GGXRD/May

From Dustloop Wiki
May
GGXRD May Portrait.png

Defense Modifier: x1.06

Guts Rating: 3

Stun Resistance: 70

Jump Startup: 3F

Backdash Time: 13F

Backdash Invincibility: 1-9F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Full Frame Data
May_Frame_Data_(GGXRD)

Overview

Placeholder

Strengths
  • Great ability to control space thanks to the new Beach Ball and Applause for the Victim mechanics
  • Great oki
Weaknesses
  • No Meterless Defensive Options outside of universal system mechanics
  • Needs to meet certain conditions to do her more damaging combos


Move List

Normal Moves

5P
5P
GGXRD May 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid CSJ YRP 5 4 6 0

May does a standard jab. It's 1f slower than 2P but it's still pretty fast and has more range as well. It can also be canceled into itself。 It's good for poking out of gaps in pressure in instances where 2P can't reach far enough.

5K
5K
GGXRD May 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 Mid SJ YRP 9 6 9 -3

May plants her anchor to the ground and does a quick spin with her feet out. It has nice range and it's relatively fast. It has some foot invulnerability as well. Great tool for footsies.

6K
6K
GGXRD May 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High / Air - YRP 20 5 8 +1
  • Airborne from frame 6 onwards
  • Feet Invulnerable from frames 6-24

May's new overhead. It's quick and good for keeping your opponent from getting too comfortable blocking down back. Normally, May can not convert it on hit into a combo due to it having no gatlings. However, if you have an Applause for the Victim Dolphin on hold from oki, you can have it attack after hitting the opponent with 6K in order to give yourself enough time to recover and follow up with a combo.

c.S
c.S
GGXRD May cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid SJ YRP 7 3 15 -1

May extends her anchor in front of her at head height. High attack level. Jump cancellable. Often used to extend air combos.

f.S
f.S
GGXRD May fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 Mid SJ YRP 12 3 20 -9

May extends her anchor out as far as she can at waist height. May's longest range poke and is a good followup after 5K on block or hit.

5H
5H
GGXRD May 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid SJ YRP 13 4 8 +7
  • Causes stagger on ground CH, Floats on air CH

May slams her anchor down in front of her. You can combo off it on counter hit and at close range. Great in matchups where opponents have options that allow them to cover ground quickly (Slayer's dashes, Ram's daruo, Chipp stuff in general) because of the comboable stagger and float it causes on CH. Occasionally using 5H in neutral can be good to both fish to hit the opponent out of these options and to remind them that you have this option, discouraging them from using these moves too often. It's also good for resetting pressure up close because of how plus it is on block.

6P
6P
GGXRD May 6P.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 44 Mid S YRP 16 6 18 -7
6P Charged 44 Mid S YRP 16~47 6 18 -7~+11

Has upper body invincibility until the attack releases. Due to slow startup, for jump-ins, you'll need to start the move in advance and adjust your button release timing to that of the opponent's attack. A fully charged 6P will wallstick the opponent as well.

Charged 6P Data Table
Startup (Charge) Stun Multiplier Blockstun
? (?) ? ?
? (?) ? ?
6H
6H
GGXRD May 6H.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 70 Mid S YRP 16 6 34 -21
Charged 70-90 Mid S YRP 16~26 6 34 -21~-8
Maximum Charge 90 High SR YRP 26 6 34 -8
  • Good for catching jump outs
  • Risky but rewarding anti-air

May's other overhead when fully charged. 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. 6HS's wide, sweeping reach in front of May also makes it a good anti-air. It's somewhat risky to use for anti-airing because the large amount of recovery on whiff almost guarantees you're going to get punished. However, on hit, 6HS can be just as rewarding as it is risky to throw out as an anti-air.

5D
5D
GGXRD May 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - YRP 27 3 18 -7

May performs a spinning lariat from her anchor. Hits overhead.

2P
2P
GGXRD May 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid CSJ YRP 4 4 6 0

May does a short range poke with the small end of her anchor. Her fastest ground poke but has less range than 5P. Useful for mashing out of gaps in close range pressure and can be hit confirmed into a 2D knockdown.

2K
2K
GGXRD May 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 Low S YRP 5 4 9 -3
  • Fast low, good for mixup

May slides down on the ground and pokes with her foot. Great mixup tool when combined with varying your pressure with her new 6K overhead, OHK and regular blockstrings. Also, good for a close/medium range poke that can lead to knockdown/combo with 2D.

3K
3K
GGXRD May 3K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Low - YRP 8 21 18 -27
  • Low Profiles 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/RCed 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.

2S
2S
GGXRD May 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Mid SJ YRP 9 3 15 -4

May extends her anchor out in front of her fairly far while crouched. Useful as a medium/far range poke or can be used to go for knockdown in combos if close enough with 2D. Can also be used to push far enough back to whiff a S Horizontal Dolphin for tick OHK/throws.

2H
2H
GGXRD May 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Low S YRP 11 13 29 -25
  • A quicker but riskier anti-air

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. However, it doesn't have any invuln above the knee like 6P though May does crouch to make it harder to hit her. It has a lot of recovery on whiff, making it dangerous to throw out too often. It's unsafe on block and needs to be special canceled to make safer.

2D
2D
GGXRD May 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low S YRP 7 10 8 -1
  • Good combo tool
  • Good for ending a combo to set up oki

May does a split and extends her leg out in front of her. Has lots of active framesA low that sweeps the opponent off their feet and gives knockdown. Good in pressure as a low and as a means to end a blockstring while remaining safe. It's a valuable combo part as well. You can take advantage of the knockdown that 2D gives to allow yourself enough time to safely summon a beach ball or an Applause for the Victim dolphin for oki. Alternatively, you can take advantage of the opponent being swept off their feet by special cancelling into Mr.Horizontal Dolphin to send them flying back and give the combo more corner carry or go for an RC combo route.

j.P
j.P
GGXRD May jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8,8 High/Air CS YRP 5 2(2)2 9 -

Very short range but her fastest air normal. Useful for option selecting air throws and air to air blockstrings with jK.

j.K
j.K
GGXRD May jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 High/Air S YRP 7 6 10 -

Quite fast and more range and active frames than her jP. 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.

j.S
j.S
GGXRD May jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High/Air SJ YRP 12 4 5 -

Very slow and generally not as useful as jH and j2H. It can be used to beat/trade with certain 6Ps as the hitbox extends much deeper into the opponent, but comes at the cost of being antiaired with quick normals like 5P. Also useful for IAD jS > jH which is her most used IAD jumpin.

j.H
j.H
GGXRD May jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 High/Air S YRP 12 10 15 -

Fairly slow but has a great hitbox and leads to combos on aerial counter hit. No longer launches grounded opponents on counter hit which is a fairly large nerf to her neutral game compared to previous iterations.

j.2H
j.2H
GGXRD May j2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 High/Air - YRP 13 until landing 0 -
  • May's best jump in tool
  • Halts her forward momentum

May's best jump in tool. It has a great hitbox compared to its hurtbox and no recovery. Combine this with its ability to halt her forward momentum for ambiguous crossups and you have a very good jump in option. On hit, it leads into a combo. On block, it's a great way to start pressure.

j.D
j.D
GGXRD May jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 High/Air SJ YRP 10 12 24/5 landing -

Good at building stun and as an air to air if opponent is above you. Can be used to stop air momentum and stall in the air for a short time. Used in most air combos.


Universal Mechanics

Throw
Throw
GGXRD May throw.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0, 55 Ground Throw: 75250 - R 1 - - +46
  • Good Defensive Tool in some instances
  • Can be comboed from with RC

Due to the very fast startup of throws in Guilty Gear, May's throw is a good defensive tool in pressure situations where the opponent leaves themselves vulnerable to getting thrown. It can also be used for mixup but Overhead Kiss is usually just as good and more rewarding in these instances. After throwing the opponent, May has a lot of advantage to either set up an Applause for the Victim dolphin for oki or go for a variety of other mixups on their wakeup. If you have 50 meter, you can also get a full combo from the throw by RCing.

