GGACR/May/Frame Data

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< GGACR‎ | May
Revision as of 08:13, 7 September 2020 by Shtkn (talk | contribs)
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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
  • Initial prorate 80%
5K
  • Foot invincible 4~17F
  • Throw invincible 4~14F
c.S
f.S
5H
  • Foot invincible 13~16F
  • Staggers opponent on ground CH (max 47F)
6P
Normal
  • Above knees invincible 1~18F
  • Blows back opponent and fully untechable on ground hit
  • Blows back opponent on air hit
  • Initial prorate 90%
  • Dizzy modifier x3
6P
Charged
  • Above knees invincible 1~11F
  • 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
6H
Normal
  • Staggers opponent on ground CH (max 47F)
  • Untechable for 80F on air CH
6H
Charged
  • Staggers opponent on ground CH (max 47F)
  • Untechable for 80F on air CH
  • Attack starts up 9F after releasing button
6H
Max Charge
  • 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
5D
  • Hold down button past 16F to perform Na~nte ne (fake dust)
2P
  • Initial prorate 80%
2K
  • Low profile 7~10F
  • Initial prorate 80%
3K
  • Low profile 5~7F and 29~40F
  • Above feet invincible 8~28F
  • 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
2S
2H
  • Staggers opponent on ground hit (Max 31F)
  • Pulls in opponent on CH (Max 43F)
2D
j.P
j.K
j.S
j.H
  • Untechable for 28F
  • Floats opponent and fully untechable on ground CH
j.2H
  • Level 4 attack on block
j.D
  • 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

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
Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA
  • Fully invincible 1~21F
  • Throw invincible 22~37F
  • Wall bounces opponent on hit (untechable for 28F)
  • Initial prorate 50%

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]
  • Floats and pulls in opponent on hit (untechable for 40F)
S Mr. Dolphin Horizontal
[4]6S
  • Lower body invincinble 3~6F and 9~16F
  • Feet invincible 7~8F and 17~19F
  • 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
H Mr. Dolphin Horizontal
[4]6H
  • Lower body invincinble 4~7F and 10~27F
  • Feet invincible 8~9F and 28~30F
  • 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
S Mr. Dolphin Vertical
[2]8S
  • Throw invincible 1~3F
  • 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
H Mr. Dolphin Vertical
[2]8H
  • Throw invincible 1~3F
  • 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
S Restive Rolling
623S
  • 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
H Restive Rolling
623H
  • 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
Air S Restive Rolling
j.623S
  • Floats opponent on hit (untechable for 30F)
  • Can cancel into followup (Direction Change) from 23~49F
  • FRC timing 10~12F
Air H Restive Rolling
j.623H
  • 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)
Hard to Port
Restive Rolling > Direction + S/H
  • Floats opponent on hit (untechable for 32F)
  • Can cancel into itself from 22~34F
  • Max of 3 consecutive Direction Changes per Restive Rolling
Applause for the Victim (Strike)
41236[P/K/S/H/D]
  • Upper body invincible 1~10F
  • Low profile 11~25F
  • Floats opponent on hit (untechable for 16F)
  • Total length 55F
  • FRC timing 23~24F
  • Initial prorate 90%
Applause for the Victim (Dolphin)
41236]P/K/S/H/D[
  • Startup is 17F after button release (fastest release 49F)
    1. 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
  • Strike invincible 19~25F
  • 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

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
Jackhound
214D
  • Foot invincible and airborne 16~33F
  • Low profile 34~39F and 48~51F
  • Above feet invincible 40~47F
  • 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%
S Go, Mr. Dolphin! Horizontal
S Mr. Dolphin Horizontal > 56D
  • Untechable for 30F
  • Listed Frame Adv is based on the fastest possible attack performed right next to the opponent
H Go, Mr. Dolphin! Horizontal
H Mr. Dolphin Horizontal > 56D
  • Untechable for 30F
  • Listed Frame Adv is based on the fastest possible attack performed right next to the opponent
Go, Mr. Dolphin! Vertical
Mr. Dolphin Vertical > 28D
  • Untechable for 30F

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
  • Fully invincible 1~10F
  • Throw invincible 11~13F
  • 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
Great Yamada Attack
236236S
  • Strike invincible 5~22F
  • Wall bounces opponent on hit (untechable for 90F)
  • Opponent can't move until 11 frames after superflash
  • Whale goes through other projectiles
Super Screaming Ultimate Spinning Whirlwind
63214S
  • Fully invincible on 1F
  • Wall bounces opponent on hit (untechable for 120F)
  • Hitstop 7F
  • Can cancel to Deluxe Tile Bomber after the start-up ends
  • Dizzy modifier x0
  • Has superarmor, can only be stopped with overdrives
Deluxe Goshogawara Bomber
Super Screaming > P
  • Blows back opponent on hit (untechable for 60F)
  • Blockstun 28F

Instant Kill

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
May and the Jolly Crew
During IK Mode: 4123641236H
  • IK Mode activation: 70F
  • Fully invincible 1~18F
  • Whiff animation 23F

Gatling Table

Ground Gatlings
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 6P - 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
Air Gatlings
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)

Navigation

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.