GGACR/May

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Overview

Overview

Titanic normals, titanic range and titanic pressure- all packed into a tiny frame. May is a midrange "bully" character who contests space aggressively.

May's gameplay is defined by her amazing normals, extremely good air mobility, and her oceanic moveset. May loves to take to the air, where her high jump height synergizes well with j.H and j.2H to make her hard to contest. Outside of her air normals, May has a number of annoying moves to demand respect, like her Dizzy-inducing 6P, Restive Rolling, and her Dolphin specials. If May ever gets a knockdown, she can enforce pressure with frametraps, command grabs, Applause for the Victim for okizeme, and ambiguous crossups. In many cases the best plan of action for her opponents is to use FD to try and push her back out, because up close she's really darn strong.

May's toolset is very large and has lots of flexibility, allowing her to adapt her playstyle as she pleases. Some matchups require excellent movement rather than direct attacks to beat options and when she does hit the execution required to turn it into a damaging knockdown is very high. Managing charge can be very tricky even for high-level players, though thankfully the reward for landing a hit is often quite high.

Overall, May is a character best suited for players who love aggression and high mobility.
Playstyle
May is a versatile character who uses her strong normals in tandem with her dolphins to pin down the opponent.
Pros Cons
  • Strong Hitboxes: May has several normals with excellent hitbox/hurtbox ratios. Key ones are 5H, f.S, 2S, and j.H.
  • Big Damage and Stun: May has highly damaging corner conversions and counterhit conversions midscreen. Her high damage normals and chargable 6P build stun very quickly.
  • Dolphin Neutral: Horizontal DolphinGGAC May 46S.pngGuard:
    All
    Startup:
    7
    Recovery:
    8+3 after landing
    Advantage:
    -9
    is an incredible move with fantastic frame data that is very hard to contest in some matchups thanks to its speed and active frames. While nominally unsafe, May is launched back on block and can cancel the recovery on whiff, making it difficult to punish.
  • FB Dolphins: FB Horizontal Dolphin is an essential combo tool for enabling May's higher-damaging combos and is plus on block, while Vertical Dolphin lets May zip right over projectiles.
  • Good Mixups: May has an above average air throw range as well as Overhead KissGGAC May 63214K.pngGuard:
    90 pixels
    Startup:
    24
    Recovery:
    38
    Advantage:
    -
    , a forward moving command grab. Moves like j.2H and HVD can cross up ambiguously.
  • Movement: May has one of the better backdashes in the game as well as one of the highest Super Jumps in the game. These attributes, combined with non-linear air movement options and strong air normals such as j.H, means that May has very strong control in the air.
  • Lack of Knockdowns at Range: May can find it difficult to confirm far range buttons into a knockdown without meter. f.S into 3K can be your only option, if it combos at all.
StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
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ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 4 6 0

May does a standard jab.

  • Pretty fast and the range on it is very short.
  • Mostly used for extending her Dolphin Loop and tick OHK set-ups.
  • Will whiff on some crouching characters.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 3 8 1 10 10

5K

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 9 6 9 -3 4~17F High profile
4~14F Throw

Floating poke with some throw invincibility. An essential normal for May.

  • Nice range, relatively fast, and throw invulnerable starting a few frames before going active.
  • Good meaty due to throw invulnerability and good active frames.
  • Great tool for footsies.
  • Can be used to go over Robo-Ky's slide, Anji's stomps, Potemkin's Slide Head, and other low moves.

The combination of a high hitbox, decent startup, and easy gatling into c.S > 2D make this one of May's best normals for running her gameplan. Use this to poke effectively and fish for knockdowns.

Gatling Options: 6P, 3K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 6 7 2 12 12

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 7 3 15 -1

Strong combo starter, but usually only used in block strings or as a mediocre antiair in neutral.

A great move for beginning May's stronger combos. c.S > 5H > 2D > HHD~FB is one of May's strongest combos and is her BnB with meter. The disjointed hitbox can beat out certain moves at close range.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 14 6 4 17 16

f.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 12 3 20 -6

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.
  • At level 4, converts more strongly than previous versions.
  • Can be used for mid range knockdowns in conjunction with 3K, but it will not combo at max range so be wary of this problem.

