| May
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- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
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Overview[edit]
Placeholder
Strengths[edit]
- Normals have great hitboxes, good damage
Weaknesses[edit]
- Overhead Kiss is not Potemkin Buster
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves[edit]
| 5P
I lift anchors, but my punch does 10 damage.
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| Damage
|
Guard
|
Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 10
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HLF
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CSJR
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5
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4
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6
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0
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May does a standard jab, It's pretty fast and the range on it is very short, mostly used for extending her Dolphin Loop and tick OHK set-ups. Will whiff on some crouching characters.
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| 5K
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 20
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HLF
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SJR
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9
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6
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9
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-3
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May plants her anchor to the ground and does a quick spin with her feet out. has nice range, it's relatively fast and throw invulnerable. Great tool for footsies. Can be used to go over RO slide, AN stomps, slidehead, and other low moves.
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| c.S
You'd think this would hurt my back, but it doesn't.
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| f.S
MISTU FINAH!!!
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 33
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HLF
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SJR
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12
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3
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20
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-6
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May extends her anchor out as far as she can at waist height. May's longest range poke and is a good followup after 5K on block or hit. Got upgraded to level 4 in +R. Can be used for mid range knockdowns in conjunction with 3K but at max range 3K will not combo so be wary of this problem.
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| 5H
Foot invincible.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 50
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HLF
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SR
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13
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4
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8
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+7
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May slams her anchor down in front of her. On counter hit and at close range can combo off of it. On block it is used to frame trap due to it being +7 on block.
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| 6P
YEEEEAAAAAAAAAAAAAAAAAAAA
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| Normal
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44
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HLF
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SR
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16
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6
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18
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-7
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| 6P Charged
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44
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HLF
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SR
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17~47
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6
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18
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-7 ~ +11
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Full charge will wall stick. Whiff cancel possible. A stable in her new corner carry and corner combos. Special cancellable before and after active frames.
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Charged 6P Data Table
| Startup (Charge)
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Stun Multiplier
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Blockstun
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| 25 (16)
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3.000
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16
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| 26 (17)
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3.375
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22
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| 27 (18)
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3.438
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22
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| 28 (19)
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3.500
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23
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| 29 (20)
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3.500
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23
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| 30 (21)
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3.563
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24
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| 31 (22)
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3.625
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25
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| 32 (23)
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3.625
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25
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| 33 (24)
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3.688
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26
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| 34 (25)
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3.750
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26
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| 35 (26)
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3.750
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27
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| 36 (27)
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3.813
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28
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| 37 (28)
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3.875
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28
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| 38 (29)
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3.875
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29
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| 39 (30)
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3.938
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29
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| 40 (31)
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4.000
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30
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| 41 (32)
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4.000
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31
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| 42 (33)
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4.063
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31
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| 43 (34)
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4.125
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32
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| 44 (35)
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4.125
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32
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| 45 (36)
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4.188
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33
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| 46 (37)
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4.250
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34
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| 47 (38)
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4.250
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34
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| 6H
Untechable for longer than PS3 waited for +R on air CH
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| Normal
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70
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HLF
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SR
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16
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6
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34
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-21
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| Charged
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70
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HLF
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SR
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19 ~ 29
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6
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31
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-18
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| Maximum Charge
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90
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HF
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SR
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27
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6
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21
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-8
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Can be whiff canceled. Can be used as a high risk, high reward antiair as it has a huge hitbox as well as decent active frames but slow recovery. Max charge on ground hit causes stagger which can be comboed from. Very high damage with good stun and can be comboed from depending on height. It is used a lot more often in this iteration for corner pressure and mixup afterwards. Special cancellable before and after active frames.
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| Dead Angle Attack
Maaaay PAAAUUUUNNNNCH
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| 2P
It'd be easier to punch but... eh
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 10
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HLF
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CSJR
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5
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4
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6
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0
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May does a short range poke with the small end of her anchor. Useful for mashing out of close range pressure and can be hit confirmed into a 2D knockdown and/or corner carry. 80% proration.
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| 2K
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 14
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LF
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SR
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7
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4
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9
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-3
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May slides down on the ground and pokes with her foot. Medium range poke that can lead to knockdown or combo with 2D. Can be used to low profile certain jump ins and DPs. 80% proration.
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| 3K
Upside down GRANDU VIPAAAAA- wait, that's not Johnny's move.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 24
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LF
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RF
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8
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21
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20
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-29
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May slides on the ground head first about 1/3-1/2 of the screen. Extreme low profile after the first 7 frames at the cost of being incredibly unsafe on block and in CH state until recovery. Must be FRC/RCed to make safe. Knocks down on hit. Can be very useful in dealing with characters with projectiles but easily baited and punished harshly if done predictably.
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| 2S
This would work better if it was sharp, and if I was actually looking where I was stabbing it.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 26
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HLF
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SR
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9
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3
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15
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-4
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May extends her anchor out in front of her fairly far while crouched. Used to extend some of her corner combos. Somewhat useful as a medium/far range poke or can be used to knockdown if close enough with 2D.
