GGST/May

From Dustloop Wiki



Overview
Overview

 May  May , classified as a Balance type, is a powerful attacker who specializes in charging at the opponent.

Pros
Cons
  • High Damage: she hits you and you explode.
  • Dolphin Pressure: May's Horizontal Dolphin special move is the defining aspect of her character. The H version is plus but typically leaves gaps, while the S version is good for frame traps but is minus. Mixing between the S and H versions is key.
  • Mixups: Having a command grab alongside Arisugawa Sparkle, c.S and H Horizontal Dolphin which are all plus, she has a very strong throw game.
  • Strong in the Air: Has a higher and faster jump than the rest of the cast making her tricky to anti-air.
  • Linear Approach: May does not have great ways of dealing with zoning. When out-ranged she may be forced into the air where her approach becomes more predictable.
  • Just Defense: Due to the telegraphed nature of her dolphins, her otherwise strong pressure can be negated with a well-timed Just Defend. Just Blocking S Horizontal Dolphin puts most characters in range to punish and Faultless Defense Just Blocking H Horizontal Dolphin pushes May too far away to take advantage.
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May

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35 All 12 6 18 - -

May's anti-air normal. Has good upper body invulnerability, but less potent follow-up options than May's other anti-air attacks.

Hurtbox size over time: 1-3 upper body invuln 4-17 above knees invuln

  • High knockback
  • Soft knockdown on hit
  • Wall-bounces on hit
  • 6P can be used as frametrap after 5P, 2P, 5K, 2K without delay

Additional Frame Data: Initial Prorate 90%

6K

6H

2P

2K

2S

2H

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 Low 10 7 17 - -

May's sweep is quick but has short range relative to the rest of the cast, with more range than her 2K but noticeably less than her 5K. May's okizeme with Arisugawa Sparkle sets up annoying high/low/throw scenarios with 6K/2K/623K 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%

3K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35 Low 11 9 15 - -

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. While this attack is fairly punishable on block and its startup is slow enough to make reaction dodges impossible at close range, mixing it in occasionally allows May to score low hits and knockdowns from a surprising distance.

  • Low profile during active frames
  • Hard knockdown on hit

Additional Frame Data: Initial Prorate 90%

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
50 High 12 10 15 - -

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.

  • High knockback on air hit

Additional Frame Data: Initial Prorate 80%

j.D

j.2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 High 13 Until L 6 - -

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

Air Throw

Special Moves

Mr. Dolphin Horizontal

[4]6S/H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln

May's premier special move up close and a nearly universal combo-ender. Mixing between the S version, HS version, and backdash will allow you to keep your opponent locked down almost indefinitely. Spacing yourself out before S Dolphin will also let you counterpoke almost every P/K button in the game. Enormously rewarding on counterhit, particularly in the corner. Be aware that May's hurtbox is bigger than the hitbox of this attack, which means it trades or loses to most pokes if May's opponent correctly predicts (S version) or reacts (HS version) to it.

  • Staggers on grounded counterhit
  • (HS only) Wall-bounces on air hit

Mr. Dolphin Vertical

[2]8S/H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln

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. Mr. Dolphin Vertical is a mid attack on the way up and an overhead on the way down. 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.

Additional Frame Data: Initial Prorate 80% (on a downward hit)

Overhead Kiss

623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
50 Ground Throw 6 2 40 - -

Unlike Sol's Wild Throw which is literally wild in Strive, May's Overhead Kiss still enables you to do a combo afterwards without the need of RC. Any move that has the startup of 2H or faster works. Use dash-in Overhead Kiss after counterhit horizontal Mr. Dolphin to make May's opponent extra salty (and get a wallbreak combo in the corner).

Additional Frame Data: Forced Prorate 50%

Arisugawa Sparkle

214P/K

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln

Mr Arisugawa (the name of the seal) kicks a ball towards the opponent. The P version has him kicking the ball at a ~50⁰ downward angle, covering half the screen at roundstart, while the K version has the ball travelling very far (almost fullscreen WHEN THE CHARACTERS ARE ALMOST A SCREEN AWAY FROM EACH OTHER) at a ~15⁰ downward angle. The ball starts at a high enough position for the opponent to crouch under it, so avoid using it when the opponent is right at your face. Can lock opponents down on wakeup if timed correctly, leading to an okizeme guessing game that favors May.

Additional Frame Data: Initial Prorate 80%

Overdrives

Great Yamada Attack

236236S

The Wonderful and Dynamic Goshogawara

632146H (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln

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. The second hit may not combo from the first if the opponent is hit very far above the ground. If May uses a Purple or Red Roman Cancel at the start of the move, she gets off Goshogawara, but the attack continues anyway, which can lead to an extremely damaging high/low mixup at the cost of 100 tension.

  • Invincible from frame 1
  • Hard knockdown on hit


87% complete
Page Status %
Overview more detailed/accurate pros and cons 18/20
Combos needs videos examples. Combo page is fairly detailed 9/10
Strategy Complete. Well done! 20/20
Frame Data Overdrive data is incomplete. missing air recovery and other random move data 40/50
Click here for the scoring criteria to assess character page completion.


External References

Navigation

To edit frame data, edit values in GGST/May/Data.

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