Air Throw
Air Throw
GGXRD May airThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,55 Air Throw: 210000 - R 1 - - -
  • Great defensive tool at closer ranges

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, dash or jump in to start okizeme.

Dead Angle Attack
Dead Angle Attack
GGXRD May 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 16 6 18 -10
  • Fully Invulnerable from frames 1-21
  • Throw Invulnerable from frames 22-36

Placeholder


Special Moves

Mr. Dolphin Horizontal
Mr. Dolphin Horizontal
[4]6S/H
GGXRD May MrDolphinHorizontal.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 35 All - YRP 7 14 6 + 5 after landing -4
  • All around good tool for neutral, pressure and combos
  • Causes a comboable wall bounce on CH.

In combos, Horizontal Dolphin is a good mid screen combo ender when you want to go for damage and corner carry instead of oki. It can also be RCed for a bigger combo that'll increase the damage and corner carry as well.

In pressure, the S version of Horizontal Dolphin can be a good blockstring ender since it knocks back May a good distance away from the opponent, making it difficult to punish.

H 40 All - YRP 13 20 9 + 5 after landing -5

H version has more startup but covers more horizontal distance, sends the opponent flying back further than the S version on hit and also gives a wall stick in the corner. The wall stick is particularly useful for allowing meterless corner combos into good damage where midscreeen you would have had to RC to get the same results.

Mr. Dolphin Vertical
Mr. Dolphin Vertical
[2]8S/H
GGXRD May MrDolphinVertical.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 40 Mid/High/Air - YRP 8 20 2 + 5 after landing -9

During the rising section, this attack is a Mid, during the downward section this attack is an overhead. Most used in combos where you need to side swap with the opponent, such as OHK combos in the corner so that you can put them back in the corner. Useful as an overhead sparingly, but they are unsafe on block.

H 45 Mid/High/Air - YRP 15 26 2 + 5 after landing -9

H version has more startup but also has more hitstun, making it ideal for air juggling. This is the version usually used in side swap combos.

Applause for the Victim
Applause for the Victim
41236P/K/S/H
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 20 All Y YRP 25 36 43 Total +2
  • Good for controlling space in neutral
  • Good for oki and extending pressure
  • Can hold the button to alter the timing of when the Dolphin attacks

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.

In pressure, the fact that you can hold the button to determine when the dolphin attacks gives you a lot of options for oki. You can release the button right away to send the Dolphin ahead of you before you start your pressure. This has 2 good benefits. The first benefit is that sending the dolphin ahead of you forces the opponent into blockstun and locks out their ability to do a reversal on wakeup when you start your pressure. The second benefit is that if you are already close enough to go for a mixup right away, the dolphin colliding with the blocking opponent can partially visually obscure your mixup. You can also release the button at a key point in your blockstring and take advantage of the time that the dolphin attacks to reset pressure.

In combos, if you already have the dolphin out and waiting, it can be a good way to extend a combo in places where you'd usually have to RC to get a longer combo. For example, you can do stuff like 2D > (Release Dolphin) > Continue with air combo

P version summons the hoop at ground level in front of May, making it great for oki. It's also useful for extending pressure

K 20 All - YRP 24 35 37 Total +7

K version summons the hoop up in the air in front of May, making the trajectory that the Dolphin will take great for making a wall to prevent your opponent's approach. If they're close enough, it can be useful for preventing in oki to prevent them from both jumping out.

S 20 All Y YRP 25 36 43 Total +2

S version summons the hoop at ground level about half a screen away from May. Great in neutral to make opponents with ranged options afraid to use them and against opponents standing full screen away in general.

HS 20 All - YRP 24 35 37 Total +7

HS version summons the hoop up in the air about half a screen away from May. Great in neutral for creating a wall that's hard to pass for opponent's standing far away.

