GGACR/May/Frame Data

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System Data[edit]

Defense Modifier: x 1.06

Guts Rating: 3

Stun Resistance: 70

Jump Startup: 3

Backdash Time: 13

Backdash Invincibility: 1-9


Normals[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P
10 1.44 3 3 1 HLF CSJR 5 4 6 0
  • Initial prorate 80%
5K
20 2.64 6 7 2 HLF SJR 9 6 9 -3
  • Foot invincible 4~17F
  • Throw invincible 4~14F
c.S
30 3.84 14 6 4 HLF SJR 7 3 15 -1
f.S
33 2.64 10 7 4 HLF SJR 12 3 20 -6
5H
50 3.84 20 6 5 HLF SR 13 4 8 +7
  • Foot invincible 13~16F
  • Staggers opponent on ground CH (max 47F)
6P (Normal)
44 3.84 14 6 4 HLF SR 16 6 18 -7
  • Above knees invincible 1~18F
  • Blows back opponent and fully untechable on ground hit
  • Blows back opponent on air hit
  • Initial prorate 90%
  • Dizzy modifier x3
6P (Charged)
44 3.84 14 6 4 HLF SR 17~47 6 18 -7~+11
  • Above knees invincible 1~11F
  • 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
6H (Normal)
70 3.84 20 6 5 HLF SR 16 6 34 -21
  • Staggers opponent on ground CH (max 47F)
  • Untechable for 80F on air CH
6H (Charged)
70 3.84 20 6 5 HLF SR 19~29 6 31 -18
  • Staggers opponent on ground CH (max 47F)
  • Untechable for 80F on air CH
  • Attack starts up 9F after releasing button
6H (Max Charge)
90 3.84 15 6 5 HF SR 27 6 21 -8
  • 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
22 3.84 11 20 4 HF R 28 3 18 -4
  • Hold down button past 16F to perform Na~nte ne (fake dust)
DAA
25 2.64 10 7 3 All R 16 6 18 -10
  • Fully invincible 1~21F
  • Throw invincible 22~37F
  • Wall bounces opponent on hit (untechable for 28F)
  • Initial prorate 50%
2P
10 1.44 3 8 1 HLF CSJR 5 4 6 0
  • Initial prorate 80%
2K
14 1.44 3 8 1 LF SR 7 4 9 -3
  • Low profile 7~10F
  • Initial prorate 80%
3K
24 2.64 5 7 2 LF RF 8 21 20 -29
  • Low profile 5~7F and 29~40F
  • Above feet invincible 8~28F
  • 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
26 2.64 10 7 3 HLF SR 9 3 15 -4
2H
44 3.84 15 6 5 LF SR 14 3 16 0
  • Staggers opponent on ground hit (Max 31F)
  • Pulls in opponent on CH (Max 43F)
2D
30 3.84 11 6 4 LF SR 7 10 8 -1
j.P
14 1.44 3 8 1 HA CSR 5 6 6 -
j.K
24 2.64 6 7 2 HA SR 6 6 8 -
j.S
30 2.64 10 7 3 HA SJR 13 4 5 -
j.H
40 2.64 10 7 3 HA SR 12 10 15 -
  • Untechable for 28F
  • Floats opponent and fully untechable on ground CH
j.2H
41 2.64 14 7 3 HA SR 13 until landing 0 -
  • Level 4 attack on block
j.D
38 3.84 14 6 4 HA SJR 10 12 24+ landing 5 -
  • 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

Throws[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Throw
55 4.0 - 6 - 43 pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw
60 4.0 - 6 - 96 pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%

Specials[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Just Kidding~
[5D]
38 -/3.84 11 18 4 LF R 35 4 25 -12
  • Floats and pulls in opponent on hit (untechable for 40F)
S Mr. Dolphin Horizontal
[4]6S
50 1.00/2.40 10 10 3 All F 7 10 8 + 3 after landing -9
  • Lower body invincinble 3~6F and 9~16F
  • Feet invincible 7~8F and 17~19F
  • 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
50 1.00/3.60 10 10 3 All F 8 20 7 + 3 after landing -9
  • Lower body invincinble 4~7F and 10~27F
  • Feet invincible 8~9F and 28~30F
  • 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
50 1.00/2.40 10 10 3 HLF/HA F 8 20 3 after landing -15
  • Throw invincible 1~3F
  • 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
50 1.00/3.60 10 10 3 HLF/HA F 8 27 landing 3 -13
  • Throw invincible 1~3F
  • 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
30 1.50/4.20 10 7 3 HLF RF 13 40 22 + landing 15 -63
  • 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
30 1.50/4.20 10 7 3 HLF RF 13 40 24 + landing 15 -65
  • 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
30 1.50/3.60 10 7 3 HA RF 10 40 landing 15 -
  • 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
30 1.50/3.60 14 7 4 HA RF 16 40 landing 15 +1
  • 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
18 0.60/3.48 10 7 2 HLA R 5 24 landing 15 -
  • 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]
20 2.5/0.0 10 7 3 HLF RF 23 12 21 -19
  • Upper body invincible 1~10F
  • Low profile 11~25F
  • 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[
22 x 1/2/3/6 1.2 x 1/2/3/6 0 7 x 1/2/3/6 3 All - 49 - - 3
  • Startup is 17F after button release (fastest release 49F)
    1. 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
40 -/6.00 - 6,1 - 90 pixels R 25 1 - -
  • Strike invincible 19~25F
  • 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[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Jackhound
214D
38 - 15 6 5 HF R 24 10 35 -26
  • Foot invincible and airborne 16~33F
  • Low profile 34~39F and 48~51F
  • Above feet invincible 40~47F
  • 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
22 - 10 7 3 All - 1 17 landing 11 +13
  • 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
22 - 10 7 3 All - 1 20 landing 14 +10
  • 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 -> 58D
22 - 10 7 3 All - 1 - total 16 -
  • Untechable for 30F

Overdrives[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Ultimate Whiner
63214H
25, 17x8 - 20x9 6,3x8 5 HLF R 7+2 3 26 -10
  • Fully invincible 1~10F
  • Throw invincible 11~13F
  • 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
  • If the 1st attack whiffs, no other attacks occur
Great Yamada Attack
236236S
110 - 20 16 5 HLF - 9+0 - total 74 -
  • Strike invincible 5~22F
  • 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
24x10 - 20x10 5x10 5 HLF R 1+14 {2(12)}x9,2 15 +2
  • Fully invincible on 1F
  • Wall bounces opponent on hit (untechable for 120F)
  • Hitstop 7F
  • Can cancel to Deluxe Tile Bomber after the start-up ends
  • Dizzy modifier x0
  • Has superarmor, can only be stopped with overdrives
Deluxe Goshogawara Bomber
Super Screaming -> P
48 - 14 6 5 HLF - 11 10 14 +20
  • Blows back opponent on hit (untechable for 60F)
  • Blockstun 28F

Instant Kill[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
May and the Jolly Crew
During ID Mode 4123641236H
Fatal - - - - 70 pixels - 7+9 2 - -
  • IK Mode activation: 70F
  • Fully invincible 1~18F
  • Whiff animation 23F

Gatling Table[edit]

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 - - 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)

Guilty Gear XX Accent Core Plus Re
Click [*] for character's frame data
System Explanations

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