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 special move has large hitboxes and virtually no whiff recovery, but is unsafe on hit, making it risky to use in combos or as a mobility tool. Restive Rolling is an amazing stalling tool and "get off me" button but leaves her unsafe on hit and is extremely hard to control, despite essentially being an infinite 8-way air dash.

The main crux of her kit is her "wave dash", or charge slide, upon inputting 236R and 66 at the same time (2366R) she slides across the screen at full speed with full actionability. This gives her a suite of options to employ mix-ups and disrespect the opponent, allowing her to convert into CC infinite with good execution or do all sorts of shenanigans. She can go low (2S), high (6P), command grab (41236K), back dash while moving forward (for invuln), perform her multi-hit reflector (214S), advance while blocking, and setup cool combos with May Dynamic (463214H).

Despite all this, May struggles to convert into combos and her execution can be difficult, so most May's play the game in a hit-and-run-style, opting to deal paltry damage then fly away with 623S for the remainder of the round. Ultimately, May doesn't exceed in any one field, but her movement is annoying enough to clinch out rounds if you're willing to force her.
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
Overhead KissGGML May 41236K.pngGuardThrowStartup1RecoveryN/AAdvantageN/A (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. She also has strong air normals and Aqua Rolling (236S).
  • Solid Mixups: May has two grounded overheads, 6P and Dust, both of which are quite slow, but accessible in pressure, one even converting into her infinite. Some of her staple neutral buttons are also lows, giving those overheads some respect. She also has Overhead Kiss (41236K), an instant command throw with good range that can be applied well in tick-throw scenarios due to ML's lack of throw protection, though lacking in reward.
  • "Wave Dash": May's respect slide is ridiculously long for whatever reason, allowing her to slide full screen with a low (2S), high (6P), command grab (41236K), back dash while moving forward, or perform her multi-hit reflector (214S). While the input can be finicky, it gives her a lot of options in neutral and for combos.
  • Annoying Execution: May's CC infinite and combo game is tight no matter what and is incredibly range restrictive due to her awkward 5H. May has to jump through hoops to get the max damage off her super (without it being teched), and using some of her special moves can be difficult as there's a lot of input overlap.
  • Stubby & Slow Buttons: May has a lot of very stubby, unsafe, or bad buttons. Most of her buttons, notably her P normals and c.S are annoyingly small which prevent her from having presence in scramble situations. Her better pokes such as f.S or 2H have huge glaring downsides that make the okay hitboxes completely useless, even when CC'd. Not to mention that some of her moves are even traps to input, such as 41236H or 41236S which are worse versions of better moves that leave you defenseless for miniscule damage.

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, out-classed by 2P but sees occasional use as a clutch anti-air.

On hit, gatlings into 5K into 5H for a CC infinite.

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, low crushes like in later games, amazing behind a wave dash.

On hit, gatlings into 5H for a CC infinite.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 8 4 13 -8 +4 none

Annoyingly stubby close slash.
Purely close-range combo filler and should be routed out of combos if you can help it.

On hit, gatlings into 5H for a CC infinite, a staple of the hardest CC variant.

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 footsies situations and CC infinite'd for it.
Lacks any reward besides the raw damage at spaces where it outranges other options, making it clunky and overly risky.

2S is generally the better button in every situation.

5H

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

A necessary evil, extremely slow button with terrible advantage on block but required for CC infinites.

5H is her only move that gives her enough hitstun to CC > Dash, the hitstun is extremely lacking compared to characters such as Sol so her effective range is very short. Sol can often pick up a CC from a mile away off a stray 5H or f.S while still having the option to jump-in or do some sort of gimmick, but May has to employ wave dashes or jump-ins to get the same result.

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, respectable mix-up option, surprisingly fast recovery-wise.
On hit, gatlings into 5K into 5H for a CC infinite.

  • Air unblockable

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 for a CC 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 and a slight low-profile to compensate, making it sometimes more useful.

On hit, gatlings into 5K into 5H (or directly into 5H if close enough) for a CC infinite.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Low 8 12 17 -21 -9 8~11, 24~27 Strike

2S is a very good button, its great range and bizarre invulnerability allows it to clash with or beat things it otherwise shouldn't.
It's faster and safer than f.S and is really good behind a wave dash, gatlings into 5H to start a CC infinite, does decent damage, and hits low.

  • Turns May's hurtboxes into hitboxes for a few frames during the move.

2H

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

Slow and terrible as a poke or in neutral.
Launches on hit making it unsafe on hit as well.
However, it somewhat low-profiles and the launch prevents you from losing your wave dash speed, making it somewhat alright behind a wave dash if cancelled into another move after. i.e. 2366R (Wave Dash) > 2H xx 214S > SxN

  • 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

Extremely slow for a j.P and doesn't do anything that j.H doesn't already do.

Not worth using.

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.

Semi-useful air-to-air although largely out-done by j.H's sheer 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.

Gatlings into j.H to allow you to link into ground normals such as c.S

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, insanely active button that hits all around May with no recovery.

Good all-purpose air normal, best used after j.S to confirm a jump-in into a ground combo or on very short opponents.

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 mix-up option. Boasts better range, less startup, and a more disjointed hitbox than (6P). However it puts the opponent into the dust state, which neuters follow-ups.

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 or impractical. 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, the damage from this move sees a lot of action thanks to wave dash.

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
Cross-up-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

Fairly fast for a super and has slight upper body invulnerability during start-up, the hitbox even remains for a little after May recovers, which hypothetically makes this a good anti-air and deceptively hard to punish neutral tool. Though the meter requirement does make this dubious. Not to mention, this super has huge range problems despite the massive hitbox as well as a dummy first hit that has a large tech window that allows opponents to escape the actual damaging hit, due to this it's more or less required to perform the move from fullscreen away into a wave dash, which allows only the second hit to connect for full damage and solves the range issue.

  • Large tech window in-between first and second hit, during which opponents can tech out and air dash away from the second (more damaging) hit.
  • First hit whiffs on crouchers, Kliff, and Baldhead.

Colors

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