GGACR/May/Frame Data

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< GGACR‎ | May
Revision as of 02:51, 27 March 2021 by Shtkn (talk | contribs)

System Data


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5P


  • Initial prorate 80%
5K


c.S


f.S


5H


  • Staggers opponent on ground CH (max 47F)
6P
Normal


  • Blows back opponent and fully untechable on ground hit
  • Blows back opponent on air hit
  • Initial prorate 90%
  • Dizzy modifier x3
6P
Charged


  • 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
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


  • Initial prorate 80%
3K


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Throw


  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw


  • Knocks down opponent on hit
  • Forced prorate 50%
DAA


  • Wall bounces opponent on hit (untechable for 28F)
  • Initial prorate 50%

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Just Kidding~
[5D]


  • Floats and pulls in opponent on hit (untechable for 40F)
S Mr. Dolphin Horizontal
[4]6S


  • 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


  • 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


  • 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


  • 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]


  • 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)
  • 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
Overhead Kiss
63214K


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Jackhound
214D


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ultimate Whiner
63214H


  • 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


  • 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


  • 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
Deluxe Goshogawara Bomber
Super Screaming > P


  • Blows back opponent on hit (untechable for 60F)
  • Blockstun 28F

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
May and the Jolly Crew
During IK Mode: 4123641236H


  • IK Mode activation: 70F
  • 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.