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*Initial prorate 80% | *Initial prorate 80% | ||
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*Foot invincible 4~17F | *Foot invincible 4~17F | ||
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*Foot invincible 13~16F | *Foot invincible 13~16F | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Above knees invincible 1~18F | *Above knees invincible 1~18F | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Above knees invincible 1~11F | *Above knees invincible 1~11F | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Staggers opponent on ground CH (max 47F) | *Staggers opponent on ground CH (max 47F) | ||
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*Staggers opponent on ground CH (max 47F) | *Staggers opponent on ground CH (max 47F) | ||
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*Staggers opponent on ground CH (max 47F) | *Staggers opponent on ground CH (max 47F) | ||
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{{ColumnList |col=1 |text= | {{ColumnList |col=1 |text= | ||
*Hold down button past 16F to perform Na~nte ne (fake dust) | *Hold down button past 16F to perform Na~nte ne (fake dust) | ||
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{{ColumnList |col=1 |text= | {{ColumnList |col=1 |text= | ||
*Initial prorate 80% | *Initial prorate 80% | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Low profile 7~10F | *Low profile 7~10F | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Low profile 5~7F and 29~40F | *Low profile 5~7F and 29~40F | ||
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*Staggers opponent on ground hit (Max 31F) | *Staggers opponent on ground hit (Max 31F) | ||
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{{ColumnList |col=1 |text= | {{ColumnList |col=1 |text= | ||
*Untechable for 28F | *Untechable for 28F | ||
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{{ColumnList |col=1 |text= | {{ColumnList |col=1 |text= | ||
*Level 4 attack on block | *Level 4 attack on block | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Upper body invincible 7~21F | *Upper body invincible 7~21F | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Knocks down opponent on hit | *Knocks down opponent on hit | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Knocks down opponent on hit | *Knocks down opponent on hit | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Fully invincible 1~21F | *Fully invincible 1~21F | ||
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{{ColumnList |col=1 |text= | {{ColumnList |col=1 |text= | ||
*Floats and pulls in opponent on hit (untechable for 40F) | *Floats and pulls in opponent on hit (untechable for 40F) | ||
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{{Description | {{Description | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Lower body invincinble 3~6F and 9~16F | *Lower body invincinble 3~6F and 9~16F | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Lower body invincinble 4~7F and 10~27F | *Lower body invincinble 4~7F and 10~27F | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Throw invincible 1~3F | *Throw invincible 1~3F | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Throw invincible 1~3F | *Throw invincible 1~3F | ||
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*May is airborne from 13F onwards | *May is airborne from 13F onwards | ||
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*May is airborne from 13F onwards | *May is airborne from 13F onwards | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Floats opponent on hit (untechable for 30F) | *Floats opponent on hit (untechable for 30F) | ||
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*Floats opponent on hit (untechable for 35F) | *Floats opponent on hit (untechable for 35F) | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Floats opponent on hit (untechable for 32F) | *Floats opponent on hit (untechable for 32F) | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Upper body invincible 1~10F | *Upper body invincible 1~10F | ||
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{{ColumnList |text= | {{ColumnList |text= | ||
*Startup is 17F after button release (fastest release 49F) | *Startup is 17F after button release (fastest release 49F) | ||
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*Strike invincible 19~25F | *Strike invincible 19~25F | ||
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*Foot invincible and airborne 16~33F | *Foot invincible and airborne 16~33F | ||
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*Untechable for 30F | *Untechable for 30F | ||
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*Untechable for 30F | *Untechable for 30F | ||