Hop on Dolphin
Hop on Dolphin
Touch the Hoop dolphin during a jump
GGXRD May HopOnDolphin.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 All - YRP 13 18 0 ?
Don't Miss It!
Don't Miss It!
214P/K
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 40 Mid - YRP 37 ? 45 Total -
  • Great in neutral for controlling space
  • Great for oki
  • Has a hitbox and can be destroyed by certain pokes

May summons a beach ball, you can hold the button to charge the move. 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.

In pressure, it can be used as oki from a 2D ender or by YRCing out of the animation. The ball makes it difficult to jump out of pressure and can also be used to extend pressure by pressuring the opponent until the ball comes down and then resetting your pressure as they block the beach ball. In a similar manner, the beach ball can also be used to extend combos.

P version has a closer trajectory and comes down closer to May

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
K 40 Mid - YRP 37 ? 55 Total -

K version has a farther trajectory and comes down further away from May

Ball Jump
Ball Jump
1/2/3 near the ball during a jump
GGXRD May BallJump.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
? ? - Y ? ? - -

May uses the beach ball to do an extra jump. An interesting consequence of this is that it smashes the beach ball downwards. Currently, this feature of the beach ball hasn't really seen any use in practical gameplay though.

Ensenga
Ensenga?
j41236HS
GGXRD May Ensenga.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30,20 All, High/Air - YRP 16 5(18)Till Landing 17 after Landing -15
  • Staple air combo ender

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.

Overhead Kiss
Overhead Kiss
632146K
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0, 40 ? pixels - YRP 4 ? 42 Total -
  • Throw Invincible from frames 1-5
  • Good mixup

OHK back to it's former glory of being a quick command throw to be feared. One of May's best mixups and best combo starters. However, it has a lot of recovery on whiff, making it easy to punish. Like most command grabs, it's best used sparingly and/or with proper conditioning.


Overdrives

Ultimate Whiner
Ultimate Whiner
63214H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16, 9x31 Mid - YRP 7+2 1 31 -13
  • 1-14 Strike Invincible
  • 1-9 Throw Invincible

Good reversal but unsafe on block. Can RC on block to make safe/advantageous.

Great Yamada Attack
Great Yamada Attack
236236S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
140 Mid - YRP 9+0 27 38 -33

Placeholder.

Ultimate Spinning Whirlwind
Ultimate Spinning Whirlwind
63214S
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18x10 Mid - YRP 1+8 [2(12)] x9, 2 21 -4

Placeholder.

Deluxe Goshogawara Bomber
Deluxe Goshogawara Bomber
P during Ultimate Spinning Whirlwind
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
48 Mid - YRP 11 10 24 +9

Placeholder.


Instant Kill

And Farewell
in IK mode: 236236H
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal Instant Kill Mid - - 9+19 3 34 -20
  • Invincible from frame 9-30

Placeholder.

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
? Instant Kill Mid - - 5+14 3 34 -20
  • Invincible from frames 5-21

Placeholder.


Strategy

Neutral

Playing Footsies

Controlling space with summons

Offense

Tools

Mixups

Blockstrings

Defense

Meterless Options

Meter Options

General Tactics

Tips and Tricks

Combos

Midscreen Combos

2P > 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS (video example)

  • End the combo in 41236X for Oki
  • End the combo in [4]6HS for more damage and corner carry

OHK (632146HS) > dash 5S > jc j.S > j.HS > j.D > djc j.HS > j.D > j.41236HS (Damage: 151) (video example)

(With 41236S oki) 6K > (Release S and 41236S hits) > 5P > 2K > 2D (Damage: 67) (video example)

2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS (Damage: 186) (video example)

5K > 2D > [4]6S > RC > air dash j.K > j.HS > land > dash j.K > j.HS > j.D > djc > j.HS > j.D > j.41236HS (Damage: 176) (video example)

Corner Combos

c.S > 6HS > [4]6HS > jump air dash j.P > j.K > j.HS > 6HS (Damage: 170)

5D > 6 > 6[HS] (Max Charge) > [2]8HS > jump air dash j.P > j.K > j.HS > 6HS > 63214S~P (Damage: 186)

OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.41236HS

  • OHK combo that puts the opponent back in the corner

Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc