Win rate
53%(81-72)
Pick rate
3%
Total players
153
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Bursting with energy and optimism, May shines bright even in the roughest times. This upbeat attitude makes a little girl swinging a huge anchor seem even more terrifying.Know more
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Win rate
53%(81-72)
Pick rate
3%
Total players
153
The chart shows this character's most frequent matchups, and also the most favorable ones based on win rate.
Win rate
Matchups based on at least on 50 games.
Most played vs:
LeoWins-losses:
Best vs:
NagoriyukiWins-losses:
Worst vs:
AxlWins-losses:
Player | Games | Wins | Losses | Win rate |
---|
Attack: 7
Defense: 5
Range: 7
Mobility: 6
Difficulty: 4
May was born in one of the Japanese colonies and lost her parents to the Crusades. As a child, and was left alone, aimlessly wandering the battlefields, trying to survive. One day, she was picked up by a roguish captain of Jellyfish Pirates, Johnny. He called her May, after the month when she was found. She joined the pirates and grew to love them like her own family. Her feeling for Johnny also blossomed into something more as she grew to love him. Even though Johnny didn’t see her that way, May wanted to become a woman he’d be attracted to.
Johnny often stole from the rich to give to the poor, and in 2180, police managed to catch him. The Jellyfish Pirates start planning how to break him out right away, but before putting things into action, they hear about the Second Holy Order Selection Tournament. The grand prize is anything the winner wants. May sets out to compete with a wish in mind, but it all turns out to be a trap to revive Justice. May survive the bloodshed, and while her plan failed, Johnny manages to escape the prison on his own.
When Johnny’s birthday approaches, May wants to give him a special gift but doesn’t have any money. To fix this, she sets out to collect a bounty on a Gear called Dizzy. While her search fails, Johnny happens to find Dizzy instead and convinces her to join the pirates. After some time, I-No unexpectedly attacks the ship and causes Dizzy to fall down. May sets out to find her new crewmate and successfully guides her back. However, around the same time, she meets Anji and begins to wonder about her origin.
Near the end of 2187, May came down with an unknown illness. Johnny immediately went to find help, but Ramlethal declared war on humanity while he was out, and May went off to fight her. She encounters Chipp along the way, and they fight Ram together. Ram reveals that May is Japanese and calls her a disease. She runs away, not wishing to burden her friends, but Chipp quickly finds her and assists in returning her to Johnny. With the help of Faust and Kum Haehyun, they manage to develop a medicine for May and uncover a virus going among the Japanese, which is tied to the entire Cradle incident. Once May’s health improves, she, along with Kum, Baiken, and Answer, provide vital assistance in the final fight against Ariels, which leads to her being defeated and captured.
May is a very spirited girl with a genuine and cheerful attitude about life. So much so that she tends to charge into action without giving things a second thought. Even though it can be a problem for people around her, her infectious positivity also tends to lift their spirits. May is eager to make new friends and treasures her relationship with others, especially Johnny and Jellyfish Pirates.
May is a short girl with long brown hair and brown eyes. She wears large orange boots, black lycra pants, a baggy orange sweatshirt, black fingerless gloves, a large puffy orange hat with skull and bones emblem, and a brown backpack resembling Chimaki, the mascot of the Guilty Gear series.
May is a well-rounded character and feels comfortable at almost any range and situation. In particular, she has an excellent set of normal moves with disjointed hitboxes that allow her to outpoke her opponents on the ground and in the air. They also deal a fair bit of damage, allowing her to whittle down opponents through trades and stray hits efficiently. However, the main features of her gameplay are the dolphin moves. Vertical dolphin serves as a strong anti-air and combo extension tool, while horizontal dolphins enable intense pressure.
Her only drawbacks lie in some moves being rather dangerous to whiff and mediocre defense, relying on universal mechanics, or very punishable reversal super.