Gatling Options: 3K, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 14 6 4 17 16

5H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 13 4 8 +7

May slams her anchor down in front of her.

  • Freakishly large hitbox.
  • Converts off of counter hit and at close range.
  • Wide Frame trap window at +7 on block.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 6 5 Launch 18
  • Staggers on ground CH (max 47F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
22 High 28 3 18 -4

Ranged, big moderate sized hitbox. One of the slowest dusts in the game, but it has the built in mixup if held down at the proper range.

  • Safe on block if not point blank.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 11 20 4 Launch 48 16

5[D]

Just Kidding~

Damage Guard Startup Active Recovery On-Block Invuln
38 Low 35 4 25 -12

Mixes with 5D, but both can be properly blocked with an OS

  • Has a smaller range than 5D so need to space accordingly.
  • Can convert to an air combo.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 11 18 4 Launch 40
  • Must hold button for 16F to perform
  • Pulls in opponent on hit

6P

Version Damage Guard Startup Active Recovery On-Block Invuln
6P 44 Mid 16 6 18 -7 1~18F Above Knees
6[P] 44 Mid 17~47 6 18 -7~+11 1~11F Above Knees

An absurd normal with lots going for it. For starters it has a great disjointed hitbox, which makes good for anti-airing bad approaches. It also builds massive amounts of Stun on hit and can be used in corner combos for relaunches and bigger damage. Conditioning your opponents to fear this move is a great way to help get your gameplan started.

  • Will Dizzy if stun is high
  • Launches back on hit.
  • Can be used after OHK to continue combos
  • Special cancellable before and after active frames.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 5D, 2D


Charged 6P's staple use is in combos to build stun and corner carry while buffering dolphins.

  • Wall sticks on hit when close enough. Level 6 on block.
  • Retains gatling options.
  • Special cancellable before and after active frames, on whiff.
  • Staple corner loop (Character Specific).

As a tip, you can charge Dolphin while performing this move by inputting 6P and then immediately pulling the control stick back to the 1 position. As long as P is held down, May will continue to charge the move despite the control stick no longer being in the 6 position.

6P Stun Value
Startup (Charge) Stun Multiplier Blockstun
25 (16) 3.000 16
26 (17) 3.375 22
27 (18) 3.438 22
28 (19) 3.500 23
29 (20) 3.500 23
30 (21) 3.563 24
31 (22) 3.625 25
32 (23) 3.625 25
33 (24) 3.688 26
34 (25) 3.750 26
35 (26) 3.750 27
36 (27) 3.813 28
37 (28) 3.875 28
38 (29) 3.875 29
39 (30) 3.938 29
40 (31) 4.000 30
41 (32) 4.000 31
42 (33) 4.063 31
43 (34) 4.125 32
44 (35) 4.125 32
45 (36) 4.188 33
46 (37) 4.250 34
47 (38) 4.250 34
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6P N/A 90% 14 6 4 Down 16
6[P] N/A 90% 14 6 4 Down 40 + WStick 30

6P:

  • Blows back opponent on hit
  • Dizzy modifier x3

6[P]:

  • Blows back opponent on ground hit
  • Attack starts up 8F after releasing button
  • Special cancellable on frames 17~first active
  • Attack Level 6

6H

Version Damage Guard Startup Active Recovery On-Block Invuln
6H Lv1 70 Mid 15 6 34 -21
6H Lv2 70 Mid 22~27 6 31 -18
6H Lv3 90 High 26 6 21 -8
  • Builds stun
  • Huge damage hitbox with a large active window, but awful recovery.
  • Can be used as a high risk, high reward anti-air.
  • Will knock down out of air hits/sliding/wallstick.
  • High stun damage and can be converted from depending on height. If you score a CH on j.H you can often convert into this move.
  • Stagger can let you score an Overhead Kiss if they're not paying attention, but usually you'll have to buffer a Dolphin or convert to super.
  • At point blank it will whiff on a few characters post-stun so don't use it to start your post-stun combo on them unless you space it further away: AB(always)/MA(always)/ED(roughly half the time)

The Max Charged version can be whiff canceled

  • Turns into an overhead.
  • Goes up to 90 damage.
  • Gains over a second of hitstun on aerial counterhit.
  • Special cancellable *before and slightly after* active frames.
    • This can be used to fake out into Overhead Kiss or another appropriate special/super if the opponent reacts to the charge.
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6H Lv1 N/A 20 6 5 19 18
6H Lv2 N/A 20 6 5 19 18
6H Lv3 N/A 15 6 5 19 18

6H Lv1:

  • Staggers on ground CH (max 47F)
  • Untechable for 80F on air CH

6H Lv2:

  • Staggers on ground CH (max 47F)
  • Untechable for 80F on air CH
  • Attack starts 8F after releasing button

6H Lv3:

  • Staggers on ground CH (max 47F)
  • Untechable for 80F on air CH
  • Hits crouching opponents on 28F (tested on Sol)
  • Special cancellable on 7~26F

2P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 4 6 0

Short range poke. Useful for mashing out of close range pressure

  • Often confirmed into a 2D knockdown and/or corner carry, especially from j.2H.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 3 8 1 10 10

2K

Damage Guard Startup Active Recovery On-Block Invuln
14 Low 7 4 9 -3 7~10F Low Profile

May slides down on the ground and pokes with her foot.

  • Medium range poke that can lead to knockdown or combo with 2D.
  • Can be used to low profile certain jump ins and DPs.

Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 80% 3 8 1 10 10

3K

Damage Guard Startup Active Recovery On-Block Invuln
24 Low 8 21 20 -29 5~7F, 29~40F Low Profile
8~28F Above Feet

May slides on the ground head first about 1/3-1/2 of the screen. Works best as either a hail-mary sweep to go under fireballs or as a guaranteed knockdown if May is too far for 5D to combo.

  • Extreme low profile after the first 7 frames at the cost of being incredibly unsafe on block and in CH state until recovery.
    • Must be FRC/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.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
29~30F 5 7 2 Down 12
  • May is in CH state during move
  • May is in standing state from 1~7F

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 9 3 15 -4

Decent ranged poke.

  • Used to extend some of her corner combos.
  • Useful against some projectiles like Justice nukes.
  • Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with 2D.

Gatling Options: 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 10 7 3 14 14

2H

Damage Guard Startup Active Recovery On-Block Invuln
44 Low 14 3 16 0

Can be used to low profile or clash with wakeup DPs if spaced correctly.

  • Massively disjointed low hitbox.
  • Extra long stagger on counter hit for better confirms.
  • Has extended reach for Dolphin confirms, but won't lead to a launch at range unless the Dolphin is FRC'd.
    • At max range, H Horizontal Dolphin may whiff.
    • OHK can work as a gimmick, and supers might be able to connect if done quickly enough.

Gatling Options: 2D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 15 6 5 Stagger 31 18

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 7 10 8 -1

May does a split and extends her leg out in front of her. Marks the beginning of May's Dolphin Loops or similarly damaging combos at midscreen. Learn to combo this into HHD as best as you can.

  • Incredibly fast, lots of active frames, safe on block, and decent range.
  • One of May's most important moves due to it being hit confirmable into a large majority of her damaging combos.
  • Almost all ground normals chain into this move making most of them safer. Great blockstring ender if you need it.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 11 6 4 Down 16

j.P

Damage Guard Startup Active Recovery On-Block Invuln
14 High/Air 5 6 6

Very short range but her fastest air normal.

  • Good for the usual pick-ups in air strings.
  • Useful for option select air throws and for air to ground or air to air block strings with j.K.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
24 High/Air 6 6 8

Quite fast and more range than j.P.

  • Decent closer ranged air-to-air.
  • Useful for option select air throws and for air to ground or air to air block strings with j.P.

Gatling Options: j.P, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 5 7 2 12 12

j.S

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 13 4 5

Big hitbox jump-in.

  • Very slow and generally not as useful as j.H and j.2H.
  • Can beat/trade with certain 6Ps though as the hitbox extends much deeper into the opponent
  • Useful for IAD j.S > j.H which is her most used IAD jump-in.
  • Loses to faster AA's like jabs.

Gatling Options: j.K, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 8 7 3 14 14

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 12 10 15

Fairly slow but has a great hitbox and leads to combos on counter hit. Very obnoxious to deal with for most of the cast, and can be used low to the ground as a combo starter on Counter Hit.

  • Very useful in neutral game to try to fish counter hits in air-to-air.
  • High, non standard hitstun, and fully untechable on grounded Counter Hit.
  • Can be used to safe jump wakeup super/DPs.
  • Weak to air throws, properly timed antiairs, and fast air normals.

Gatling Options: j.D

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 8 7 3 14 28
  • Floats on CH (untechable for 40F)

j.2H

Damage Guard Startup Active Recovery On-Block Invuln
41 High/Air 13 Until landing 0

May's best jump in tool which is fairly hard to deal with for most characters. The fast falling speed combined with May's already good control in the air make this a go-to normal for crossing up your opponents on wakeup.

  • Crosses up when spaced properly.
  • Level 4 attack on block for added hitstun.
  • Leads to big damage on hit or counter hit with 25% meter.
  • Don't get predictable. Can be air IB'd and thrown.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 11 7 3 14 14
  • Level 4 attack on block

j.D

Damage Guard Startup Active Recovery On-Block Invuln
38 High/Air 10 12 24+5 after landing 7~21F Upper Body

Good at building stun and as an air to air if opponent is above you.

  • Has good amount of upper body invuln and an increased stun modifier.
  • Has a late gatling point to every other button about halfway through its recovery.
  • Otherwise mostly air combo filler.
  • Stops air momentum and stalls briefly.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 11 6 4 Launch 21
  • On CH untechable for 60F
  • Dizzy modifier x1.75
  • Can gatling to j.P/K/S/H from 23F onwards

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
55 43 pixels

Can be combo'd from by dashing and using Ultimate Whiner.

  • Knocks down.
  • Throws them opposite of the direction you grabbed them in.
  • Still not as strong as Overhead Kiss, but at least instant like all other normal throws.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A Forced 50% 6 Down
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 96 pixels

Has the second best air throw range in the game.

  • Knocks down. Doesn't convert to anything.
  • Throws them opposite of the direction you grabbed them in.
  • Comes with the best sound effect in the game.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A Forced 50% 6 Down
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 16 6 18 -10 1~21F All
22~37F Throw

Very slow DAA compared to other characters which means it's easier to bait.
Only useful in a pinch and against a predictable blockstring.

FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 50% 10 7 3 Launch 28 + WBounce 14 + WBounce

Special Moves

Mr. Dolphin Horizontal

[4]6S or [4]6H

Version Damage Guard Startup Active Recovery On-Block Invuln
[4]6S 50 All 7 10 8+3 after landing -9 3~6F, 9~16F Lower Body
7~8F, 17~19F Feet
[4]6H 50 All 8 20 7+3 after landing -10 4~7F, 10~27F Lower Body
8~9F, 28~30F Feet

Absurdly silly move which many opponents simply have a lot of trouble dealing with. Some May players center their neutral around this move entirely, and for good reason. Outside of neutral, Horizontal Dolphin is often used to combo off of 5D for conversions and as an ender without meter.

  • Builds stun.
  • Fairly good hitbox which is difficult for many to contest.
  • Despite being -9, launches May back on contact, making good punishes difficult.
  • Active for a good amount of time.
  • All versions: Can have the landing recovery cancelled on whiff. Makes whiff games a nightmare to deal with if the opponent is unfamiliar.
    • Difficult to determine when the active window ends. You can often whiff this and then immediately land and throw.
  • Has an FRC point for being made safer on either on hit or on block.

H travels further with minutely longer startup.

  • Extremely active, far traveling move.
  • Slides on air, a staple in May's corner BnBs.
  • Similarly to the S version, possibly safe when spaced.
  • Both versions must be jump-installed in order to use air movement out of the FRC.
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
[4]6S 10~12F after hit or block 10 10 3 14 48 + Slide 21
[4]6H 10~12F after hit or block 10 10 3 14 48 + Slide 21

[4]6S:

  • May is airborne from 1F onwards
  • May is in CH state until landing on whiff
  • Can cancel into followup (S Go, Mr. Dolphin! Horizontal) from 4~15F, or until hit
  • See note ※1

[4]6H:

  • May is airborne from 1F onwards
  • May is in CH state until landing on whiff
  • Can cancel into followup (H Go, Mr. Dolphin! Horizontal) from 5~25F, or until hit
  • See note ※1

Mr. Dolphin Vertical

[2]8S or [2]8H

Version Damage Guard Startup Active Recovery On-Block Invuln
[2]8S 50 Mid→ High/Air 8 20 3 after landing -15 1~3F Throw
[2]8H 50 Mid→ High/Air 8 27 3 after landing -13 1~3F Throw

Overhead and knockdown combo tool. Just as silly as the horizontal versions.

  • Builds stun
  • Very fast attack that becomes a high on frame 18.
  • Quite unsafe on block, but still has an FRC to get out of dodge.
  • Must be jump installed in block strings for jump/airdash after FRC. Will auto-JIs if not cancelled into.
  • Staple in lame loops.
  • Can be made safe on block or on hit with FRC.

H version travels higher than the S version. Mostly used for combo enders.

  • Can be FRC'd for high damage extensions.
  • Similar FRC behavior to the S Version.

Dolphin Loops

Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
[2]8S 10~12F after hit or block 10→8 14 3 Launch 35
[2]8H 10~12F after hit or block 10→8 14 3 Launch 40

[2]8S:

  • May is airborne from 4F onwards
  • Pulls in opponent on ground hit
  • Must be blocked High/Air after 18F
  • Hits crouching opponents on 21F (tested on Sol)
  • Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing or hit
  • See note ※1

[2]8H:

  • May is airborne from 4F onwards
  • Pulls in opponent on ground hit
  • Must be blocked High/Air after 21F
  • Hits crouching opponents on 29F (tested on Sol)
  • Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing or hit
  • See note ※1

Restive Rolling

623S or 623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 30 Mid 13 40 22+15 after landing -65
623H 30 Mid 13 40 24+15 after landing -67
j.623S 30 High/Air 10 40 Until landing+15
j.623H 30 High/Air 16 40 Until landing+15 -4
623H > H 18 All 5 24 Until landing+15

S version launches May upwards at a 45 degree angle, very quickly.

  • With FRC can be used to escape the corner quickly.
  • Air version is very fast and launches, making it useful as an instant overhead.

Air H version launches May straight down and forwards instead.

  • Used heavily in fuzzy guard setups with FRC.
  • Can be FRC'd right before it goes active to land and throw/low instead.
  • Used in some combos to knockdown and/or for additional damage.
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
623S 13~14F 6 7 3 Launch 35
623H 13~14F 6 7 3 Launch 40
j.623S 10~12F 5 7 3 Launch 30
j.623H 16~18F 5 6 4 17 35
623H > H N/A 6 7 2 Down 32

623S:

  • May is airborne from 13F onwards
  • During the first 2 active frames, untechable time is 40F
  • Can cancel into followup (Direction Change) from 26~52F
  • Level 2 attack on block

623H:

  • May is airborne from 13F onwards
  • Can cancel into followup (Direction Change) from 26~52F
  • Level 2 attack on block

j.623S:

  • Can cancel into followup (Direction Change) from 23~49F
  • Level 2 attack on block
  • FRC timing 10~12F

j.623H:

  • Can cancel into followup (Direction Change) from 29~55F
  • Level 2 attack on block
  • Listed Frame Adv is for the fastest possible TK Air H Restive Rolling (startup of 19F)

623H > H:

  • Can cancel into itself from 22~34F
  • Max of 3 consecutive Direction Changes per Restive Rolling

Applause for the Victim

41236X (Hold OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
41236[X] 20 Mid 23 12 21 -19 1~10F Upper Body
11~25F Low Profile
41236]X[ 22×1/2/3/6 All 49 3

May summons dolphins to come hold down the neutral. Space control and pressure tool.

The number of dolphins released (1-6) changes based on the duration for which the button is held. Not holding the button causes the dolphin to release at the quickest possible timing.

  • Automatically releases two seconds after maximum charge, but releases fewer dolphins.
  • D version can be used for certain burst bait setups into combos.
  • Has a very short hurtbox, can be used to low profile for the first half of the move.
  • When FRC'd gives you a jumping mixup if used as oki.
  • Dolphins exit the hoop based on the hoop's facing direction.
  • Air hits from the dolphins cause knockdown making it a difficult combo tool.
Button hold time
Charge time (frames) Dolphins released
1-121 1
122-271 2
272-631 3
631-1113 6
1114+ 3
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
41236[X] 23~24F 90% 10 7 3 Launch 16
41236]X[ N/A 0 7×1/2/3/6 3 14 14

41236[X]: 41236]X[:

  • Startup is 17F after button release (fastest release 49F)
  • Number of dolphins = 1 (charge time 1~121F), 2 (122~271F), 3 (272~631F), 6 (632~1113F)
  • If held for 1114F, 3 dolphins are released automatically
  • Dolphins are guaranteed to come out after the button is released
  • Hula-hoop disappears if May gets hit while charging
  • Slams down opponent on air hit (untechable for 14F)
  • Dolphins hit opponent towards May if dolphin are behind the opponent

Overhead Kiss

63214K

Damage Guard Startup Active Recovery On-Block Invuln
40 90 pixels 24 1 38 18~21F Strike
22~25F All

May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). It has a big startup so it's easy to react to.

  • Has 6 frames of strike invincibility right before it activates.
  • Fully converts on a successful grab.
  • FRC'able only on whiff, should always be OS'd in case the opponent jumps to lead into vertical dolphins.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
42~44F on whiff Forced 65% 6, 1 Launch 80 + WBounce

Force Breaks

Jackhound

214D

Damage Guard Startup Active Recovery On-Block Invuln
38 High 24 10 35 -26 16~33F, 52~64F Foot
34~39F, 48~51F Low Profile
40~47F Above Feet

Used to continue combos on opponents in OTG state.

  • Pretty slow/obvious overhead but can be RCed for an expensive frame trap.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A Forced 80% 15 6 5 Launch 50 + GBounce 10
  • Removes OTG on hit
  • May is airborne 16~33F
  • May is in CH state during the move

Go, Mr. Dolphin! Horizontal

Mr. Dolphin Horizontal > 56D

Version Damage Guard Startup Active Recovery On-Block Invuln
[4]6S > 56D 22 All 1 17 Until landing+11 +13
[4]6H > 56D 22 All 1 20 Until landing+14 +10

Changes Horizontal Dolphin from fairly unsafe to very plus. Staple for combo extensions and loops.

  • Disembarks the Dolphin on the frame you press the button.
  • Remains active for significantly longer than regular dolphin alone.
  • Fairly good advantage for running a further mixup.
  • Similarly to regular Dolphins, must be jump installed in block strings/combos for jump/airdash after FRC.
Version FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
[4]6S > 56D N/A 10 7 3 14 30
[4]6H > 56D N/A 10 7 3 14 30

[4]6S > 56D: [4]6H > 56D:

Go, Mr. Dolphin! Vertical

Mr. Dolphin Vertical > 58D

Damage Guard Startup Active Recovery On-Block Invuln
22 All 1 Total 16

Another tool for extending pressure.

  • Can start combos, but is otherwise rarely used in them.
  • Can be used at neutral to establish advantage and goes over a lot of projectiles.
  • Must be jump installed in block strings/combos for jump/airdash. Wiil auto-JI when not cancelled into.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 10 7 3 14 30

Overdrives

Ultimate Whiner

63214H

Damage Guard Startup Active Recovery On-Block Invuln
25, 17×8 Mid 7+2 3 26 -10 1~10F All
11~13F Throw

May's fastest reversal but unsafe on block.

  • Frame 9 with full invul and knockdown.
  • Vacuums on hit for a full cycle.
  • Can be used to cancel OTG state to extend combos or off of normal throws.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 6, 3×8 5 19×8, Launch 120, 18, 50×7
  • If the 1st attack whiffs, no other attacks occur
  • Removes OTG on hit
  • 9th attack blows back opponent

Great Yamada Attack

236236S

Damage Guard Startup Active Recovery On-Block Invuln
110 Mid 9+0 Total 74 5~22F Strike

Big active hitbox for 3/4th of the screen. Extremely obnoxious super.

  • Covers a wide angle. Anti-airs and has some upper body invincibility past frame 5.
  • Blasts through other projectiles and locks the opponent's movement for 11 frames after the flash.
  • Frame 0 after the flash. If the opponent is in the blast zone they're going to eat it (directly above or slightly behind May).
  • Combos from a 6P combo depending on spacing.
  • Will convert based on the height the opponent was at when they get hit.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 16 5 Launch 90 + WBounce
  • Opponent can't move until 11 frames after superflash
  • Whale goes through other projectiles

Super Screaming Ultimate Spinning Whirlwind

63214S

Damage Guard Startup Active Recovery On-Block Invuln
24×10 Mid 1+14 {2(12)}×9,2 15 +2 1~7F Strike
8~Until Recovery: Armor

Infinite Superarmor reversal which is safe on block.

  • Alternate to Whiner, loses to Overdrives and throws, and is quite slow on startup.
    • Also susceptible to being Slashbacked and thrown.
  • Cancels into Deluxe Goshogawara Bomber to become even more advantageous.
  • Deals a good amount of chip.
  • Extremely useful against Eddie setups and other oppressive pressure.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 6×10 5×10 5 Launch 120 + WBounce
  • Can cancel to Deluxe Goshogawara Bomber during active frames
  • Dizzy modifier x0
  • Armor does not work against Overdrives

Deluxe Goshogawara Bomber

63214S > P

Damage Guard Startup Active Recovery On-Block Invuln
48 Mid 11 10 14 +20

Makes SSUSW +20.

  • Can hit behind May if an opponent ends up on the other side and tries to challenge her.
  • Useful if the opponent gets behind May and tries to punish.
  • Leads to a safe but predictable OHK followup, forcing them to jump or reversal.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A 20 6 5 Launch 60
  • Blows back opponent on hit

Instant Kill

May and the Jolly Crew

During IK Mode: 4123641236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal 70 pixels 7+9 2 6 1~18F All

A notably good IK. Unlike a lot of other characters, May builds a lot of Stun very quickly. The speed of the IK activation combined with the fast startup of the grab makes this really easy to combo into in a real match off of a Dizzy. Your opponent has to mash hard in order to escape, and even then it might not be enough unless they immediately jump. It's even fully invulnerable for almost 20 frames, so go wild.

  • Acts as an actual reversal.
  • Can be input as 4123641236H or 6321463214H no matter what side May is on.
FRC Window Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
N/A
  • IK Mode activation: 70F

Colors

GGACR May normal p.png
GGACR May normal k.png
GGACR May normal s.png
GGACR May normal h.png
GGACR May normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR May ex p.png
GGACR May ex k.png
GGACR May ex s.png
GGACR May ex h.png
GGACR May ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR May slash p.png
GGACR May slash k.png
GGACR May slash s.png
GGACR May slash h.png
AC May normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR May reload p.png
GGACR May reload k.png
GGACR May reload s.png
GGACR May reload h.png
AC May normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR May slash d.png
GGACR May reload d.png
Gold2
Shadow2
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2Available on home ports, and are selected by pressing the "Rec. Enemy" button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Navigation

May
Ambox notice.png To edit frame data, edit values in GGACR/May/Data.