GGML/May

From Dustloop Wiki

Overview

May is a fairly standard character who relies on the unique mobility options at her disposal. Her Aqua Rolling and Crescent Aqua Rolling specials have large hitboxes and virtually no whiff recovery, but are unsafe on hit, making them risky ways to cross the screen.

The main crux of her kit is Resistive Rolling, however - a special move that essentially functions like an 8-way airdash with clunky movement that envelops May in a hitbox until she's air actionable again. Against less mobile characters, she can even stall indefinitely off the top of the screen, albeit a bit inconsistently. Due to the extreme variance in her mobility, however, pinning May down after she's achieved a life lead is a difficult trial to surmount for many characters. Utilizing all this, she mainly attempts to play a pixie-esque air game between Resistive & her solid air normals.

May struggles to offer much on the ground, however - having one of the least consistent and most range-restrictive CC infinites in the game on top of having minimal to no grounded combos besides. Some normals reach passable distances when fully extended, but they're almost universally terribly slow when competing with other buttons and fail to garner any reward besides a raw hit into a Charge Cancel simply to keep you plus on hit. She does boast decent mixup through a 1F command grab and two solid but slow overheads, but getting anyone to respect you enough to land them is a problem all its own. Ultimately, May exceeds in pestering the opponent through being constantly airborne and is poor but not the worst Missing Link has to offer on the ground; which isn't too much of an achievement.

May
GGML May Portrait.png
Defense
80%Raw Value: 8
Jump Startup
3f
Backdash
22f
Meter Gain Mod
100%Raw Value: 10
Charge Time
48f
Forward Walk Speed
93%Raw Value: 716
Backward Walk Speed
96%Raw Value: 563
Dizzy Resistance
127%Raw Value: 38
Fastest Attack
2PGGML May 2P.pngGuardLowStartup6Recovery9Advantage-7 (6F)
Resistive RollingGGML May 623S.pngGuardAllStartup1Recovery0AdvantageN/A (1F)
Reversals
Resistive RollingGGML May 623S.pngGuardAllStartup1Recovery0AdvantageN/A (no invuln, 1F)

May uses her strong set of unique mobility tools to weave around the opponent and play an effective runaway strategy.

Pros
Cons
  • Great Air Options: May can literally play an entire match in the air thanks to Restive Rolling (623S) functionally being an 8 way air dash with a hitbox that you can repeat as many times as you want. Helping this is her strong air normals and Aqua Rolling (236S).
  • Solid Mixups: May has two overheads, 6P and Dust, both of which are quite slow, but accessible in pressure, one even converting into her infinite. She also has Overhead Kiss (41236K), an instant command throw with good range, though lacking in reward.
  • Weak Throws: Both her throw and command throw toss the opponent high into the air where they can tech and reset to neutral.
  • Inaccessible CC Infinite: May's CC infinite is tight no matter what and is incredibly range restrictive. May struggles to achieve much reward at all off of hits beyond c.S range, which compounds this problem as her CC infinite is largely her only solid combo.
  • Offers Nothing On The Ground: Poor normals that struggle to contest with the rest of the cast and a set of special moves which don't form much of a cohesive gameplan when put together. Even if disjoints were more valuable in this game, she would struggle to have much worth pressing.
  • Low Practical Damage: Because May will seldomly be in a situation where she gets a good infinite confirm and any option she does in the air will rarely to never link into a grounded normal, May will usually rely on small bits of pestering damage to threaten or kill the opponent.

Normals

How to Read Frame Data
Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
The 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.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
On-Block
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
Invuln
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 All 9 4 9 -5 +2 none
Really slow jab. Completely disjointed, which could make it a clutch anti-air in a pinch, but May has better options everywhere else.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 9 7 18 -18 -10 none
Big lunging kick with a good mix of speed and range. A low crush just like in later games. Can gatling into 5H into a CC infinite. Solid poke all around.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 8 4 13 -8 +4 none
Unremarkable close slash. Purely close-range combo filler, since you can't really use this anywhere else.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 All 16 4 26 -21 -9 none
Terribly slow on startup and recovery, has decent range but you'll usually get hit out of it in actual footsie situations. Lacks any reward besides the raw damage at spaces where it outranges other options, making it clunky and overly risky. It'll still see occasional use if you remain on the ground as May for this or that reason.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
25 All 12 4 13 -8 +10 none

Terrible, awful, no-good normal overall, but it's necessary for any combos you happen to get and it's a bit safer on whiff than many other options of May's. Only normal that retains enough hitstun to link into other normals after a CC > Dash, but because it's this normal in particular May's CC infinites are very range restrictive and have little leniency to work with.

5H places a large, disjointed square in front of may, but due to this game's clashing system and typical footsie structure (being; a long ranged poke is converted into an infinite on hit and tight pressure on block) it serves much less utility in neutral than you'd think it would in any other game. It's occasionally useful to beat some options in neutral, but if it does beat another poke, May will pretty much never be able to convert into a combo off of it.

Fierce Strike

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 Overhead 25 3 15 -11 -3 none

Slow and tiny overhead, but has the reward of Death on hit. Gatlings into 5K into 5H which results in a win unless you drop. Surprisingly quick to recover, too.

  • Air unblockable, but good luck, pal

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
6 Low 6 4 9 -7 +1 none
May's fastest ground normal, and a pretty standard low jab. Hits low, making it a solid mixup tool. Very stubby, making it less useful than 2K at farther ranges. On hit, gatlings into 5K into 5H into an infinite.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Low 9 6 11 -9 +3 none

Another low-hitting pressure tool, like 2P. Notably slower than 2P, but with significantly more range in comparison, making it more applicable in some situations. On hit, gatlings into 5H into an infinite. Can occasionally low-profile attacks in neutral or pressure, but its speed and difficulty in converting into an infinite at max range usually results in this being an overly risky gambit.

Despite being much longer ranged than 2P as a low option, 2K is still a very small footsies button and will see minimal use in neutral.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Low 8 12 17 -21 -9 8~11, 24~27 Strike
  • Turns May's entire body into a hitbox for a few frames while removing her hurtboxes
2S is one of your only noteworthy buttons, with the bizarre invulnerability letting it clash with or beat things it otherwise shouldn't. It's decently faster and safer than f.S, but is slightly shorter. Don't miss.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
23 Low 20 4 23 -19 -15 none

Slow and terrible. Launches on hit, meaning the opponent can tech and leave you minus on hit. Too slow to be used as a poke, and riskier to whiff than fS and 2S. Don't bother.

  • Air unblockable

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 8 7 9 N/A N/A none
Store-brand air jab. Pretty slow for a j.P, doesn't do anything that j.H doesn't while being less safe to do defensively than the aforementioned button. Typically never pressed after someone reads up on the frame data.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 Overhead 8 10 13 N/A N/A none
The hitbox for this move is pretty high up, making it hard to hit opponents even somewhat below you with this. Useful air to air due to its decent range and speed.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Overhead 9 13 13 N/A N/A none
Doesn't reach too far forward to be especially crazy but this is a quite solid jump-in. Will rarely link into anything on the ground even if it hits super deep. Generally safe to do and doesn't extend your hurtbox almost at all.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Overhead 4 until landing 0 N/A N/A none
Really fast, fairly disjointed button that hits all around May with no recovery. Good all-purpose air normal, though hard to convert off of on ground hit, similarly to jS.

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
23 Overhead 21 4 27 -22 +74 none
Respectable mixup option. Boasts better range, less startup, and a more disjointed hitbox than 6P, but less reward.

Throw

4H or 6H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 Throw 1 N/A N/A N/A 0 none
Catapults the opponent very high in the air, making tech chasing difficult. Also does half the damage of Overhead Kiss on top of having less range, so there isn't much reason to use this over it.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 All 22 N/A 9 0 +10
Bog standard dash attack. Nothing of note.

Instant Kill

Fly Away!

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 12 18 11 N/A N/A Above Knees 1~11, 15~40
Crossup-proof IK. Has an unusual gap in its low profile frames which starts when the move first goes active, which is unfortunately the worst time for it to do so. Still generally works for most IK duties due to how IKs behave on trade. Lacking in horizontal range, but its high active frames can make it a good anti-air.

Specials

Aqua Rolling

236S
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Aqua Rolling 17 All 16 max 19 2 on whiff, 77 on hit -65 -63 none
Aqua Rolling Level 2 21,12,11,9,9 All 16 max 19 5 on whiff,61 on hit -56 -47 none
Aqua Rolling Level 3 31,18,16,13,13 All 16 max 19 13 on whiff,56 on hit -55 -33 none

A forward advancing, airborne roll which floats May far away from the opponent on hit. May is wrapped inside of one giant hitbox during the active portion of the move making it difficult to contest. No whiff recovery, making this a potential mobility tool due to the area it covers in very little time. However, its high recovery on hit combined with the fact that you can tech it immediately make it extremely minus on hit, so this is risky and mostly a gimmick.

All of the higher leveled variants of Aqua Rolling also gain enhanced chip damage with every level, but they remain very punishable on block. They're decent at closing out a round if the chip or hit damage will kill the opponent.


The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage. A bit less minus on hit than the Level 1 version.

The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Instead it deal ludicrous damage. Even less minus on hit than the Level 2 Version.

Crescent Aqua Rolling

41236S
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Crescent Aqua Rolling 17 All 16 max 40 0 on whiff,43 on hit -35 -27 none
Crescent Aqua Rolling Level 2 21 All 16 max 40 0 on whiff,43 on hit -35 -29 none
Crescent Aqua Rolling Level 3 31 All 16 max 40 0 on whiff,43 on hit -35 +8 none

Like Aqua Rolling, except this one goes upwards at an angle instead of straight forward. Identical animation and hitbox with 236S for all versions. Not in the in-game move list, for some reason, so we had to make our own name for it.

No whiff recovery on any version makes this another gimmick mobility tool, though it is plagued by the same issue of being minus on hit as the original Aqua Rolling.


The level 2 version has an extra hitbox on the dolphin giving it a tiny bit of extra range in addition to extra damage. Only has 1 hit, so it doesn't deal the damage Aqua Rolling 2 can.

The level 3 version, oddly enough, does not gain an extra hitbox like the level 2 version does. Only has 1 hit, so it doesn't deal the damage Aqua Rolling 3 can.

Resistive Rolling

623S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5,4,3,3,2,2,2,2 All 1 2(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)2 0 N/A N/A none
  • 1f startup makes this May's fastest abare option
  • Can perform up to two additional rolls by tapping any direction and S; May will travel in the direction you tapped
  • Data shown in the brackets is for first roll; consecutive rolls are single-hit, do 17 damage, become active on 28f after being inputted, are active for 44f, and have 0f recovery
  • Initial roll keeps the opponent grounded, consecutive rolls launch

Just a very silly move in general. Even after doing all of the consecutive rolls (or simply letting Resistive Rolling end naturally), May keeps her air options, allowing her to block & be safe, land with an air normal & attempt to pressure, or perform 623S again to stall in the air indefinitely. If May has the life lead, she can take to the skies with this and be in a place where she is very difficult to catch.

More than other characters with air stall options like Baiken or Chipp, because of the sheer amount of freedom Resistive Rolling gives her, May can typically react to slower characters like Potemkin trying to swat her out of the air and attempt to juke them out or hit them on their way up. This does come at the minor caveat that Resistive stalling can be harder to do than the others as May will correct to face the opponent after 623S is done, potentially resulting in an input fumble as you're unable to visually react to which way May is facing (since she's off the screen & all). A matchup-dependent tool, but your lynchpin regardless.

Mr. Dolphin!

41236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
10 All 16 62 total 27 -17 -5 none
  • Reflects projectiles while May is spinning the anchor

Spawns a dolphin projectile that does very little damage and basically no hitstun. Its weird angle could hypothetically make it solid for controlling airspace, but the projectile takes some time to set up and is very non-threatening while active, limiting its utility.

Actually has 63 active frames. The reason this wiki only lists 62 is that the 63rd active frame is actually entirely underneath the screen, making it impossible for it to hit anyone.

Mist Finer

214S or 214S > SxN
Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Mist Finer 5,4,3,3 All 13 22 27 -27 -15 none
Gentle Mist Finer 3xN All N/A indefinite 27 N/A N/A none
  • Reflects projectiles while active
  • While mashing, the opponent is pushed away from May at all times
May spins her anchor, dealing a few hits of damage. Pretty unremarkable range and speed, and does less damage than some normals. When mashed, the projectile reflection continues and the move stays active, but the opponent is forced away from May with a fairly strong windbox that takes up the entire screen. This could hypothetically be used to force risky approach options, then punish them, but this move's high recovery makes draws the practicality of this into question.

Overhead Kiss

41236K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
21 Throw 1 N/A N/A N/A +3 none
Instant command grab with respectable range. Switches sides on hit and launches them very far away, making tech chasing difficult. Generally superior to her normal grab, though still not great. Can be a solid way to punish a blocking opponent if you can't open them up with your overheads.

Supers

May Dynamic

463214H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1,17,16,13,13,11 Mid 15 14(21)42 0 -24 -10 none
  • Gargantuan window in between first and second hit on both hit and block, during which opponents can tech out and airdash away from the second hit
  • First hit whiffs on crouchers
Fairly fast for a super, and massively upper body invincible during the start, which hypothetically makes this a good anti-air, but IK is better for that. Has functionally no reward on hit, since the first hit does 1 damage and then your opponent can tech out and avoid the rest of the super. Deceptively active with no recovery, making it unpunishable due to the hitbox completely enveloping May.

Colors

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To edit frame data, edit values in GGML/May/Data.
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