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| 2H
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 44
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LF
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SR
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14
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3
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16
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0
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Staggers on hit (Max 31F).
Can be used to low profile or clash with wakeup DPs if spaced correctly. Can't really combo from it unless opponent is sleeping, but OHK can work.
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| 2D
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 30
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LF
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SR
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7
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10
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8
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-1
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May does a split and extends her leg out in front of her. It's incredibly fast, lots of active frames, safe on block, and has decent range. One of May's most important moves due to it being hit confirmable into a large majority of her damaging combos. Almost all her ground normals chain into this move making most of them safer.
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| j.P
Maybe they'll think I'm air blocking and walk into it...
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 14
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HA
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CSR
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5
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6
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6
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-
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Very short range but her fastest air normal. Useful for option select air throws and for air to ground or air to air block strings with jK.
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| j.K
Punch and kick at the same time.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 24
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HA
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SR
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6
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6
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8
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-
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Quite fast and more range than her jP. Also useful for option select air throws and for air to ground or air to air block strings with jP.
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| j.S
Mad strugg- wait, that's not Johnny's move.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 30
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HA
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SJR
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13
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4
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5
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-
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Very slow and generally not as useful as jH and j2H. It can be used to beat/trade with certain 6Ps though as the hitbox extends much deeper into the opponent, but comes at the cost of being antiaired with quick normals like 5P. Also useful for IAD jS > jH which is her most used IAD jumpin.
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| j.H
Fish for counter hits.
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 40
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HA
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SR
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12
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10
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15
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-
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Fairly slow but has a great hitbox and leads to combos on counter hit. Very useful in neutral game to try to fish counter hits although it is not as useful as it was in AC. Weak to air throws, properly timed antiairs, and fast air normals. Can be used to safe jump wakeup super/DPs.
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| j.2H
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 41
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HA
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SR
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13
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until landing
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0
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-
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Level 4 attack on block. May's best jump in tool which is fairly hard to deal with for most characters; however, all characters can jump, instant block, and then throw you to deal with this move. Leads to big damage on hit or counter hit with 25% meter.
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| j.D
Why swing my anchor when I can hit you with my thick skull?
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 38
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HA
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SJR
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10
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12
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24+landing 5
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-
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Good at building stun and as an air to air if opponent is above you. Can be used to stop air momentum and stall in the air for a short time. Used in most air combos. Used in gimmicky "infinite" corner pressure after a jK. (i.e. jK > jD > jK > jD > jH)
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| Throw
This isn't even my good throw!
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| Air Throw
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 60
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96 pixels
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-
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-
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-
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-
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-
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It has the second best air throw range (this used to tie with I-No, but she was nerfed into having the worst range). Only Potemkin has a better air throw range wise. Cannot be comboed from.
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Special Moves[edit]
Just Kidding~ Hold D
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 38
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LF
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R
|
35
|
4
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25
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-12
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Very slow and generally not very useful other than the mixup of 5D, but both can be blocked with proper timing without knowing which it will be. Has a smaller range than 5D so need to space accordingly.
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Mr. Dolphin Horizontal S [4]6S/H
I can get on this dolphin in 1-frame!
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| S
|
50
|
any
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F
|
7
|
10
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8 + landing 3
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-9
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| H
|
50
|
any
|
F
|
8
|
20
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7 + landing 3
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-9
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Causes Slide state on air hit. A staple in her new corner combos. Has lots of active frames. Mostly used exclusively in combos. As a solitary move it is sometimes safe on block due to spacing but some characters can punish it. You will give up the neutral game even if the opponent cannot punish you, though. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone?
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Mr. Dolphin Vertical S [2]8S/H
Let's hit them with our faces!
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| Version
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Damage
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Guard
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Cancel
|
Startup
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Active
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Recovery
|
Frame Adv.
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| S
|
50
|
HLF/HA
|
F
|
8
|
20
|
landing 3
|
-15
|
| H
|
50
|
HLF/HA
|
F
|
8
|
27
|
landing 3
|
-13
|
Useful as an overhead, but they are very unsafe on block now and most characters can punish them so be sure to FRC. On hit and FRC will lead to high damage. Has more recovery than in AC which prevents the many dolphin loops, at least without FRC. Used in the majority of combos. Must be jump installed in block strings for jump/airdash after FRC. Auto-JIs if done alone?
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Restive Rolling 623S/H
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
|
Frame Adv.
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| Ground, S
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30
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HLF
|
RF
|
13
|
40
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22 + landing 15
|
-63
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| Ground, H
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30
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HLF
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RF
|
13
|
40
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24 + landing 17
|
-65
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| Air, S
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30
|
HA
|
RF
|
10
|
40
|
landing 15
|
-
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| Air, H
|
30
|
HA
|
RF
|
16
|
40
|
landing 15
|
+1
|
| Hard to Port Direction + S/H
|
18
|
HLA
|
R
|
5
|
24
|
landing 15
|
-
|
Much more useful in +R. Used in fuzzy guards into combos with FRC. Used in some combos to knockdown and/or for additional damage. With FRC they can be used to escape the corner quickly.
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Applause for the Victim 41236P/K/S/H/D
Hey Johnny look, I can control these hoops with my mind!
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| Strike
|
20
|
HLF
|
RF
|
23
|
12
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21
|
-19
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| Dolphin (release Button)
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22 x 1/2/3/6
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Any
|
-
|
49
|
-
|
-
|
3
|
Will release automatically two seconds after reaching maximum charge. Displays charge time above Tension Guage. Useful after knockdowns for oki setups or at neutral to gain the advantage. D version can be used for certain burst bait setups into combos.
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Overhead Kiss 63214K
Potemkin Bust- aww $#%! it
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| Damage
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Guard
|
Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 40
|
90 pixels
|
R
|
25
|
1
|
-
|
-
|
May dashes forward and then grabs the opponent (dash looks like her normal dash but slightly quicker). Has some strike invincibility (~5 frames?) before it activates. On whiff it is FRCable which should always be option selected in case the opponent jumps to lead into vertical dolphins.
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Force Breaks[edit]
Go, Mr. Dolphin! Horizontal S 56D during Mr. Dolphin Horizontal S
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Go, Mr. Dolphin! Horizontal H 56D during Mr. Dolphin Horizontal H
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| Damage
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Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 22
|
any
|
-
|
1
|
20
|
landing 14
|
+10
|
A staple in all virtually all her new combos. Good at corner carrying mid/heavy characters with 6P loops as well as building dizzy. Can be used at neutral to gain the advantage or go through most projectiles. Must be jump installed in block strings/combos for jump/airdash after FRC. Auto-JIs if done alone?
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|
Go, Mr. Dolphin! Vertical 58D during any Mr. Dolphin Vertical
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| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 22
|
any
|
-
|
1
|
-
|
total: 16
|
-
|
Her best tool for extending pressure. Used rarely in combos except for starter. Can be used at neutral to establish advantage and goes over a lot of projectiles. Must be jump installed in block strings/combos for jump/airdash. Auto-JIs if done alone?
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Overdrives[edit]
Ultimate Whiner 63214H
WWWWAAAAAAHHHHH WHY WONT JOHNNY PAY ATTENTION TO ME!!!!
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 25, 17x8
|
HLF
|
R
|
7+2
|
3
|
26
|
-10
|
Good reversal but unsafe on block. Can RC on block to make safe/advantageous. Vacuums on hit which means they won't get knocked out of it anymore. Can be used to cancel OTG state to extend combos or off of normal throws. If used to cancel OTG state they can tech as soon as next OTG state occurs.
|
|
Great Yamada Attack 236236S
You can't Fuujin the whale. Do not attempt to Fujin the whale.
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 110
|
HLF
|
-
|
9+0
|
-
|
total: 74
|
-
|
Can be used as an antiair and has some upper body invincibility on startup. Can be comboed into from a 6P combo depending on spacing. Depending on opponent height when they get hit it can be comboed from. Only 9+0 directly above/behind May.
|
|
Super Screaming Ultimate Spinning Whirlwind 63214S
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 24x10
|
HLF
|
R
|
1+14
|
{2(12)}x9,2
|
15
|
+2
|
Has infinite superarmor and can be used to get out of a bad situation. Will lose to Overdrives and throws. It can be thrown from a decent range on startup with proper timing or after slashbacking one of the hits. As a reversal it is very hard to hit with since it starts 14 frames after the superflash, but if they are forced to block you are at advantage after Deluxe Goshogawara Bomber. If you hit them near the corner you will have to cancel into Deluxe Goshogawara Bomber before they fly over you to not lose an advantageous setup afterwards. It is also pretty good at chipping out the opponent if they are out of meter and are not confident enough to slashback > throw it. Also extremely useful against Eddie setups.
|
|
Deluxe Goshogawara Bomber P during Super Screaming etc.
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 48
|
HLF
|
-
|
11
|
10
|
14
|
+20
|
Makes Super Screaming Ultimate Spinning Whirlwind safer and can hit behind her if an opponent ends up on the other side and tries to challenge her. If the opponent gets behind May and tries to punish you can release this into their direction if they hit you while superarmor is still active. OHK is a safe but predictable followup to this as you are +20 on block and OHK has 25 startup frames (with guard point on last few frames). They are forced to do something with throw invincibility or jump.
|
|
Instant Kill[edit]
May and the Jolly Crew 4123641236H
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| Fatal
|
70 pixels
|
-
|
7+9
|
2
|
-
|
-
|
Can be inputted 4123641236HS or 6321463214HS no matter what side may is on. 18 frames of invincibility which could somehow be useful if you accidentally activate IK mode. Only really going to land this with a stun, which may does extremely well, and it is also good against ABA.
|
|