\/\May Character F.A.Q.s/\/ Open Source. This FAQ is made for the gaming community use it as you see fit. I would enjoy it if you give me credit if you quote the FAQ but I won't do anything if you don't. David Andrus 2005 I. Introduction This is my character guide to May. The best Guilty Gear Character of them all. Why is she the best? Let me break it down it down. 1. May is a pirate and who doesn’t love pirates. 2. May summons dolphins to do attack people and who doesn’t love dolphins? 3.May makes a funny sound when she walks or runs and who doesn’t love that? 4.May is under age and who doesn’t lo-- Ha. I’m just joking... So you might be thinking that this doesn’t have anything to do with actual combat and the truth is that May isn’t better than any of the other characters in the game. If you really want to play as someone that is better than everyone else then I recommend Sol Badguy. In terms of combat May has average mobility and a good amount of power. She is a simple fighter and none of her moves are difficult to execute, a good character for beginners. II. Battle Strategy Now in this section I’m going to give you my general strategies for playing as May. Of course I would consider myself an average Guilty Gear player. So keep in mind my word isn’t law in the world of 2-D fighters but hopefully I can provide you with some good insight and help you think of something you haven’t thought of before. So here is how the rest of this faq breaks down. I’m going to go move by move and give you my opinion on it. I’ll start with the basics. Ah, almost forgot the key Abbreviation Key: This is a key for the abbreviations I use in the faqs. Most of this is familiar to veteran fighting game players. But you might want to skim over it or check back if you see something that you don’t recognize. f. = forward and whatever button fallows it. (Ex. f.punch = forward and punch together) \. = forward diagonal. Pressing forward and down at the same time. I don’t think other people use this symbol in their faqs so remember this one. /. = back diagonal. Just the back and down together. hcf = Half circle forward. A basic directional combination used in a lot of fighting games. You start by pressing away from the direction you character is facing then you proceed to make a half circle on the bottom of the control pad. It’s simple stuff and if you want to be good at this game you better be able to make half circles. hcb = half circle back. The same combination as a half circle forward but in reverse. qcf = quarter circle forward. Start from down then make a quarter circle forward.Another basic directional combination that is used a lot in this game. qcb = quarter circle back isn’t used in any of Mays moves but I thought I would put it in for consistency. I think some other faqs use this so it may help you if you decide to read them. HS = Hard Slash. I just spelt the rest of the buttons out but I decided that this was a little too long. c.slash = Close slash. When May is close enough to an opponent she will do a different type of slash. You can tell by the different attack animation. RC = Roman Cancel FRC = False Roman Cancel. Currently not used in this FAQs III. The Moves Something that I want to share with you is that when doing combos you need to relize that moves do less damage the higher your combo gets. Also the damage for these moves was tested on Sol Badguy. So these moves do more less depending on whom the opponent is. //punch 10 damage There isn’t anything special about May’s punch, it’s just a fast low damage move. Nothing useful to spam unless you want to annoy people and lose. But here are some combos to use that start with the standard punch. Dash in Punch x4 kick 35 damage 5 hits Dash in Punch x2, slash, HS 63 damage 4 hits The reason I put "Dash in" is because you need to be close to for the combos to work, especially the last combo. //f.punch 44 damage The forward punch does decent damage and hits the enemy back. It also happens to set up a nice 3 hit combo. The drawback is that the move is slow and short ranged, so hitting people can be difficult. f.punch-slash-HS 113 damage 3 hit I consider this to be one of May’s main combos. A simple 3 hit combo that does good damage. You will need to be close in order to get all of the hits to connect. f.punch-slash-HS-hor.dolphin(HS) 151 damage 4 hit f.punch-slash-HS-hor.dolphin(HS)-\.kick 155 5 hit 5 hit As you can see you can connect that with the Horizontal Dolphin special move. Right after you press f.punch you need to start holding back. There is a little bit of timing need to connect with it but it’s not hard to get it down. //kick 20 damage I don’t have any wisdom to share with you about this move. It is just a kick. //slash 33 damage c.slash 30 damage Slash is one of the buttons I like to rely on in a fight and slash has the longest range of May’s regular moves. What you need to be aware of is that May will do a different type of slash if she is close to an opponent (looks like a backhand with her anchor) this slash can combo to a lot of things. The fallowing combos use that type of slash. c.slash-slash-down HS 97 damage 3 hit This is the second combo that I rely on. In the heat of battle it might be hard to think about the combinations for a fancy combo but this is one you can do without thinking. c.slash-slash-down HS-f.HS 113 damage 4 hit This just an extension of the previous combo, make sure the opponent lands close enough to pull off the f.HS. c.slash-slash- HS 102 damage 3 hit Just a slight variation as I said before the slash can combo into many different things. Make sure you are close in order to execute this properly. //HS 50 damage If you are new to the game you might find HS an appealing button to press a lot. The damage is good and f.HS has a good range.(But remember slash has the longest range) //throw 51 damage A throw is executed by being close to your opponent and pressing forward or back plus the HS button. Pressing forward will throw the opponent behind you while press back will throw them in front of you. Throws can’t be blocked and are good for switching positions with your foe. f.HS 70 damage This is the most damaging of the regular moves. Though be careful using it because it takes a while to recover from. Special Moves: //horizontal dolphin 50 damage This move can be excuted using either the slash or HS buttons. The difference between the two is the distance you travel: slash is a midway distance while HS is a long distance move. I usually like to use the dolphins after I get done blocking a series of blows since I’m already holding the back button. Also if your backing up from an opponent you might be able to surprise him by using the dolphin. //vertical dolphin 50 damage The vertical dolphin I think is a hard move to use. Like the horizontal dolphin it can be executed using slash or HS with slash being shorter range. I found that vertical dolphin can be a nice fallow up to May’s special \.kick move. If you do the slash version right after you’ll attack the enemy and if you do the HS version you’ll end up behind them. If you’re playing Isuka then reverse your direction as you do the slide then use the HS version to move away from them quickly. It’s very funny to do after you get the timing down. //restive rolling 30 damage This move is good for getting out of a corner or if your stuck in between two people. The move is more for position then it is offense. If you keep pressing slash you can change direction once. //applause for the victim 22 damage This move is as complex as May’s moves get. I’ll split this into three parts: Position, Properties, and Propaganda Position: The different button you use to execute the move makes the hoop appear at different places. HS will put a hoop at the opponent’s position. Slash will out a hoop right in front of the opponent’s position. Kick will out a hoop in front of May’s position. Punch will put the hoop at May’s position. To simplify, HS and slash create a hoop relative to the opponent’s position while punch and kick make a hoop relative to May’s position. Properties: The second part to this is that you can hold the button you used to execute the move and charge up the amount of dolphins that come out (up to three dolphins). You can do other attacks while you are holding down the button but if you get hit then the hoop will disappear along with your dolphins. Propaganda: I guess my ideas on this move could qualify as propaganda. This is May’s only projectile and she needs it to help punish enemies that like to stay far away. I like to use the punch version of the hoop then backing up from an the enemy then I let the dolphins go and launch a horizontal dolphin. It’s a dolphin beat down! Not to mention that once you look into the overdrive section you can add dolphins to overdrives to do some mean damage. //overhead kiss 40 damage I’m afraid that I don’t have much wisdom to share with you on this move. It is a throw so it can’t be blocked. The move it’s self doesn’t do much damage but it can change both you and your opponent’s positions. //special (sliding attack) 24 damage This is a move that I love to use. The damage is low but it has a long range and May is almost invincible while she does it. This move is good to get in close or just mess up your enemy’s rhythm. //special (overhead drop) 34 damage There doesn’t seem to be much to this move. This move attacks straight down, which can be and it is easy to time since May stays in the attack until she hits the ground. Overdrives //ultimate whiner 136 damage This move like the super screaming ultimate spinning whirlwind you can combo into it with a c.slash-slash- ultimate whiner. Since it is a combo overdrive it doesn’t take a huge penalty for being part of a combo. So if your opponent block the first hits then don’t overdrive, if he doesn’t then go to down on him. No wasted overdrives ever again! If you add applause for the victim into the mix and things start to get nasty. //applause for the victim-ultimate whiner-f.hs-\.kick 199 damage 13 hit This isn’t an easy combo. First start to charge applause for the victim then you have to hit your enemy with ultimate whiner near or under the hoop. Right as ultimate whiner gets into it’s last two hits you let go of the dolphins (there should be at least two by now) and they will stop the opponent from flying forward and knock them up into the air. Then just get in range execute f.HS and fallow it immediately up with the sliding attack. //great yamada attack 110 damage A great hit them once and anywhere overdrive. You can’t combo into but you would take a big loss for it even if you did. Again if you want to get mean then just add dolphins. Applause for the victim-great yamada attack-f.HS-\. kick 191 damage 5 hit Same idea as the ultimate whiner combo but easier to do since you don’t have to get close. Start charging applause for the victim then execute great yamada attack then hit your foe with the dolphins to stall him in air, run up f.HS then \.kick. //super screaming ultimate spinning whirlwind 105 damage 7 hit //delux tile bomber 135 damage 8 hit The super screaming whirlwind will actually hit 8 times but the last hit won’t be part of the combo. If you press punch when 6 shows up on the combo meter then you’ll execute the delux tile bomber for an eight hit in the combo. I don’t see a reason not to use the delux tile bomber. This special is easy to block and once you start it you can’t cancel unless you’re willing to Roman Cancel and lose another half of your tension. I also noticed that this move can be stop with projectiles(like Sol’s gunflame). What you might want to do is combo into using it. I can do c.slash, slash, then super screaming whirlwind combo easy and if they block the first hit then don’t use the move. Since it is a combo overdrive it doesn’t lose much damage from being part of a combo just make sure to hit punch when hit 7 appears in order to get maximum damage. c.slash-slash-S.S.U.S.W./delux tile bomber 155 damage 9 hit IV. Conclusion Well that is the end of my faqs. I hope you enjoyed reading the faqs and hope you go forth and beat people down with May. My email is Dorkdav@hotmail.com so if you think something needs to be added or I’ve made and error somewhere then contact me. Hopefully I’ll get around to changing it.