GGACR/May/Frame Data: Difference between revisions

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<center>{{Character Label|GGACR|May|42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}


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{{TOC limit|3}}
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</div>
</div>
==[[GGACR/Frame Data|System Data]]==
==Glossary==
<table class="wikitable">
[[Using_Frame_Data|How do I read frame data?]]
{{#lst:{{BASEPAGENAME}}/Data|system data}}
{{Template:FrameDataGlossary-GGACR}}
</table>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normals==
==[[GGACR/Frame Data|System Data]]==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{#cargo_query:tables=ggacrCharacters
|-
|fields=name,defense,guts,prejump,weight,backdash,forwarddash,guardBalance,wakeupFaceUp,wakeupFaceDown,umo
{{FullFrameDataHeader-GGACR}}
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|-
|format=table
{{AttackVersion|name=5P |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5P}}
{{#lst:{{BASEPAGENAME}}/Data|5P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
}}
}}
}}
 
|-
==Normal Moves==
{{AttackVersion|name=5K |subtitle=}}
{{GGACR-FullFrameDataTable|moveType=normal}}
{{#lst:{{BASEPAGENAME}}/Data|5K}}
{{#lst:{{BASEPAGENAME}}/Data|5K Extra}}
|-
{{AttackVersion|name=c.S |subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|c.S}}
{{#lst:{{BASEPAGENAME}}/Data|c.S Extra}}
|-
{{AttackVersion|name=f.S |subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|f.S}}
{{#lst:{{BASEPAGENAME}}/Data|f.S Extra}}
|-
{{AttackVersion|name=5H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5H}}
{{#lst:{{BASEPAGENAME}}/Data|5H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Staggers opponent on ground CH (max 47F)
}}
}}
|-
{{AttackVersion|name=6P |subtitle=Normal|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6P}}
{{#lst:{{BASEPAGENAME}}/Data|6P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Blows back opponent and fully untechable on ground hit
*Blows back opponent on air hit
*Initial prorate 90%
*Dizzy modifier x3
}}
}}
|-
{{AttackVersion|name=6P |subtitle=Charged|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6[P]}}
{{#lst:{{BASEPAGENAME}}/Data|6[P] Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Blows back opponent and fully untechable on ground hit
*Wallsticks opponent on air hit (untechable for 40F, wallstick 30F)
*Initial prorate 90%
*Attack starts up 9F after releasing button
*Can be cancelled back to neutral on 4~19F
*Attack Level 6
}}
}}
|-
{{AttackVersion|name=6H |subtitle=Normal|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6H Lv1}}
{{#lst:{{BASEPAGENAME}}/Data|6H Lv1 Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Staggers opponent on ground CH (max 47F)
*Untechable for 80F on air CH
}}
}}
|-
{{AttackVersion|name=6H |subtitle=Charged|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6H Lv2}}
{{#lst:{{BASEPAGENAME}}/Data|6H Lv2 Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Staggers opponent on ground CH (max 47F)
*Untechable for 80F on air CH
*Attack starts up 9F after releasing button
}}
}}
|-
{{AttackVersion|name=6H |subtitle=Max Charge|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|6H Lv3}}
{{#lst:{{BASEPAGENAME}}/Data|6H Lv3 Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Staggers opponent on ground CH (max 47F)
*Untechable for 80F on air CH
*Attack starts up 9F after releasing button
*Hits crouching opponents on 29F (tested on Sol)
*Can be cancelled back to neutral on 9~27F
}}
}}
|-
{{AttackVersion|name=5D |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|5D}}
{{#lst:{{BASEPAGENAME}}/Data|5D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Hold down button past 16F to perform Na~nte ne (fake dust)
}}
}}
|-
{{AttackVersion|name=2P |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2P}}
{{#lst:{{BASEPAGENAME}}/Data|2P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
}}
}}
|-
{{AttackVersion|name=2K |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2K}}
{{#lst:{{BASEPAGENAME}}/Data|2K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Initial prorate 80%
}}
}}
|-
{{AttackVersion|name=3K |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|3K}}
{{#lst:{{BASEPAGENAME}}/Data|3K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Knocks down opponent on ground hit
*May is in CH state during move
*May is in standing state from 1~7F
*FRC timing 29~30F
}}
}}
|-
{{AttackVersion|name=2S |subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2S}}
{{#lst:{{BASEPAGENAME}}/Data|2S Extra}}
|-
{{AttackVersion|name=2H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|2H}}
{{#lst:{{BASEPAGENAME}}/Data|2H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Staggers opponent on ground hit (Max 31F)
*Pulls in opponent on CH (Max 43F)
}}
}}
|-
{{AttackVersion|name=2D |subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|2D}}
{{#lst:{{BASEPAGENAME}}/Data|2D Extra}}
|-
{{AttackVersion|name=j.P |subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.P}}
{{#lst:{{BASEPAGENAME}}/Data|j.P Extra}}
|-
{{AttackVersion|name=j.K |subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.K}}
{{#lst:{{BASEPAGENAME}}/Data|j.K Extra}}
|-
{{AttackVersion|name=j.S |subtitle=}}
{{#lst:{{BASEPAGENAME}}/Data|j.S}}
{{#lst:{{BASEPAGENAME}}/Data|j.S Extra}}
|-
{{AttackVersion|name=j.H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.H}}
{{#lst:{{BASEPAGENAME}}/Data|j.H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Untechable for 28F
*Floats opponent and fully untechable on ground CH
}}
}}
|-
{{AttackVersion|name=j.2H |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H}}
{{#lst:{{BASEPAGENAME}}/Data|j.2H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Level 4 attack on block
}}
}}
|-
{{AttackVersion|name=j.D |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.D}}
{{#lst:{{BASEPAGENAME}}/Data|j.D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Upper body invincible 7~21F
*Floats opponent on hit (untechable for 21F)
*Dizzy modifier x1.75
*can gatling to P/K/S/H from 29F onwards
}}
}}
|-
|}


==Universal Mechanics==
==Universal Mechanics==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=other}}
|-
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Throw |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Ground Throw Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Knocks down opponent on hit
*Forced prorate 50%
}}
}}
|-
{{AttackVersion|name=Air Throw |subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw}}
{{#lst:{{BASEPAGENAME}}/Data|Air Throw Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Knocks down opponent on hit
*Forced prorate 50%
}}
}}
|-
{{AttackVersion|name=[[GGACR/Defense#Dead Angle Attack|DAA]]|subtitle=|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|DAA}}
{{#lst:{{BASEPAGENAME}}/Data|DAA Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Wall bounces opponent on hit (untechable for 28F)
*Initial prorate 50%
}}
}}
|-
|}


==Specials==
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=special}}
|-
:※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. Minimum charge time of 30F
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Just Kidding~|subtitle=[5D]|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[5D]}}
{{#lst:{{BASEPAGENAME}}/Data|[5D] Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats and pulls in opponent on hit (untechable for 40F)
}}
}}
|-
{{AttackVersion|name=S Mr. Dolphin Horizontal|subtitle=[4]6S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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 4~14F
*Slides opponent on air hit (untechable for 48F, slides for 21F)
*see notes *1
}}
}}
|-
{{AttackVersion|name=H Mr. Dolphin Horizontal|subtitle=[4]6H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6H}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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
*Slides opponent on air hit (untechable for 48F, slides for 21F)
*see notes *1
}}
}}
|-
{{AttackVersion|name=S Mr. Dolphin Vertical|subtitle=[2]8S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8S}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*May is airborne from 4F onwards
*Floats and pulls in opponent on hit (untechable for 35F)
*Must be blocked HA after 18F
*Hits crouching opponents on 21F (tested on Sol)
*Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing
* see notes *1
}}
}}
|-
{{AttackVersion|name=H Mr. Dolphin Vertical|subtitle=[2]8H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8H}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*May is airborne from 4F onwards
*Floats and pulls in opponent on ground hit (untechable for 40F)
*Must be blocked HA after 21F
*Hits crouching opponents on 29F (tested on Sol)
*Can cancel into followup (Go, Mr. Dolphin! Vertical) from 7F until landing
* see notes *1
}}
}}
|-
{{AttackVersion|name=S Restive Rolling|subtitle=623S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623S}}
{{#lst:{{BASEPAGENAME}}/Data|623S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*May is airborne from 13F onwards
*Floats opponent on hit (untechable for 35F)
*During the first 2 active frames, untechable time is 40F
*Can cancel into followup (Direction Change) from 26~52F
*FRC timing 13~14F
}}
}}
|-
{{AttackVersion|name=H Restive Rolling|subtitle=623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H}}
{{#lst:{{BASEPAGENAME}}/Data|623H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*May is airborne from 13F onwards
*Floats opponent on hit (untechable for 40F)
*Can cancel into followup (Direction Change) from 26~52F
*FRC timing 13~14F
}}
}}
|-
{{AttackVersion|name=Air S Restive Rolling|subtitle=j.623S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.623S}}
{{#lst:{{BASEPAGENAME}}/Data|j.623S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 30F)
*Can cancel into followup (Direction Change) from 23~49F
*FRC timing 10~12F
}}
}}
|-
{{AttackVersion|name=Air H Restive Rolling|subtitle=j.623H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|j.623H}}
{{#lst:{{BASEPAGENAME}}/Data|j.623H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 35F)
*Can cancel into followup (Direction Change) from 29~55F
*FRC timing 16~18F
*Listed Frame Adv is for the fastest possible TK Air H Restive Rolling (startup of 19F)
}}
}}
|-
{{AttackVersion|name=Hard to Port|subtitle=Restive Rolling > Direction + S/H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|623H H}}
{{#lst:{{BASEPAGENAME}}/Data|623H H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 32F)
*Can cancel into itself from 22~34F
*Max of 3 consecutive Direction Changes per Restive Rolling
}}
}}
|-
{{AttackVersion|name=Applause for the Victim (Strike)|subtitle=41236[P/K/S/H/D]|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|41236[X]}}
{{#lst:{{BASEPAGENAME}}/Data|41236[X] Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 16F)
*Total length 55F
*FRC timing 23~24F
*Initial prorate 90%
}}
}}
|-
{{AttackVersion|name=Applause for the Victim (Dolphin)|subtitle=41236]P/K/S/H/D[|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|41236]X[}}
{{#lst:{{BASEPAGENAME}}/Data|41236]X[ Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*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
}}
}}
|-
{{AttackVersion|name=Overhead Kiss|subtitle=63214K|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|63214K}}
{{#lst:{{BASEPAGENAME}}/Data|63214K Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Wall bounces opponent on hit (untechable for 80F)
*Whiff animation is 42F
*Forced prorate 65%
}}
}}
|-
|}
: *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==
==Force Breaks==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=forcebreak}}
|-
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Jackhound|subtitle=214D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|214D}}
{{#lst:{{BASEPAGENAME}}/Data|214D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Foot invincible 52~64F
*Ground bounces opponent on hit (untechable for 60F)
*Removes OTG status on hit
*May is in CH state during the move
*Forced prorate 80%
}}
}}
|-
{{AttackVersion|name=S Go, Mr. Dolphin! Horizontal|subtitle=S Mr. Dolphin Horizontal > 56D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S 56D}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6S 56D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Untechable for 30F
*Listed Frame Adv is based on the fastest possible attack performed right next to the opponent
}}
}}
|-
{{AttackVersion|name=H Go, Mr. Dolphin! Horizontal|subtitle=H Mr. Dolphin Horizontal > 56D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6H 56D}}
{{#lst:{{BASEPAGENAME}}/Data|[4]6H 56D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Untechable for 30F
*Listed Frame Adv is based on the fastest possible attack performed right next to the opponent
}}
}}
|-
{{AttackVersion|name=Go, Mr. Dolphin! Vertical|subtitle=Mr. Dolphin Vertical > 28D|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8S 58D}}
{{#lst:{{BASEPAGENAME}}/Data|[2]8S 58D Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Untechable for 30F
}}
}}
|-
|}


==Overdrives==
==Overdrives==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=super}}
|-
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=Ultimate Whiner|subtitle=63214H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|63214H}}
{{#lst:{{BASEPAGENAME}}/Data|63214H Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*1st hit fully untechable on air hit
*3rd-8th hits are untechable for 50F each
*9th attack blows back opponent on hit (untechable for 50F)
*2nd-8th hits have hitstop 0F
*Removes OTG on hit
*If the 1st attack whiffs, no other attacks occur
}}
}}
|-
{{AttackVersion|name=Great Yamada Attack|subtitle=236236S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|236236S}}
{{#lst:{{BASEPAGENAME}}/Data|236236S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Wall bounces opponent on hit (untechable for 90F)
*Opponent can't move until 11 frames after superflash
*Whale goes through other projectiles
}}
}}
|-
{{AttackVersion|name=Super Screaming Ultimate Spinning Whirlwind|subtitle=63214S|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|63214S}}
{{#lst:{{BASEPAGENAME}}/Data|63214S Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Wall bounces opponent on hit (untechable for 120F)
*Hitstop 7F
*Can cancel to Deluxe Tile Bomber after the start-up ends
*Dizzy modifier x0
*Armor does not work against Overdrives
}}
}}
|-
{{AttackVersion|name=Deluxe Goshogawara Bomber|subtitle=Super Screaming > P|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|63214S P}}
{{#lst:{{BASEPAGENAME}}/Data|63214S P Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*Blows back opponent on hit (untechable for 60F)
*Blockstun 28F
}}
}}
|-
|}


==Instant Kill==
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGACR-FullFrameDataTable|moveType=instantkill}}
|-
 
{{FullFrameDataHeader-GGACR}}
|-
{{AttackVersion|name=May and the Jolly Crew|subtitle=During IK Mode: 4123641236H|rowspan=2}}
{{#lst:{{BASEPAGENAME}}/Data|IK}}
{{#lst:{{BASEPAGENAME}}/Data|IK Extra}}
|-
{{Description|12|text=
{{ColumnList |text=
*IK Mode activation: 70F
*Whiff animation 23F
}}
}}
|-
|}
==Gatling Table==
==Gatling Table==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
Line 579: Line 43:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! 5P
! {{MiniMoveCard|game=GGACR|chara=May|input=5P}}
| <span style="color:green">5P</span>, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}} || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! 2P
! {{MiniMoveCard|game=GGACR|chara=May|input=2P}}
| 5P, <span style="color:green">2P</span>, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
| {{color|green|5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup>}} || {{color|green|5K<sup>[+]</sup>, 2K<sup>[+]</sup>}} || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! 6P
! {{MiniMoveCard|game=GGACR|chara=May|input=6P}}
| - || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp
| - || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Special, Super
|-
|-
! 5K
! {{MiniMoveCard|game=GGACR|chara=May|input=5K}}
| 6P || 3K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| 6P || 3K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! 2K
! {{MiniMoveCard|game=GGACR|chara=May|input=2K}}
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Special, Super
|-
|-
! 3K
! {{MiniMoveCard|game=GGACR|chara=May|input=3K}}
| - || - || - || - || - || -
| - || - || - || - || - || -
|-
|-
! c.S
! {{MiniMoveCard|game=GGACR|chara=May|input=c.S}}
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
| 6P || - || f.S, 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! f.S
! {{MiniMoveCard|game=GGACR|chara=May|input=f.S}}
| - || 3K || 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
| - || 3K || 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! 2S
! {{MiniMoveCard|game=GGACR|chara=May|input=2S}}
| - || - || - || 5H, 2H, 6H || 5D, 2D || Sp
| - || - || - || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 5H
! {{MiniMoveCard|game=GGACR|chara=May|input=5H}}
| - || - || - || - || 5D, 2D || Sp
| - || - || - || - || 5D, 2D || Special, Super
|-
|-
! 2H
! {{MiniMoveCard|game=GGACR|chara=May|input=2H}}
| - || - || - || - || 2D || Sp
| - || - || - || - || 2D || Special, Super
|-
|-
! 6H
! {{MiniMoveCard|game=GGACR|chara=May|input=6H Lv1|label=6H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
! 5D
! {{MiniMoveCard|game=GGACR|chara=May|input=5D}}
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing Jump
|-
! 5[D]
| - || - || - || - || - || -
|-
|-
! 2D
! {{MiniMoveCard|game=GGACR|chara=May|input=2D}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
|}
|}
Line 632: Line 93:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! j.P
! {{MiniMoveCard|game=GGACR|chara=May|input=j.P}}
| j.P || j.K || j.S || j.H || j.D || Sp
| j.P || j.K || j.S || j.H || j.D || Special
|-
|-
! j.K
! {{MiniMoveCard|game=GGACR|chara=May|input=j.K}}
| j.P || - || j.S || j.H || j.D || Sp
| j.P || - || j.S || j.H || j.D || Special
|-
|-
! j.S
! {{MiniMoveCard|game=GGACR|chara=May|input=j.S}}
| - || j.K || - || j.H || j.D || Jump, Sp
| - || j.K || - || j.H || j.D || Jump, Special
|-
|-
! j.H
! {{MiniMoveCard|game=GGACR|chara=May|input=j.H}}
| - || - || - || - || j.D || Sp
| - || - || - || - || j.D || Special
|-
|-
! j.2H
! {{MiniMoveCard|game=GGACR|chara=May|input=j.2H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special
|-
|-
! j.D
! {{MiniMoveCard|game=GGACR|chara=May|input=j.D}}
| - || - || - || - || - || Jump, Sp
| {{color|purple|j.P<sup>[*]</sup>}}{{color|green|<sup>[+]</sup>}} || {{color|purple|j.K<sup>[*]</sup>}}{{color|green|<sup>[+]</sup>}} || {{color|purple|j.S<sup>[*]</sup>}}{{color|green|<sup>[+]</sup>}} || {{color|purple|j.H<sup>[*]</sup>}}{{color|green|<sup>[+]</sup>}} || - || Jump, Special
|-
|-
|}
|}
*5D can be only canceled into Homing Jump on ground hit
*5D can be only canceled into Homing Jump on ground hit
:'''Black''' = On Hit or Block
*j.D is cancellable from 23F
:<span style="color:green">'''Green''' = Available on whiff</span>
:'''X''' = X is available on hit or block
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
:{{color|green|'''X<sup>[+]</sup>''' <nowiki>=</nowiki> X is available on hit, block, or whiff}}
: '''Su''' = Overdrives (aka: Supers)
:{{color|purple|'''X<sup>[*]</sup>''' <nowiki>=</nowiki> X is a delayed cancel, not immediately on hit like normal}}


==Navigation==
==Navigation==
<center>{{Character Label|GGACR|May|42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/May/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/May/Data]].}}
{{Navbar-GGACR}}
{{#lst:GGACR/Navigation}}

Revision as of 15:02, 2 September 2022

 May

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Error: No field named "backdash" found for any of the specified database tables.

Normal Moves

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P Mid 1 CSJR 1.44 5 4 6 0 10 3 8 80% 9 10 10 11 N/A
5K Mid 2 SJR 2.64 9 6 9 -3 20 6 7 4~17F High profile
4~14F Throw
11 12 12 11 N/A
c.S Mid 4 SJR 3.84 7 3 15 -1 30 14 6 16 17 16 14 N/A
f.S Mid 4 SJR 2.64 12 3 20 -6 33 14 6 16 17 16 14 N/A
5H Mid 5 SR 3.84 13 4 8 +7 50 20 6 18 Launch 18 15 N/A
5D High 4 R 3.84 28 3 18 -4 22 11 20 16 Launch 48 16 14 N/A
5[D] Low 4 R 3.84 35 4 25 -12 38 11 18 16 Launch 40 14 N/A
6P Mid 4 SR 3.84 16 6 18 -7 44 14 6 90% 1~18F Above Knees 16 Launch 28 14 N/A
6[P] Mid 4 SR 3.84 17~47 6 18 -7~+11 44 14 6 90% 1~11F Above Knees 16~34 Launch 28 14 N/A
6H Lv1 Mid 5 SR 3.84 15 6 34 -21 70 20 6 18 19 18 15 N/A
6H Lv2 Mid 5 SR 3.84 22~27 6 31 -18 70 20 6 18 19 18 15 N/A
6H Lv3 High 5 SR 3.84 26 6 21 -8 90 15 6 18 19 18 15 N/A
2P Mid 1 CSJR 1.44 5 4 6 0 10 3 8 80% 9 10 10 11 N/A
2K Low 1 SR 1.44 7 4 9 -3 14 3 8 80% 7~10F Low Profile 9 10 10 11 N/A
3K Low 2 RF 2.64 8 21 20 -29 24 5 7 5~7F, 29~40F Low Profile
8~28F Above Feet
11 Down 12 11 29~30F
2S Mid 3 SR 2.64 9 3 15 -4 26 10 7 13 14 14 13 N/A
2H Low 5 SR 3.84 14 3 16 0 44 15 6 18 Stagger 31 18 15 N/A
2D Low 4 SR 3.84 7 10 8 -1 30 11 6 16 Down 16 14 N/A
j.P High/Air 1 CSR 1.44 5 6 6 14 3 8 9 10 10 11 N/A
j.K High/Air 2 SR 2.64 6 6 8 24 5 7 11 12 12 11 N/A
j.S High/Air 3 SJR 2.64 13 4 5 30 8 7 13 14 14 13 N/A
j.H High/Air 3 SR 2.64 12 10 15 40 8 7 13 14 28 13 N/A
j.2H High/Air 3 SR 2.64 13 Until landing 0 41 11 7 16 14 14 13 N/A
j.D High/Air 4 SJR 3.84 10 12 24+5 after landing 38 11 6 7~21F Upper Body 16 Launch 21 14 N/A

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
Ground Throw 43 pixels 4.00 55 6 Forced 50% Down
Air Throw 96 pixels 4.00 60 6 Forced 50% Down
Dead Angle Attack All 3 R 0.52 16 6 18 -10 25 10 7 50% 1~21F All
22~37F Throw
13 Launch 28 + WBounce 14 + WBounce 13

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
[4]6S S Mr. Dolphin Horizontal All 3 F 1.00/2.40 7 10 8+3 after landing -9 50 10 10 3~6F, 9~16F Lower Body
7~8F, 17~19F Feet
13 14 48 + Slide 21 13 10~12F after hit or block
[4]6H H Mr. Dolphin Horizontal All 3 F 1.00/3.60 8 20 7+3 after landing -10 50 10 10 4~7F, 10~27F Lower Body
8~9F, 28~30F Feet
13 14 48 + Slide 21 13 10~12F after hit or block
[2]8S S Mr. Dolphin Vertical Mid→ High/Air 3 F 1.00/2.40 8 20 3 after landing -15 50 10→8 14 1~3F Throw 13 Launch 35 13 10~12F after hit or block
[2]8H H Mr. Dolphin Vertical Mid→ High/Air 3 F 1.00/3.60 8 27 3 after landing -13 50 10→8 14 1~3F Throw 13 Launch 40 13 10~12F after hit or block
623S S Restive Rolling Mid 3 RF 1.50/4.20 13 40 22+15 after landing -65 30 6 7 11 Launch 35 13 13~14F
623H H Restive Rolling Mid 3 RF 1.50/4.20 13 40 24+15 after landing -67 30 6 7 11 Launch 40 13 13~14F
j.623S Air S Restive Rolling High/Air 3 RF 1.50/3.60 10 40 Until landing+15 30 5 7 11 Launch 30 13 10~12F
j.623H Air H Restive Rolling High/Air 4 RF 1.50/3.60 16 40 Until landing+15 -4 30 5 6 11 17 35 14 16~18F
623H > H Hard to Port All 2 R 0.60/3.48 5 24 Until landing+15 18 6 7 11 Down 32 11 N/A
41236[X] Applause for the Victim (Strike) Mid 3 RF 2.50/- 23 12 21 -19 20 10 7 90% 1~10F Upper Body
11~25F Low Profile
13 Launch 16 13 23~24F
41236]X[ Applause for the Victim (Dolphin) All 3 1.20×1/2/3/6 49 3 22×1/2/3/6 0 7×1/2/3/6 13 14 14 13 N/A
63214K Overhead Kiss 90 pixels RF -/6.00 24 1 38 40 6, 1 Forced 65% 18~21F Strike
22~25F All
Launch 80 + WBounce 42~44F on whiff
※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. Minimum charge time of 30F

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
214D Jackhound High 5 R 24 10 35 -26 38 15 6 Forced 80% 16~33F, 52~64F Foot
34~39F, 48~51F Low Profile
40~47F Above Feet
18 Launch 50 + GBounce 15
[4]6S > 56D S Go, Mr. Dolphin! Horizontal All 3 1 17 Until landing+11 +13 22 10 7 13 14 30 13
[4]6H > 56D H Go, Mr. Dolphin! Horizontal All 3 1 20 Until landing+14 +10 22 10 7 13 14 30 13
[2]8S > 58D Go, Mr. Dolphin! Vertical All 3 1 Total 16 22 10 7 13 14 30 13

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
63214H Ultimate Whiner Mid 5 R 7+2 3 26 -10 25, 17×8 20 6, 3×8 1~10F All
11~13F Throw
18 19×8, Launch 120, 18, 50×7 15, 0×7, 15
236236S Great Yamada Attack Mid 5 9+0 Total 74 110 20 16 5~22F Strike 18 Launch 90 + WBounce 15
63214S Super Screaming Ultimate Spinning Whirlwind Mid 5 R 1+14 {2(12)}×9,2 15 +2 24×10 6×10 5×10 1~7F Strike
8~Until Recovery: Armor
18 Launch 120 + WBounce 7
63214S > P Deluxe Goshogawara Bomber Mid 5 11 10 14 +20 48 20 6 28 Launch 60 15

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
4123641236H May and the Jolly Crew 70 pixels 7+9 2 6 Fatal 1~18F All

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC May 5P.pngGuardMidStartup5Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC May 2P.pngGuardMidStartup5Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC May 6P.pngGuardMidStartup16Recovery18Advantage-7 - - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGAC May 5K.pngGuardMidStartup9Recovery9Advantage-3 6P 3K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC May 2K.pngGuardLowStartup7Recovery9Advantage-3 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
3KGGAC May 3K.pngGuardLowStartup8Recovery20Advantage-29 - - - - - -
c.SGGAC May cS.pngGuardMidStartup7Recovery15Advantage-1 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC May fS.pngGuardMidStartup12Recovery20Advantage-6 - 3K 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2SGGAC May 2S.pngGuardMidStartup9Recovery15Advantage-4 - - - 5H, 2H, 6H 5D, 2D Special, Super
5HGGAC May 5H.pngGuardMidStartup13Recovery8Advantage+7 - - - - 5D, 2D Special, Super
2HGGAC May 2H.pngGuardLowStartup14Recovery16Advantage0 - - - - 2D Special, Super
6HGGAC May 6H.pngGuardMidStartup15Recovery34Advantage-21 - - - - - Special, Super
5DGGAC May 5D.pngGuardHighStartup28Recovery18Advantage-4 - - - - - Homing Jump
2DGGAC May 2D.pngGuardLowStartup7Recovery8Advantage-1 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC May jP.pngGuardHigh/AirStartup5Recovery6Advantage- j.P j.K j.S j.H j.D Special
j.KGGAC May jK.pngGuardHigh/AirStartup6Recovery8Advantage- j.P - j.S j.H j.D Special
j.SGGAC May jS.pngGuardHigh/AirStartup13Recovery5Advantage- - j.K - j.H j.D Jump, Special
j.HGGAC May jH.pngGuardHigh/AirStartup12Recovery15Advantage- - - - - j.D Special
j.2HGGAC May j2H.pngGuardHigh/AirStartup13Recovery0Advantage- - - - - - Special
j.DGGAC May jD.pngGuardHigh/AirStartup10Recovery24+5 after landingAdvantage- j.P[*][+] j.K[*][+] j.S[*][+] j.H[*][+] - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
  • j.D is cancellable from 23F
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed cancel, not immediately on hit like normal

Navigation

 May
To edit frame data, edit values in GGACR/May/Data.
Systems Pages