GGACR/May/Frame Data

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< GGACR‎ | May

System Data

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


Normals

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

Universal Mechanics

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

Specials

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

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
214D Jackhound 38 15 6 Forced 80% High 5 R 24 10 35 -26 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 22 10 7 All 3 1 17 Until landing+11 +13 13 14 30 13
[4]6H > 56D H Go, Mr. Dolphin! Horizontal 22 10 7 All 3 1 20 Until landing+14 +10 13 14 30 13
[2]8S > 58D Go, Mr. Dolphin! Vertical 22 10 7 All 3 1 Total 16 13 14 30 13

Overdrives

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

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
4123641236H May and the Jolly Crew Fatal 70 pixels 7+9 2 6 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, Sp
2PGGAC May 2P.pngGuardMidStartup5Recovery6Advantage0 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6PGGAC May 6P.pngGuardMidStartup16Recovery18Advantage-7 - - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
5KGGAC May 5K.pngGuardMidStartup9Recovery9Advantage-3 6P 3K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2KGGAC May 2K.pngGuardLowStartup7Recovery9Advantage-3 6P - c.S, f.S, 2S 2H 5D, 2D Sp
3KGGAC May 3K.pngGuardLowStartup8Recovery20Advantage-29 - - - - - -
c.SGGAC May cS.pngGuardMidStartup7Recovery15Advantage-1 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.SGGAC May fS.pngGuardMidStartup12Recovery20Advantage-6 - 3K 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2SGGAC May 2S.pngGuardMidStartup9Recovery15Advantage-4 - - - 5H, 2H, 6H 5D, 2D Sp
5HGGAC May 5H.pngGuardMidStartup13Recovery8Advantage+7 - - - - 5D, 2D Sp
2HGGAC May 2H.pngGuardLowStartup14Recovery16Advantage0 - - - - 2D Sp
6H - - - - - Sp
5DGGAC May 5D.pngGuardHighStartup28Recovery18Advantage-4 - - - - - homing jump
5[D]GGAC May Dhold.pngGuardLowStartup35Recovery25Advantage-12 - - - - - -
2DGGAC May 2D.pngGuardLowStartup7Recovery8Advantage-1 - - - - - Sp
Air Gatlings
P K S H D Cancel
j.PGGAC May jP.pngGuardHigh/AirStartup5Recovery6Advantage- j.P j.K j.S j.H j.D Sp
j.KGGAC May jK.pngGuardHigh/AirStartup6Recovery8Advantage- j.P - j.S j.H j.D Sp
j.SGGAC May jS.pngGuardHigh/AirStartup13Recovery5Advantage- - j.K - j.H j.D Jump, Sp
j.HGGAC May jH.pngGuardHigh/AirStartup12Recovery15Advantage- - - - - j.D Sp
j.2HGGAC May j2H.pngGuardHigh/AirStartup13Recovery0Advantage- - - - - - Sp
j.DGGAC May jD.pngGuardHigh/AirStartup10Recovery24+5 after landingAdvantage- - - - - - 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.