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{{ColumnList |col=1 |text= | {{ColumnList |col=1 |text= | ||
*Untechable for 30F | *Untechable for 30F | ||
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{{#lst:GGACR/May/Data|63214H Full}} | {{#lst:GGACR/May/Data|63214H Full}} | ||
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{{Description| | {{Description|11|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Fully invincible 1~10F | *Fully invincible 1~10F | ||
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{{#lst:GGACR/May/Data|236236S Full}} | {{#lst:GGACR/May/Data|236236S Full}} | ||
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{{Description| | {{Description|11|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Strike invincible 5~22F | *Strike invincible 5~22F | ||
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{{#lst:GGACR/May/Data|63214S Full}} | {{#lst:GGACR/May/Data|63214S Full}} | ||
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{{Description| | {{Description|11|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Fully invincible on 1F | *Fully invincible on 1F | ||
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{{#lst:GGACR/May/Data|63214S > P Full}} | {{#lst:GGACR/May/Data|63214S > P Full}} | ||
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{{Description| | {{Description|11|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Blows back opponent on hit (untechable for 60F) | *Blows back opponent on hit (untechable for 60F) | ||
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*IK Mode activation: 70F | *IK Mode activation: 70F |
Revision as of 03:09, 6 March 2020
System Data
Normals
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
---|---|---|---|---|---|---|---|---|---|---|
5P | ||||||||||
| ||||||||||
5K | ||||||||||
| ||||||||||
c.S | ||||||||||
f.S | ||||||||||
5H | ||||||||||
| ||||||||||
6P Normal | ||||||||||
| ||||||||||
6P Charged | ||||||||||
| ||||||||||
6H Normal | ||||||||||
| ||||||||||
6H Charged | ||||||||||
| ||||||||||
6H Max Charge | ||||||||||
| ||||||||||
5D | ||||||||||
| ||||||||||
2P | ||||||||||
| ||||||||||
2K | ||||||||||
| ||||||||||
3K | ||||||||||
| ||||||||||
2S | ||||||||||
2H | ||||||||||
| ||||||||||
2D | ||||||||||
j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
j.H | ||||||||||
| ||||||||||
j.2H | ||||||||||
| ||||||||||
j.D | ||||||||||
|
Universal Mechanics
Specials
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
---|---|---|---|---|---|---|---|---|---|---|
Just Kidding~ [5D] | ||||||||||
| ||||||||||
S Mr. Dolphin Horizontal [4]6S | ||||||||||
| ||||||||||
H Mr. Dolphin Horizontal [4]6H | ||||||||||
| ||||||||||
S Mr. Dolphin Vertical [2]8S | ||||||||||
| ||||||||||
H Mr. Dolphin Vertical [2]8H | ||||||||||
| ||||||||||
S Restive Rolling 623S | ||||||||||
| ||||||||||
H Restive Rolling 623H | ||||||||||
| ||||||||||
Air S Restive Rolling j.623S | ||||||||||
| ||||||||||
Air H Restive Rolling j.623H | ||||||||||
| ||||||||||
Hard to Port Restive Rolling > Direction + S/H | ||||||||||
| ||||||||||
Applause for the Victim (Strike) 41236[P/K/S/H/D] | ||||||||||
| ||||||||||
Applause for the Victim (Dolphin) 41236]P/K/S/H/D[ | ||||||||||
| ||||||||||
Overhead Kiss 63214K | ||||||||||
|
- *1 Landing recovery on whiff can be cancelled into anything except for ordinary movement. On hit or guard, landing recovery is 5F for the Horizontal Dolphin and (7F+crouching state) for the Vertical Dolphin. FRC window is 10~12F after hitting or being blocked. Minimum charge time of 30F
Force Breaks
Overdrives
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
---|---|---|---|---|---|---|---|---|---|---|
Ultimate Whiner 63214H | ||||||||||
| ||||||||||
Great Yamada Attack 236236S | ||||||||||
| ||||||||||
Super Screaming Ultimate Spinning Whirlwind 63214S | ||||||||||
| ||||||||||
Deluxe Goshogawara Bomber Super Screaming > P | ||||||||||
|
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Sp |
5K | 6P | 3K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S | 2H | 5D, 2D | Sp |
3K | - | - | - | - | - | - |
c.S | - | - | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | 3K | 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2S | - | - | - | 5H, 2H, 6H | 5D, 2D | Sp |
5H | - | - | - | - | 5D, 2D | Sp |
2H | - | - | - | - | 2D | Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | homing jump |
5[D] | - | - | - | - | - | - |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | j.P | j.K | j.S | j.H | j.D | Sp |
j.K | j.P | - | j.S | j.H | j.D | Sp |
j.S | - | j.K | - | j.H | j.D | Jump, Sp |
j.H | - | - | - | - | j.D | Sp |
j.2H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Jump, Sp |
- 5D can be only canceled into Homing Jump on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGACR/May/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •