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Mr. Arisugawa kicks a ball towards the opponent. The P version fires at a ~50⁰ downward angle, while the K version fires at a ~15⁰ downward angle. Mr. Arisugawa spawns the ball high above May, so avoid using it when the opponent is right in your face as it will likely whiff. Useful as a meaty projectile for okizeme and for on-the-ground pressure following a 6P counterhit. | Mr. Arisugawa kicks a ball towards the opponent. The P version fires at a ~50⁰ downward angle, while the K version fires at a ~15⁰ downward angle. Mr. Arisugawa spawns the ball high above May, so avoid using it when the opponent is right in your face as it will likely whiff. Useful as a meaty projectile for okizeme and for on-the-ground pressure following a 6P counterhit. | ||
Since it also gives you meter frame 1, you can super cancel this move if you almost have 50 meter and need a super, for example to wall break and knockdown. | |||
* The opponent can destroy the ball by hitting it with an attack. | * The opponent can destroy the ball by hitting it with an attack. | ||
* After destroying the ball, the opponents attack will still be active, and they can cancel their move like normally. | * After destroying the ball, the opponents attack will still be active, and they can cancel their move like normally. |
Revision as of 08:22, 10 August 2022
This can be due to patches to the game, or developments in the metagame. You can help by updating it. Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.
She has good range, strong pressure and explosive damage! Ferocious in battle and cute as a button - It’s May, everyone’s favourite Jellyfish Pirate.
Her signature move is Horizontal Mr. Dolphin, a powerful lunging attack. The version is a fast blockstring ender and frame trapping tool, whereas the version trades startup speed for frame advantage. Her c.S is a solid pressure tool and combo starter. Block happy opponents can be opened up with Overhead Kiss, a command grab that leads to devastating corner combos. Cycle these tools for a potent strike/throw mix-up.
May controls the mid range with f.S, 2S and 5H, a trifecta of disjointed normals that complement each other. Her marvelous 5K is a fast, dash cancelable poke that goes over lows. Combining these moves with Horizontal Mr. Dolphin makes for a strong neutral and solid pressure. Her swift jump and excellent aerials, most notably j.H, provide her with great aerial space control. She’s also packing a good anti-air in Vertical Mr. Dolphin. At longer ranges, she can apply pressure with Arisugawa Sparkle, a projectile attack best used as an okizeme tool due to its massive frame advantage on block. Most of her defensive options are mediocre at best, but it’s a small price to pay for such a solid moveset.
If you’re looking for a versatile, mix-up heavy character with plenty of disjoints, or just want to throw dolphins at jerks, then play May today!
May May , classified as a Balance type, is a powerful attacker who specializes in charging at the opponent.
- High Meterless Damage: May can dish out big damage off of counterhit anywhere on screen. She can easily convert into wallbreak and deal massive damage in the corner, especially thanks to her high RISC build.
- Strong Strike-Throw: Her c.S is plus on block and enables scary frametraps, along with her damaging Overhead Kiss grab and ability to force mindgames after Horizontal Mr. Dolphin.
- Aerial Game: A high and fast jump makes her tricky to catch, along with strong air normals like j.H, j.S and j.D. Many of her combos take to the air, and she has a strong crossup in j.2H for mixups
- Fat Ground Pokes: 2S, f.S, and 5H are very disjointed, large, and powerful, allowing May to control space effectively. She also has a few faster, safer pokes with 5K and 2K.
- Speed/Range Gap in Attack: Her aformentioned fat ground pokes either have a slow startup, recovery or a combination of both. Meanwhile, her safer pokes are stubby and unrewarding. Some characters with big and fast pokes can give a lot of trouble.
- Notably Weaker Midscreen: May is greatly enabled in the corner, as her pressure and damage is far worse midscreen. Her Overhead Kiss is much less rewarding, its more easily stopped by Faultless Defense, and 5H [4]6H loops are a very reliable source of damage in CH or metered combos.
Normal Moves
5P
A quick jab and May's fastest normal, though it's not a very good anti-air. Hits standing and crouching characters, but can be low-profiled by some moves. Does its job as a quick mash button in scrambles or when May is under pressure, and can hit some punishes or gaps 2P couldn't.
Additional Frame Data: Initial Prorate 80%
Gatling Options: 5P, 2P, 6P, 3K, 6K, 6H
5K
A quick poke. Goes over many low attacks. Useful for pressure due to it's speed and range. Loses to most 6Ps, but against Potemkin and Goldlewis, both moves will whiff simultaneously.
- Jump and dash cancellable
- Dash cancel is -11 on block
- 5K > 6H is a 8f gap on crouching opponents, and a 5f gap on standing Anji, Faust, Goldlewis, and Potemkin.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 6P, 3K, 6K, 6H, 5D, 2D
c.S
May's strongest combo starter and go-to pressure and punishment tool at close range. Good for catching backdashes when opponent is trying to avoid her command grab. Hitbox is in front of May and reaches slightly above her head, so this attack can be used as a high-risk, high-reward anti-air.
- Floats on air hit
- Jump and dash cancellable
- Dash cancel is -6 on block
- c.S > 6H can be used as 3f frametrap or pressure reset, and is a true blockstring against standing Anji, Faust, Goldlewis, and Potemkin.
Gatling Options: 6P, 3K, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
May's longest-range poke. This attack's hitbox extends significantly past May's extended hurtbox until recovery, making it an effective counter-poke. Good for catching people trying to jump out of the corner. Despite the upward angle, this attack can hit crouching opponents, but most low-profile moves will avoid it.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 5H, 2H
5H
A disjointed attack with great reward on counter hit. This attack is very active, safe on block due to its pushback, can hit both airborne and low-profile opponents, and can be special canceled to extend pressure. All of these properties make May's 5H an excellent counter-poking tool.
- Wall-bounces on air hit
5D
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
Universal overhead. Longest range dust attack in the game. However, it has no disjoint. Can be gatling from 5K, 2K, or c.S for a mixup.
- Charged Dust
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.
Additional Frame Data: Initial Prorate 80% (uncharged)
2P
A quick, stubby jab used to mash in scrambles or to escape pressure.
Additional Frame Data: Initial Prorate 80%
Gatling Options: 5P, 2P, 6P, 6K, 3K, 6H
2K
A quick, short range low kick. Since much of May's pressure comes from her jump-ins, mixing this attack into May's pressure is a good way to check opponents who fall asleep on defense.
Additional Frame Data: Initial Prorate 70%
Gatling Options: 6P, 6K, 3K, 6H, 5D, 2D
2S
May thrusts her anchor forward while crouching. A big poke that hits low-profile opponents and has good startup for its range.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 5H, 2H
2H
May crouches and swings her anchor over her head from front to back. The entire attack is very disjoint, making it a powerful, but high-commitment, anti-air and launcher. This attack is also a staple of May's combo strings because of its favorable launch properties.
- Launches opponents up and away from May on hit. Launch effect is stronger on counterhit.
- Soft knockdown on hit.
- Can be special cancelled on block to make it safer.
2D
May's sweep is quick and has good range. It combos consistently from 2K at all ranges, and is much more consistent with 5K. Along with its great active frames, fast startup and Hard KD property, it makes for a strong low poke in May's arsenal.
May's okizeme with Arisugawa Sparkle sets up annoying Strike/Throw scenarios with c.S/Overhead Kiss respectively, so landing hard knockdowns is a helpful way to keep the pressure up. If using Arisugawa Sparkle on okizeme, be sure to delay the attack long enough for the ball to actually hit on wakeup, since it's a quick projectile once it starts moving.
- Hard knockdown on hit
Additional Frame Data: Initial Prorate 90%
6P
May's anti-air normal. Has good upper body invulnerability and leads to strong on-the-ground pressure when followed up with Arisugawa Sparkle and whiffed HS Vertical Mr. Dolphin on counterhit.
Hurtbox size over time: 1-3 upper body invuln 4-17 above knees invuln
- Soft knockdown on hit
- Hard knockdown on counterhit
- 6P can be used as frametrap after 5P, 2P, 5K, 2K without delay
Additional Frame Data: Initial Prorate 90%
6K
A quick overhead. Has relatively poor horizontal reach, but avoids many low attacks and throws.
- Airborne frames 6-23
- Ground bounces on air hit
Additional Frame Data: Initial Prorate 80%
3K
May crouches before sliding anchor-first on the ground. May's hurtbox is larger than the hitbox of this move, which means it usually trades or loses to other low attacks. Very punishable on block. Gives a soft knockdown which allows for a Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 5K afterwards.
- Low profile during active frames
- Leaves May at +16 on hit at worst
- Cannot be special or super cancelled
Additional Frame Data: Initial Prorate 90%
6H
(Hold OK)
May swings her anchor in a massive arc above and in front of her. Can be held to delay the attack. Leads to massive combo damage in the corner.
- Values in brackets ([]) represent holding the button for the full duration
- Hits grounded opponents on 4th active frame (frame 19 uncharged)
- Ground bounce on hit
j.P
May's fastest air-to-air button. Useful for stuffing airdashes into slower attacks or in scramble situations where May is in the air, but has worse follow-up options than May's other air attacks. Works best when the opponent is level with or slightly below May.
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.P
j.K
May kicks upwards, making this move a good air-to-air against opponents who are slightly above May.
- Jump and dash cancellable
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.D
j.S
May swats her anchor down. Hits as an air-to-ground from higher than j.H or j.2H, and is a strong air-to-air against opponents who are level with or below May.
- Jump and dash cancellable
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.H, j.D
j.H
May swings her anchor upward in front of her. Causes a lot of hitstun and blockstun. Can be used for both space control and jump-ins, so it's a staple of May's neutral play. The hurtbox is larger than the hitbox, but the hitbox is so large and active that it's difficult for many characters to challenge in the air.
- Jump and dash cancellable
- High knockback on air hit
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.D
j.D
May thrusts her anchor upwards, altering her jump trajectory. A ridiculously disjointed attack that's nearly impossible to challenge from above. Amazing counter hit starter and air combo tool.
- Jump and dash cancellable
- High knockback on air hit
Additional Frame Data: Initial Prorate 80%
j.2H
May slows her air momentum and rides her anchor to the ground. This can set up situations where it's difficult to predict May's trajectory in the air for either left/right mixups or jump-in/double jump/j.2H baits. May's hurtbox is much larger than the hitbox of this move, which makes it easy to punish with any anti-air attack.
- Knockback directly down on air hit.
Additional Frame Data: Initial Prorate 80%
Universal Mechanics
Ground Throw
6D or 4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
May hurls her opponent over her head in the direction used to input the throw (unlike past games). Not as rewarding as Overhead Kiss when the opponent is near the corner, but is easier to use in pressure and can switch sides. HKD frame advantage is +48.
Additional Frame Data: 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
May quickly grabs and kicks her opponent to the ground. Air throws are a universal anti-air option that work well when the opponent makes a predictable high jump-in or when the opponent jumps right next to you. Despite the hit and whiff animations, air throws require the opponent to be above and on either side of you to connect. Quick use of air throws can make opponents think twice about holding back-jump against May's strike/throw mixups.
Additional Frame Data: 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Special Moves
Mr. Dolphin Horizontal
[4]6S/H (Hold OK)
May's premier special move up close and a nearly universal blockstring-ender. The hurtbox is larger than the hitbox, and the hitbox does not hit low profile moves or 6P, so low pokes and 6P will usually counterhit this attack. You will primarily use the held version, however the un-held version useful for mixups as it carries momentum and does not go very far. Mixing between the S and HS versions makes it difficult for May's opponent to land a counterhit. Spacing yourself out before S Dolphin allows you to whiff punish most normal attacks with good positioning. Enormously rewarding on counterhit, particularly in the corner.
- Staggers on grounded counterhit
- S unheld is useful to setup grabs on unsuspecting opponent
- (HS only) Wall-bounces on air hit
- (HS only) Non-OTG tumble on air counterhit
Mr. Dolphin Vertical
[2]8S/H (Hold OK)
The S version of this attack is a quick anti-air. The HS version, while slower, travels in a much longer arc, and is commonly used as an anti-air and combo extender. When held down, both version extend the distance traveled. Mr. Dolphin Vertical is a mid attack on the way up and an overhead on the way down. The attack is disjoint while ascending, making it an excellent anti-air. May can use her double jump, airdash or attack on hit or block after recovery if she's still in the air. This is useful for combo extensions using the HS version of this attack or avoiding punishments after a blocked overhead.
- (Ascending only) Hard knockdown on hit.
- H point blank after landing is -4.
- Hard knockdown on air hit
Additional Frame Data: Initial Prorate 80% (on a downward hit)
Overhead Kiss
623K
May's command grab which enables her powerful throw mixups. Can combo into wallbreak in the corner without RC or combo into strong follow-up pressure midscreen.
- Throw invulnerable frames 1-6
- Throw results in a ground-bounce. Hitting the opponent while they are airborne nets a wall bounce/wall splat.
Additional Frame Data: Forced Prorate 50%
Arisugawa Sparkle
214P/K
Mr. Arisugawa kicks a ball towards the opponent. The P version fires at a ~50⁰ downward angle, while the K version fires at a ~15⁰ downward angle. Mr. Arisugawa spawns the ball high above May, so avoid using it when the opponent is right in your face as it will likely whiff. Useful as a meaty projectile for okizeme and for on-the-ground pressure following a 6P counterhit.
Since it also gives you meter frame 1, you can super cancel this move if you almost have 50 meter and need a super, for example to wall break and knockdown.
- The opponent can destroy the ball by hitting it with an attack.
- After destroying the ball, the opponents attack will still be active, and they can cancel their move like normally.
- May is actionable before the beachball hitbox comes out
Additional Frame Data: Initial Prorate 80%
Overdrives
Great Yamada Attack
236236S
- Can whiff or be low profiled in certain dead zones.
- Non-OTG tumble on hit
After a cinematic, Mr. Yamada appears from the corner behind May and travels in a long arc across the screen while May enters a recovery animation. A belligerent, whale-sized punish. May can use a forward Purple Roman Cancel after summoning Mr. Yamada to force an extremely damaging high/low mixup at the cost of 100 tension if used at mid-to-close range.
The Wonderful and Dynamic Goshogawara
632146H (Air OK)
- Invincible from frame 1
- Second hit knocks opponent away from May on hit
May's only true reversal and a useful move for forcing a wall-break. May hops on to Goshogawara the orca for a two-hit attack. The first hit, on the way up, is effectively a massive invulnerable uppercut. The second hit, when Goshogawara splashes down, sends the opponent flying and can wallbreak. If May uses a Purple or Red Roman Cancel during the move, she gets off Goshogawara, but the attack continues anyway, which can lead to an extremely damaging combo on hit or a potent high/low or left/right mixup on block at the cost of 100 tension.
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall