun too. Stops air momentum and can be used occasionally to stall in the air for a short time. Used in fuzzy overhead setups as well. | Combo filler due to its jump cancel properties, great at building stun too. Stops air momentum and can be used occasionally to stall in the air for a short time. Used in fuzzy overhead setups as well. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=0, | |damage=0,60 | ||
|tension=? | |tension=? | ||
|risc= | |risc= | ||
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* Proration: Forced 65% | * Proration: Forced 65% | ||
May | May is tied with Bedman for the largest air throw range in the game. Because May's AAs are a bit slow to come out (especially in the context of pressure), jumping up and air throwing opponents can be a very effective way to deal with jump ins at closer ranges. Jumping up and air throwing opponents can also be used in general to make opponents less jumpy if used correctly. After landing, setup Applause for the Victim for okizeme, or dash in to start pressure. | ||
}} | }} | ||
}} | }} | ||
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|startup=5 | |startup=5 | ||
|active=14 | |active=14 | ||
|recovery= | |recovery=4 + 5 after landing | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|inv= | |inv= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for gimmicky resets, anti-air, and disrespect specific pressure strings. | |||
*Airborne from frame 4 | *Airborne from frame 4 | ||
*Throw invulnerability from frame 1-34 | *Throw invulnerability from frame 1-34 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for juggle combos, ending combo with hard knockdown, and anti-air. | |||
*Airborne from frame 3 | *Airborne from frame 3 | ||
Combo filler after 2H, situational anti air. Gives hard knockdown most of the time. Spaced right and it vacuums the opponent towards May, making her classic lame loop possible. You can input 663 to keep a down charge while dashing forward, making dash HS vertical dolphin possible to punish jumps. | Combo filler after 2H, situational anti air. Gives hard knockdown most of the time. Spaced right and it vacuums the opponent towards May, making her classic lame loop possible. You can input 663 to keep a down charge while dashing forward, making dash HS vertical dolphin possible to punish jumps. | ||
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|image=GGXRD_May_ApplauseForTheVictim_PK.png | |image=GGXRD_May_ApplauseForTheVictim_PK.png | ||
|caption=Hold button to delay | |caption=Hold button to delay | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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* Hold the button during summon and release it later to activate the attack. | * Hold the button during summon and release it later to activate the attack. | ||
* Alternatively, tap the button during summon, press it again later and then release it to activate the attack. | * Alternatively, tap the button during summon, press it again later and then release it to activate the attack. | ||
* Dolphins will automatically release after 208f (K and HS) or 209f (P and S) | |||
* Startup after release: 5f (K and HS) or 6f (P and S) | |||
All around great tool for neutral and pressure. In neutral, the dolphin is great for controlling space. You can hold the button and make use of the threat of being able to send the dolphin to attack at any time to discourage the opponent from doing anything, making it easy to appraoch them. | All around great tool for neutral and pressure. In neutral, the dolphin is great for controlling space. You can hold the button and make use of the threat of being able to send the dolphin to attack at any time to discourage the opponent from doing anything, making it easy to appraoch them. | ||
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|roman=YRP | |roman=YRP | ||
|startup=24 | |startup=24 | ||
|active= | |active=34 | ||
|recovery=37 Total | |recovery=37 Total | ||
|frameAdv=+7 | |frameAdv=+7 | ||
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|roman=YRP | |roman=YRP | ||
|startup=24 | |startup=24 | ||
|active= | |active=34 | ||
|recovery=37 Total | |recovery=37 Total | ||
|frameAdv=+7 | |frameAdv=+7 | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|header=yes | |||
|version=P | |||
|damage=50 | |damage=50 | ||
|tension=? | |tension=? | ||
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|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=10 | ||
|active=12 | |||
|recovery=0 | |||
|frameAdv= | |||
|inv= | |||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=K | |||
|damage=50 | |||
|tension=? | |||
|risc= | |||
|prorate= | |||
|level=? | |||
|guard=All | |||
|cancel= | |||
|roman=YRP | |||
|startup=10 | |||
|active=18 | |active=18 | ||
|recovery=0 | |recovery=0 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=S | |||
|damage=50 | |||
|tension=? | |||
|risc= | |||
|prorate= | |||
|level=? | |||
|guard=All | |||
|cancel= | |||
|roman=YRP | |||
|startup=10 | |||
|active=24 | |||
|recovery=0 | |||
|frameAdv= | |||
|inv= | |||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=HS | |||
|damage=50 | |||
|tension=? | |||
|risc= | |||
|prorate= | |||
|level=? | |||
|guard=All | |||
|cancel= | |||
|roman=YRP | |||
|startup=10 | |||
|active=22 | |||
|recovery=0 | |||
|frameAdv= | |||
|inv= | |||
|description= | |||
* Active frames are max distance on whiff (?) | |||
* Used for okizeme, combos and closing distance | |||
* Proration: Forced 70% | * Proration: Forced 70% | ||
* Wallsplats on air hit near corner | * Wallsplats on air hit near corner | ||
Effectively the opposite of Force Break Dolphins from AC and +R, Dolphin Hopping is a vital combo and pressure tool for May in Xrd. Can be canceled into an airdash on hit or block with a generous window. May can also | Effectively the opposite of Force Break Dolphins from AC and +R, Dolphin Hopping is a vital combo and pressure tool for May in Xrd. Can be canceled into an airdash on hit or block with a generous window. May can also kill her forward momentum by using an air normal within a certain frame window when the dolphin hits or is blocked, enabling her deadly dolphin cancel mixup. Check Strategy section for more details. | ||
}} | }} | ||
}} | }} | ||
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|risc= | |risc= | ||
|level= | |level= | ||
|guard= | |guard=All | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* | * Used to control space in neutral and for midscreen okizeme. | ||
May summons a beach ball. The ball bounces 3 times or until it hits an opponent. In neutral, it's good for controlling space. Its trajectory and the amount of times it bounces makes it difficult for characters to approach May freely once its out, giving her chance a go on the offensive. | May summons a beach ball. The ball bounces 3 times or until it hits an opponent. In neutral, it's good for controlling space. Its trajectory and the amount of times it bounces makes it difficult for characters to approach May freely once its out, giving her chance a go on the offensive. | ||
Refer to Strategy section on how to setup okizeme using P beach ball. | |||
P version has a closer trajectory and comes down closer to May. | P version has a closer trajectory and comes down closer to May. | ||
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|risc= | |risc= | ||
|level= | |level= | ||
|guard= | |guard=All | ||
|cancel= | |cancel= | ||
|roman=YRP | |roman=YRP | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage= | |damage=40 | ||
|tension=? | |tension=? | ||
|risc= | |risc= | ||
|level= | |level= | ||
|guard= | |guard=All | ||
|cancel= | |cancel= | ||
|roman=Y | |roman=Y | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery=6 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Used for anti-anti-air and okizeme. | |||
May uses the beach ball to do an extra jump. An interesting consequence of this is that it smashes the beach ball downwards. May's jump trajectory will change depending on which down direction is held. For instance, holding 3 will send May diagonally forward relative to her original position. This can be combined with an IAD on the opponent's wakeup for crossups or fake crossups (see Strategy for more info). | May uses the beach ball to do an extra jump. An interesting consequence of this is that it smashes the beach ball downwards. May's jump trajectory will change depending on which down direction is held. For instance, holding 3 will send May diagonally forward relative to her original position. This can be combined with an IAD on the opponent's wakeup for crossups or fake crossups (see Strategy for more info). | ||
}} | }} | ||
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|startup=16 | |startup=16 | ||
|active=5(18)Till Landing | |active=5(18)Till Landing | ||
|recovery= | |recovery=20 after Landing | ||
|frameAdv=-15 | |frameAdv=-15 | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | * Used to end air combo with a hard knockdown, or for extra air mobility with YRC. | ||
A new air special that mostly gets used at the end of air combos due to its ability to bring the opponent back down to the ground in a knockdown state for oki. To ensure the second hit does not OTG the opponent, you want to be slightly under them when you end a combo. | A new air special that mostly gets used at the end of air combos due to its ability to bring the opponent back down to the ground in a knockdown state for oki. To ensure the second hit does not OTG the opponent, you want to be slightly under them when you end a combo. Ensenga YRC moves May forward and upward, which can be desirable in some situations e.g. dodging Ramlethal's Calvados. | ||
}} | }} | ||
}} | }} | ||
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|input=623K | |input=623K | ||
|image=GGXRD_May_OverheadKiss.png | |image=GGXRD_May_OverheadKiss.png | ||
|caption=this is you, when you don't condition your opponent | |||
|image2=GGXRD_May_OverheadKiss2.png | |image2=GGXRD_May_OverheadKiss2.png | ||
|caption2=places the opponent on the ground, right next to you | |||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* Used in offensive pressure to catch blocking opponents. | |||
* Throw invulnerabilty from frames 1-5 | * Throw invulnerabilty from frames 1-5 | ||
* Proration: Forced 75% | * Proration: Forced 75% | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for unburstable damage, and as an invulnerable reversal on defense. | |||
*Full invulnerability from frames 1-9 | *Full invulnerability from frames 1-9 | ||
*Strike invulnerability from frames 10-14 | *Strike invulnerability from frames 10-14 | ||
Mediocre reversal with 50 meter, unsafe on block. Gives your opponent a ton of meter on hit. YRC before super flash is a good defense option to dodge meaties at only 25% meter. Also a good combo ender when the opponent's at low health due to its multi-hit nature being able to blow through guts. | *20% minimum damage | ||
Mediocre reversal with 50 meter, unsafe on block. Gives your opponent a ton of meter on hit. YRC before super flash is a good defense option to dodge meaties at only 25% meter. Also a good combo ender when the opponent's at low health due to its multi-hit nature being able to blow through guts, as well as being unburstable. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Great Yamada Attack | |name=Great Yamada Attack | ||
|input=236236S | |input=236236S<br/>[236236D] | ||
|image=GGXRD_May_GreatYamadaAttack.png | |image=GGXRD_May_GreatYamadaAttack.png | ||
|image2=GGXRD_May_GreatYamadaAttack2.png | |image2=GGXRD_May_GreatYamadaAttack2.png | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|header=yes | |||
|version=Normal | |||
|subtitle=236236S | |||
|damage=140 | |damage=140 | ||
|tension= | |tension= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=Burst | |||
|subtitle=236236D | |||
|damage=175 | |||
|tension= | |||
|risc= | |||
|prorate= | |||
|level=? | |||
|guard=Mid | |||
|cancel= | |||
|roman=YRP | |||
|startup=9+0 | |||
|active=27 | |||
|recovery=38 | |||
|frameAdv=-33 | |||
|inv= | |||
|description= | |||
* Used in corner combos for unburstable damage, anti-air, or to create unblockable situation | |||
* 20% minimum damage (65% for Burst) | |||
* Proration: Forced 65% | * Proration: Forced 65% | ||
* Strike invulnerability from frames 5- | * Strike invulnerability from frames 5-8 (1-9 full for Burst) | ||
A huge whale. Hitbox does not reach low to the ground. Great combo filler after 6[H], dealing major damage and stun. Situational anti air when May's back is facing the corner due to being 0 startup after super flash at that spot. Possible to be used in hilarious "unblockable" setups, check | * Tumbles for 54f on hit and 79f on CH | ||
A huge whale. Hitbox does not reach low to the ground. Great combo filler after 6[H], dealing major damage and stun. Situational anti air when May's back is facing the corner due to being 0 startup after super flash at that spot. Possible to be used in hilarious "unblockable" setups, check Strategy section for details. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for unburstable corner carry and confirming whiff punishes. | |||
*Strike invulnerability on frame 1 | *Strike invulnerability on frame 1 | ||
*Throw invulnerability during movement | *Throw invulnerability during movement | ||
Spins. Unfortunately does not have super armor. Combo filler with great corner carry. Buffer into this move to confirm whiff punishes. Possible to combo after corner HS horizontal dolphin in the corner as well. | *20% minimum damage | ||
Spins. Unfortunately does not have super armor. Combo filler with great corner carry. Buffer into this move to confirm whiff punishes. Possible to combo after corner HS horizontal dolphin in the corner as well, by performing microdash before this move. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
There's absolutely no reason to | There's absolutely no reason not to do this move after Ultimate Spinning Whirlwind, as it adds extra damage and safe even if blocked. 20% minimum damage. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|May]] | ||
Latest revision as of 04:47, 25 December 2023
May |
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Defense Modifier: x1.06 Guts Rating: 3 Weight: Light Stun Resistance: 70 Jump Startup: 3F Backdash Time 13F / Invul: 1-9F
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Overview
22-year-old little girl with an anchor. Pixie brawler of the game.
Strengths
- Great ability to control space thanks to the new Beach Ball and Applause for the Victim mechanics
- Above average damage output
- Beefy normals with good rewards on counter hit
- Great oki and solid mixups with high/low and command grab
- Great mobility, especially in the air: good run, good backdash, amazing jump, fdc to alter jump arc, dolphin ride, and ball hop
Weaknesses
- No real way to escape pressure outside of universal system mechanics
- Has difficulty keeping safe pressure on opponent without summons
- Mediocre midscreen meterless damage without summons for combo extension
Normal Moves
5P
5P |
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5K
5K |
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6K
6K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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3K
3K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.2H
j.2H |
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j.D
j.D |
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Universal Mechanics
Throw
Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Mr. Dolphin Horizontal
Mr. Dolphin Horizontal [4]6S/H |
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Mr. Dolphin Vertical
Mr. Dolphin Vertical [2]8S/H |
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Applause for the Victim
Applause for the Victim 41236P/K/S/H |
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Hop on Dolphin
Hop on Dolphin Touch the Hoop dolphin during a jump |
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Don't Miss It!
Don't Miss It! 214P/K |
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Ball Jump
Ball Jump 1/2/3 near the ball during a jump |
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Ensenga
Ensenga? j41236HS |
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Overhead Kiss
Overhead Kiss 623K |
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Overdrives
Ultimate Whiner
Ultimate Whiner 63214H |
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Great Yamada Attack
Great Yamada Attack 236236S [236236D] |
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Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind 63214S |
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Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber P during Ultimate Spinning Whirlwind |
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Instant Kill
And Then She Said... Farewell in IK mode: 236236H |
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