< GGXRD-R
m (→Instant Kill) |
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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=== | ||
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* Used for jump-ins and left/right mixups | * Used for jump-ins and left/right mixups | ||
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. | 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. | ||
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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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|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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* 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) | * 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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|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= | ||
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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