Guilty Gear Strive May character guide
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May is one of the central characters in the Guilty Gear series. May is the First Mate of the Jellyfish Pirates. This guide will give players the tools to excel at May’s relentless offense. May is classified in Guilty Gear Strive as a balanced character. Her moves can reach across the screen and work at about any range.

Upcomer’s Guilty Gear Strive character guides use numpad notation. Numpad notation is a universal form of notating fighting game inputs that is able to go past language barriers. It is based off numpads that can be found on a computer keyboard. Five is the joystick at neutral and the numbers branch out from there. For example 236 would translate to down, down-forward, forward in numpad notation.

Guilty Gear Strive inputs

Guilty Gear Strive Input Name Shorthand
Punch P
Kick K
Slash S
Heavy Slash HS
Dust D

Command normals

Move Name Input Description
Command Normal 1 6P May does a short forward jab. This move has upper body invincibility, making it a good move to counter jump-ins and aerial attacks.
Command Normal 2 6K May does a leaping overhead kick. This move will go over low attacks and hit opponents that are crouch-blocking. On block the move pushes May back but has decent recovery
Command Normal 3 3K May slides on her anchor a short distance. On hit this move will knockdown May’s opponent. The move will slide under attacks that hit high.
Command Normal 4 6HS (Hold OK) A slow startup overhead anchor swing. Players can hold down HS to charge up the attack for more damage. If hit in the corner this move can lead to high combo potential.
Command Normal 5 2Hs in mid-air May will lunge down with her anchor onto her opponent. This move can be used to change the trajectory of her jump and catch opponents off-guard.

Special attacks

Move Name Input Description
Mr. Dolphin (Horizontal) 4(Hold)6S or 4(Hold)6HS May boards Mr. Dolphin and lunges horizontally at her enemy. The S version has a fast start up but longer recovery, making it good for use in combos. The HS version has a slower start up but will recover faster, making it better for poking.
Mr. Dolphin (Vertical) 2(Hold)8S or 2(Hold)8HS May boards Mr. Dolphin and lunges vertically at her enemy. The arc Mr. Dolphin takes can be used both as an anti-air and a way to hit grounded opponents. The S and HS versions have different arcs.
Overhead Kiss 623K May’s command grab. When used in the corner the move can be a combo starter. Whiffing this move will leave players wide open.
Arisugawa Sparkle 214P or 214K May summons a seal to hit a volleyball projectile at her opponents. This is a good poke to use at mid-screen to try and put pressure on opponents. The P and K versions have different trajectories.

Overdrives

Move Name Input Description
Great Yamada Attack 236236S May summons a giant pink whale and a wave. This projectile fills the entire screen but starts from the corner with a slow projectile speed. If May is in the corner the start up of this Overdrive is faster
The Wonderful and Dynamic Goshogawara 632146HS (Air OK) May boards a killer whale and lunges forward in an arc similar to Mr. Dolphin (vertical). This move has fast start up and invincibility on start up, making it a good anti-air or a good attack to counter grounded opponents.
Josh Petrofsky is an aspiring journalist currently studying at San Diego State. Josh is a San Diego local of 10 years and is the current Fighting Game Coordinator and former President of Aztec Gaming, San Diego State's video game and esports club. During his downtime Josh like to relax by playing Apex Legends or watching old WCW shows from the 1990s.
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