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May
| "Mature Content" | |
| This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these. |
May is a recurring character in the Guilty Gear series. A cheerful and energetic member of the Jellyfish Pirates, she serves as the crew’s first mate and is deeply devoted to her captain, Johnny, who took her in and raised her after she was orphaned near the end of the Crusades.
| May | ||||
|---|---|---|---|---|
| ||||
| Origin | ||||
| Origin | Guilty Gear (1998) | |||
| Creator | Daisuke Ishiwatari | |||
| First Appearance | Guilty Gear (1998) | |||
| Voiced by | Satomi Kōrogi (Japanese), Eden Riegel (English) | |||
| Characteristics | ||||
| Species | Human | |||
| Gender | Female | |||
| Pronouns | She/Her | |||
| Sexuality | Heterosexual | |||
| Age | Unknown Adult Age | |||
| Birthday | May 5th | |||
| Height | 5'2" | |||
| Weight | 93 lbs | |||
| Ethnicity | Japanese | |||
| Status | Alive | |||
| Alignment | Chaotic Good | |||
| Occupation | Pirate, First Mate | |||
| Time Period | 22nd Century | |||
| Language | Japanese | |||
| Homeworld | Earth | |||
| Relationships | ||||
| Affiliations | Johnny, April, Novel, Jellyfish Pirates, Dizzy, Bridget, Testament | |||
| Enemies | Testament (Formerly), Justice, Delilah (Formerly) | |||
Background
| This dropdown contains the synopsis of May's story. Read at your own risk as you may be spoiled otherwise! |
|---|
|
Background Guilty Gear Guilty Gear X Guilty Gear XX Guilty Gear Xrd Guilty Gear -Strive- During the Afterstory, May and April help out Ramlethal, Baiken, Sin Kiske, and Dr. Faust in stopping Delilah from unleashing her information density across the planet. |
Appearance

General Description: May is depicted as a young girl with dark orange eyes and long brown hair that reaches her waist, usually tied in a ponytail. Despite the timeline of the series spanning several years, her youthful appearance remains unchanged.
Facial Features: She has a round, expressive face with dark orange eyes and light skin. Her long brown hair is straight and tied in a high ponytail, though she wears it loose in some appearances.
Clothing/Outfit: May’s primary outfit consists of an orange sleeveless coat resembling a dress, worn over a black skintight bodysuit, and large orange boots. She completes the look with fingerless gloves featuring silver plating and her signature orange tricorn pirate hat. She is often seen carrying a ship’s anchor roughly her own size. In the Xrd series, her waist cape is altered, losing the front cloth, and her tights are replaced with orange overalls while keeping most other design elements intact. In -Strive-, she retains her hat, gloves, and boots but now wears an orange hooded sweatshirt paired with black lycra shorts. She also carries a beige Chimaki-themed backpack, wears her hair loose, and has pink heart markings on her right leg.
Special Features: Her notable accessories include her distinctive pirate hat and the large anchor she wields in battle.
Alternate Forms/Disguises: May’s design changes across the series, but her general appearance and bright color scheme remain consistent throughout.
Personality
- Cheerful and openhearted: May is an energetic and upbeat individual who always tries to see the bright side of things. Her friendly and outgoing nature makes her easy to get along with.
- Childlike mindset: Though kind and well-intentioned, she can be naive and tends to think in simple, straightforward terms, often acting before thinking things through.
- Loyal and family-oriented: Her life revolves around the Jellyfish Pirates, whom she considers her family. She will readily sacrifice her own happiness or safety if it means protecting them.
- Deeply devoted to Johnny: May harbors strong affection for Johnny, her captain and savior, valuing him above all else. She dreams of earning his attention and strives to be seen as more mature in his eyes.
- Playful and mischievous: May enjoys jokes and pranks, often bringing laughter to those around her. Her impulsive sense of fun occasionally leads to trouble but also keeps morale high.
- Impulsive but positive: She tends to act on instinct rather than reason, leading her friends into spontaneous adventures. However, her enthusiasm and optimism make her a source of encouragement and joy.
- Fearful yet trusting: Despite her cheerful demeanor, May has a strong fear of bald people, which makes her cautious around Faust. Even so, she respects his medical abilities and puts trust in his skill.
Goals
- Save Johnny (Succeeded).
- Buy Johnny a present (Succeeded).
- Travel the world helping people with the Jellyfish Pirates (Ongoing).
Relationships
Johnny
Johnny was a pirate that grabbed May when she was a infant, giving her the name "May", with May seeing him as part father figure, part brother, and perhaps even part boyfriend to her, with May having a fierce love for Johnny[1].
In her route, learning that Testament was not planning to give her a wish, she assumes beating them will make her a hero and if she's a hero, she can break Johnny out of jail easier[2].
In Guilty Gear X she attempts to get the huge bounty on the Gear in order to give Johnny a birthday present[3].
General Information
Origin: Guilty Gear (1998)
Overall Series: Guilty Gear
First Appearance: Guilty Gear (1998)
Company: Arc System Works
Creator: Daisuke Ishiwatari
Actor
- Japanese Voice Actor: Satomi Kōrogi (Guilty Gear, Guilty Gear X, Guilty Gear XX, Guilt Gear Xrd: -SIGN-, Guilty Gear Xrd: -REVELATOR-, Guilty Gear Strive)
- English Voice Actor: Eden Riegel (Guilty Gear Strive)
Gender: Female
Sexuality: Heterosexual
Pronouns: She/Her
Handedness: Right-Handed
Age: Unknown Adult Age (RoboMay notes that she was mulling over the fact that May is technically an adult[5] and even knows May's exact age[6]. May notes herself that she is not a kid and when Chipp asks for her age he is shocked to hear the answer[7]. Even in Guilty Gear XX, May is an adult[8])
Birthday: May 5th (It's not her real birthday, but it's the day Johnny found her[11])
Time Period: 22nd Century[12]:
- During Guilty Gear (1998): 2180 (The Sacred Holy Order of Knights secured humanity's victory in 217 and the first Guilty Gear takes place 5 years later[13])
- During Guilty Gear X: 2181 (This game takes place one year after Guilty Gear[14])
- During Guilty Gear Xrd: 2187 (Directly noted in the intro to Chapter 1 to take place during this time period[15])
- During Guilty Gear -Strive-: 2187 (Directly noted that this game takes place three weeks after the end of Guilty Gear Xrd[16])
Timeline: Main Timeline
Homeworld: Earth
Residence: Pirate Ship
Story Role: Fighter, Playable Fighter, Supporting Protagonist
Legacy: Global Legacy (The Jellyfish Pirates were initially an infamous pirate crew known across the world)
Influence: Event Influence
Language: Japanese
Religion: N/A
Classification: Orphan[19], Pirate[20]
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: Pirate
Ranking: First Mate
Affiliations: Johnny, April, Novel (Made her Anchor), Jellyfish Pirates, Dizzy, Bridget, Testament
Enemies: Testament (Formerly), Justice, Delilah (Formerly)
Status: Alive
Alignment: Chaotic Good (May is apart of Johnny's pirate crew, a crew that steals from the well-off to aid those in need[23]. Johnny's crew is also noted to be a band of chivalrous bandits, who aim to help those in need[24])
Protection Level: Global Protector (Noted how she wanted to aid in stopping the end of the world[25])
- Type of Potential: Growth Potential
- Level of Potential: Transcendent Potential
- Description: Humans in Guilty Gear have been noted by the likes of Happy Chaos to experience immense growth and potential.
- Limitations: The potential is limted to how much they're willing to put in.
Archetypal Tiering: Pint-Sized Powerhouse
Codex Statistics
Grade: S
Tier: At least 8-B, Much Higher through Magic of the Backyard
Cardinality: Finite
Dimensionality: 3-D
Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[26]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[27]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[28])
Attack Potency: At least City Block level (Potency) (Justice questions how May could be so powerful, attributing it to her being Japanese[29]. Zato notes that May has ungodly strength, with it being a legacy from the incident in 1999[30]), Much Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[31] to carry more energy than anything on this planet is capable of producing[32], however without an intermediary, this energy would destroy the planet[33]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[34], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[35], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[36], being described as an obscure world that magic users temporarily access to gain power[37]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[38])
Durability: At least City Block level, Much Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[39])
Striking Strength: At least City Block Class (Potency), Much Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[40], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[41])
Lifting Strength: At least Class 25 (Can swing around a giant anchor with a single arm[42], which can weigh up to 30,000 pounds)
Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[43], running far faster then the fighter normally moves[44]), Much Higher through Magic of the Backyard
Attack Speed: Superhuman, Much Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[45]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[46])
Reaction Speed: Superhuman, Much Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[47]. Can avoid sword slashes from Johnny[48], where it's noted that Johnny's attacks move at the speed of light[49])
Stamina: Superhuman, Limitless Magic (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[50])
Range: Standard Melee, Extended Melee with Anchor. At least Tens of Meters with Instant Kill (May's instant kill has a bunch of dolphins come in and attack the entire screen along with light shooting out[51]). Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[52], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[53], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[54], being described as an obscure world that magic users temporarily access to gain power[55], with it being larger then the universe[56])
Intelligence: Average Intelligence
Knowledge: At least Journeyman level (Shown to be decently knowledgeable throughout the Explamaytions with May short series, though nowhere near as knowledgeable as Robo May[57])
Powers and Techniques
- Acrobatics (Fighters are able to perform high jumps while in combat[58])
- Air Dash (Fighters are able to dash while in the air to perform an air dash[59])
- Multiple Jumps (Fighters are able to jump twice[60])
- Aerial Recovery (Fighters through the use of Knockdown Evasion are able to flip out of a knockdown hit, ready to retaliate[61]. With Recovery Direction, when using a Recovery move while pushing a directional button, the fighter can recover from a knock down in the direction they press, allowing them a chance to counterattack if used correctly[62])
- Charged Attack (The Charge Attack System is a system where fighters charge up their attacks for increased power, being able to charge it up t three levels[63])
- Counter (Fighters through the use of Dead-Angle Attack are able to strike the enemy even while the enemy is still attacking[64]. With Counter Hit, while the opponent is trying to use a move, the fighter can counter attack by hititng them with one of their attacks, causing the opponent's time off balance to increase[65])
- Second Wind (Fighters can get back up and fight for a second round even after their health is depleted[66])
- Guard Break (With Dust Attacks, by pushing a Slash and Heavy Slash, the fighter can use attacks that break the crouching guard[68]. With Power Attacks, fighters can unleash a slow move that whe hit, has a high guard crash rate[69])
- Auto-Pilot (With Auto Guard, if fighters are not performing an action, they will automatically guard head-on attacks[70])
- Aerial Recovery Nullification (With Sweep, if this attack hits the opponent, they cannot bounce back from the attack with a recovery move[71])
- Acausality
- Future or Past Defiance: When it looks like I-No has killed Sol through destroying his past, That Man comes in to note that it is foolish to believe this "Now" is what's really important, if there is no present, then neither the past nor future can exist, making everyone immune to affects from the past or future of time as they exist in their own presents[72].
- Time Paradox Immunity
- Paradox Immunity: "Now" is what's really important, if there is no present, then neither the past nor future can exist, making everyone immune to paradoxes that effect the past or future.
- Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[73]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[74]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[75])
- Axiom Manipulation, Truth Manipulation & Information Manipulation (The Backyard is the term used to give reason to the five element configuration[76], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[77], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[78], being described as an obscure world that magic users temporarily access to gain power[79])
- Law Manipulation (Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[80]. Noted by Asuka that magic is the power to bend the rules of nature[81])
- Statistics Amplification (Magic draws power directly from the Backyard, allowing a user to amplify themself[82] to carry more energy than anything on this planet is capable of producing[83], however without an intermediary, this energy would destroy the planet[84])
- Dormant Power Reservoir (As Magic draws power directly from the Backyard, allowing a user to amplify themself[85] to carry more energy than anything on this planet is capable of producing[86], they possess immense dormant energy that they cannot release as it would result in the destruction of the planet[87])
- Biological Manipulation & Fusionism (Noted in the memoirs of Eripmavs D Yraid that through the use of magic one can fuse Gear cells to the material world, allowing them to reproduce and become at least semi-permanent[89])
- Fire Manipulation, Telepathy & Teleportation (Magic has become a foundation of people's lives in Guilty Gear, for starting fires, communicating with people from afater, teleporting[90])
- Axiom Manipulation, Truth Manipulation & Information Manipulation (The Backyard is the term used to give reason to the five element configuration[76], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[77], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[78], being described as an obscure world that magic users temporarily access to gain power[79])
- Non-Standard Interaction
- Soul Interaction: Fighters are able to fight and interact with ghost[91].
- Higher-Dimensional Interaction: Fighters are able to interact with Bedman, who deleted his own ID and became a multi-dimensional being[92].
- Transcendent Interaction: Fighters are able to interact with beings like Slayer, where it's noted by Happy Chaos that Vampires are apart of Demi-humans, who transcend genetics, physics, and even time itself with their very existence being essentially a bug in the world's programming[93].
- Non-Existent Interaction: Fighters are able to interact with Raven, a being that notes he is non-existent entity[94].
- Lock-On (Fighters are able to enter a "Lock-on Mode", where they target a single foe[96])
- Finishing Blow (With Instant Kills, if either fighter wins with an Instant Kill move, he or she wins the match immediately, no matter which round the game is currently in[98])
- Power Modification (If fighter's inflict even a single attack on a ghost they will take control of it and be able to use its abilities against the opponent[99])
- Chaos Manipulation (Fighters utilize an energy known as "Chaos Energy" to do things like perform Perfect Guarding[100] and perform Chaos Moves, a super-powerful attack that takes a completely full Chaos Bar to use[101])
- Forcefield Manipulation (Fighters can use a technique known as Faultess Defense, this allows the fighter to enter a special guard condition that creates a barrier around them preventing the opponent from shaving away strength with deadly attack, and the knock back is greater than a normal guard, giving them more time to ready an attack against the opponent[104])
- Energy Manipulation (With Roman Cancels, the fighter generates an energy field around themself[105])
- Afterimage Creation (Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[106])
- Time Manipulation (With Red Roman Cancel, knocks back the enemy and briefly slows them down in time[107]. With the Blue Roman Cancel, slows the enemy down in time[108]. With Purple Roman Cancel, slows the enemy down in time[109])
- Space-Time Manipulation (Through two fighters slamming into each other at strong forces, they spread space-time wide open[111]).
- Resistance to
- Extreme Heats (Fighters can take fire attacks from Sol, which burn around their entire body[112], along with take hits from Axl's different flame attacks[113])
- Electricity (Fighters can block and take hits from electric attacks[114], such as Justice's attacks that electrocute with each hit[115])
- Shadow Attacks (Fighters are able to take hits from Zato's shadow Eddie[116] where the Shadow can instant kill someone through destroying their shadow[117])
- Poison Manipulation (Fighters can eventually have poisons wear out[118])
- Power Modification (Fighters are able to hit each other without any effects to their abilities, where if fighter's inflict even a single attack on a ghost they will take control of it and be able to use its abilities against the opponent[119])
- Axiom Manipulation, Truth Manipulation & Information Manipulation (Fighters can face off against Gears, where Gear Cells are what That Man used to create a sphere within the Backyard which was making a physical interference with it and causing distortions within it[120], where the Backyard is the term used to give reason to the five element configuration[121], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[122], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[123], being described as an obscure world that magic users temporarily access to gain power[124])
- Law Manipulation (As they resist the Gear Cells mere existence interfering with the Backyard, they also resist other effects uch as the Backyard being a world that can rewrite the rules of the universe in any way it wants[125])
- Soul Manipulation & Information Manipulation (Fighters are able to fight against Justice, where Justice's information density is equivalent to a galaxy cluster[126], where the soul breaks down under the pressure of the information density[127], an example of this can be seen through the Backyard, when a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[128])
- Superhuman Physical Characteristics
- Intimidation (Put fear into RoboMay when she wanted the title of the segment changed through just saying "No"[131]. Sent fear into RoboMay again when she said she does not look or acct like an adult[132])
- Weapon Mastery
- Vehicular Usage
- Seaborne Vehicles: May is able to ride on dolphins[134].
- Enhanced Senses (May is able to hear April talk to her all the way from the flying ship, while she's on the ground[135])
- Bestowal (May alongside many others lended her energy to Sin Kiske and Unika as they fought the core of the entity[136])
- Animal Manipulation (Can summon animals to help her fight, such as giant whales[137], along with dolphins, the effect is shown to be done through her whistling[138])
- Vibration Manipulation (Causes shockwaves through slamming the ground with her anchor[141])
- Her Instant Kills
Equipment
Anchor

- Description: A massive anchor wielded by May as her primary weapon and trademark tool in battle. While anchors are typically used to keep ships stationary, May repurposes hers as a powerful melee weapon.
- Appearance: The anchor is oversized, featuring a thick shaft and broad flukes, often seen carried effortlessly over May’s shoulder. Its design varies slightly across games but consistently retains a nautical and industrial look.
- Usage: Despite its immense size and weight, May swings the anchor with ease, demonstrating her superhuman strength. She employs it in a wide range of techniques, from heavy strikes to projectile-based attacks.
- Function: Serves as both a physical weapon and a thematic extension of May’s maritime identity, reflecting her background as a member of the Jellyfish Pirates.
- Notable Traits: In Guilty Gear Xrd -Sign-, the anchor bears the inscription “a work of Novel 2187,” indicating it was crafted by her crewmate Novel. Across different titles, she is shown to have used multiple variations of the anchor. The weapon was originally conceived as an axe during early design stages of the character.
Notable Techniques
Gatling Combo System
Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.
Charge Attack
Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.
Instant Kill System
Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.
Chaos Moves
Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.
Dash / Back-Dash / Air Dash
Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.
High Jump
A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.
Knockdown Evasion
When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.
Double Jump
A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.
Throws
Fighters can grab opponents to throw them, being able to throw them either forward or backwards.
Mid-Air Turn
Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.
Aerial Combos
Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.
Dead-Angle Attack
When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.
Perfect Guard
Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.
Faultess Defense
Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.
Roman Cancel
While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.
Jump Cancel
There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.
Counter Hit
While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.
Recovery Direction
When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.
Instant Kill Technique
As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.
Guard
Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.
Two-Level Jumps
Fighters can jump again while in the air.
Gatling Combo
A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.
Overdrive Attack
Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.
High Jump
Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.
Forward Thrust Attack
With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.
Dead Angle Attack
At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.
Dust Attack
By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.
Sweep
Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.
Tension Gauge
The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.
Recovery
When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.
Throw
Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.
Psych Burst
Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.
Two-Level Jumps
Lets the fighter jump again while in the air.
High Jump
Press down then up on the directional buttons quickly to jump higher then a usual jump.
Forward Thrust Attack
With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.
Dead Angle Attack
At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.
The Tension Gauge must be at 50% or above for this move.
Dust Attack
By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.
Sweep
Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.
Recovery
When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.
Throw
Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.
Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.
During a Dash or Backstep, the fighter can not use a throw move.
Gatling Combo
A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.
Overdrive Attack
These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.
Instant Kill
As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.
Faultless Defense
Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.
While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.
Jump Cancel
There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.
Roman Cancel
While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.
Counter Hit
While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.
Recovery Direction
When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.
Slip
Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.
Two-Level Jumps
The fighter can jump again while in mid-air.
High Jump
The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.
Forward Thrust Attack
Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.
Psych Burst
The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.
Dust Attack
A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.
Sweep
The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.
Recovery
The fighter can regain balance when knocked down by pressing any attack button in midair.
Throws
The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.
Throw Escape
The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.
Gatling Combos
The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.
Force Break
It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.
Overdrive Attacks
These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.
Instant Kills
As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.
Faultless Defense
While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.
Jump Cancel
The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.
Counter Hit
By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.
Recovery Direction
Press any directional button while recovering to move towards that direction as the fighter recovers.
Staggering
Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.
Instant Block
Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.
Slash Back
Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.
If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.
Roman Cancel
While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.
Force Roman Cancel
Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.
Free Mode & Lock-on Mode
Free Mode
It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.
Lock-On Mode
Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.
Aerial Dash
During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.
Step
Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.
Blast Drive
Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.
Drift
During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.
Auto Guard
If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.
Modern Cancel
A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.
Cyclone Blast
It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.
Short Dash
While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.
Power Attack
The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.
Avoid Knockdown and Falling Techniques
When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.
By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.
Super Backstep
Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.
Homing Jump
Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.
Non-Command List Techniques
Anchor Mastery
May wields a massive ship’s anchor as her primary weapon and swings it effortlessly despite her small stature, demonstrating overwhelming superhuman strength.
Mr. Dolphin
May summons a powerful dolphin that charges forward at high speed to strike her opponent with tremendous force.
Dodomezaki
May briefly summons a large otter that rushes forward and collides with the opponent.
Mr. Goshogawara
May summons a killer whale that crashes into the opponent with devastating impact.
Ki Potential
Due to her Japanese heritage, May is believed to possess latent Ki manipulation abilities, though she has not yet shown clear control over this power. This power could be very likely the reason she summons animals and dolphins with magic.
Hidden Power
Individuals such as Faust have sensed an immense amount of dormant power within May, far beyond what her appearance suggests.
Command List
Guilty Gear
| Type | Name | Command |
|---|---|---|
| Normal | Fierce Strike | Right + Punch |
| Special | Aqua Rolling | DownDown RightRight + Slash |
| Special | Aqua Rolling Charge Attack | Hold RightDown RightDown + Respect (up to 3 levels) |
| Special | Restive Rolling | RightDownDown Right + Slash |
| Special | → Hard to Port | Direction + Slash during Restive Rolling |
| Special | Mr. Dolphin! | LeftDown LeftDownDown RightRight + Heavy Slash |
| Special | Mist Finer | DownDown LeftLeft + Slash |
| Special | → Gentle Mist Finer | Tap Slash during Mist Finer |
| Special | Overhead Kiss | LeftDown LeftDownDown RightRight + Kick near opponent |
| Overdrive | May Dynamic | LeftRightDown RightDownDown LeftLeft + Heavy Slash |
| Instant Kill | May Catapult | Enter Instant Kill Mode → DownDown RightRight + Punch or Kick or Slash or Heavy Slash |
Guilty Gear X
| Type | Name | Command |
|---|---|---|
| Special | Mr. Dolphin! (Horizontal) | Left (briefly), Right + Slash or Heavy Slash |
| Special | Mr. Dolphin! (Vertical) | Down (briefly), Up + Slash or Heavy Slash |
| Special | Restive Rolling | RightDownDown Right + Slash (also in mid-air) → Direction + Slash |
| Special | Applause for the Victim | LeftDown LeftDownDown RightRight + Punch or Kick or Slash or Heavy Slash (hold to charge) |
| Special | Overhead Kiss | RightDown RightDownDown LeftLeft + Kick near opponent |
| Overdrive | Ultimate Whiner | RightDown RightDownDown LeftLeft + Heavy Slash |
| Overdrive | Great Yamada Attack | DownDown RightRightDownDown RightRight + Slash |
| Instant Kill | May and the Jolly Crew | Enter Instant Kill Mode → RightDown RightDownDown LeftLeftRightDown RightDownDown LeftLeft + Heavy Slash near opponent |
Guilty Gear XX
| Type | Name | Command |
|---|---|---|
| Normal Mode | Special Skill | Down Right + Kick / Down + Heavy Slash in air / Right + Punch (hold) / Right + Heavy Slash (hold) |
| Normal Mode | Just Kidding~ | Dust (hold) |
| Special | Mr. Dolphin (Horizontal) | Left (hold), Right + Slash or Heavy Slash |
| Special | Mr. Dolphin (Vertical) | Down (hold), Up + Slash or Heavy Slash |
| Special | Restive Rolling | RightDownDown Right + Slash or Heavy Slash (also in mid-air) |
| Special | → Hard to Port | Direction + Slash or Heavy Slash during Restive Rolling |
| Special | Applause for the Victim | LeftDown LeftDownDown RightRight + Punch or Kick or Slash or Heavy Slash or Dust (hold to charge) |
| Special | → Launch / Move | DownDown RightRight + Punch / DownDown LeftLeft + Punch during Applause for the Victim |
| Special | Overhead Kiss | RightDown RightDownDown LeftLeft + Kick near opponent |
| Special | Aqua Rolling | DownDown RightRight + Slash / DownDown LeftLeft + Slash (also in mid-air) |
| Special | Mist Finer | DownDown RightRight + Kick (hold to charge) → Stance Cancel: Heavy Slash |
| Special | MU • RO • FU • SHI | DownDown RightRight + Heavy Slash |
| Special | → Follow-up | Right or Left during MU • RO • FU • SHI |
| Special | Jackhound | DownDown LeftLeft + Heavy Slash |
| Force Break | Jackhound | DownDown LeftLeft + Dust |
| Force Break | Go Mr. Dolphin (Horizontal) | Neutral Right + Dust during Mr. Dolphin (Horizontal) |
| Force Break | Go Mr. Dolphin (Vertical) | Neutral Up + Dust during Mr. Dolphin (Vertical) |
| Force Break | Delux Goshogawara Bomber | DownDown RightRight + Dust |
| Overdrive | Ultimate Whiner | RightDown RightDownDown LeftLeft + Heavy Slash |
| Overdrive | Great Yamada Attack | DownDown RightRightDownDown RightRight + Slash |
| Overdrive | Super Screaming Ultimate Spinning Whirlwind | RightDown RightDownDown LeftLeft + Slash |
| Overdrive | → Delux Goshogawara Bomber | Punch during S.S.U.S.W. |
| Overdrive | May Dynamic | LeftDown LeftDownDown RightRight + Heavy Slash |
| Instant Kill | May and the Jolly Crew | Enter Instant Kill Mode → RightDown RightDownDown LeftLeftRightDown RightDownDown LeftLeft + Heavy Slash near opponent |
Guilty Gear Xrd
| Type | Name | Command |
|---|---|---|
| Normal | -- | Right + Kick / Down Right + Kick / Down + Heavy Slash in air |
| Special | Mr. Dolphin (Horizontal) | Left (hold), Right + Slash or Heavy Slash |
| Special | Mr. Dolphin (Vertical) | Down (hold), Up + Slash or Heavy Slash |
| Special | Overhead Kiss | RightDownDown Right + Kick near opponent |
| Special | Applause for the Victim | LeftDown LeftDownDown RightRight + Punch or Kick or Slash or Heavy Slash (hold to charge) |
| Special | Don't Miss It | DownDown LeftLeft + Punch or Kick |
| Special | Ensenga? | LeftDown LeftDownDown RightRight + Heavy Slash in air |
| Overdrive | Great Yamada Attack | DownDown RightRightDownDown RightRight + Slash or Dust |
| Overdrive | Ultimate Whiner | RightDown RightDownDown LeftLeft + Heavy Slash |
| Overdrive | Ultimate Spinning Whirlwind | RightDown RightDownDown LeftLeft + Slash |
| Overdrive | → Deluxe Goshogawara Bomber | Punch during Ultimate Spinning Whirlwind |
| Instant Kill | And Then She Said... Farewell | Enter Instant Kill Mode → DownDown RightRightDownDown RightRight + Heavy Slash |
Guilty Gear -Strive-
| Type | Name | Command |
|---|---|---|
| Normal | -- | Right + Punch / Right + Kick / Down Right + Kick / Right + Heavy Slash / Down + Heavy Slash in mid-air |
| Special | Mr. Dolphin (Horizontal) | Left (hold), Right + Slash or Heavy Slash |
| Special | → Split | Kick during Mr. Dolphin (Horizontal) |
| Special | Mr. Dolphin (Vertical) | Down (hold), Up + Slash or Heavy Slash |
| Special | Overhead Kiss | RightDownDown Right + Kick |
| Special | Arisugawa Sparkle | DownDown LeftLeft + Punch or Kick |
| Overdrive | Great Yamada Attack | DownDown RightRightDownDown RightRight + Slash |
| Overdrive | The Wonderful and Dynamic Goshogawara | RightDown RightDownDown LeftLeftRight + Heavy Slash (air OK) |
Womanhood
The unmistakable strength of a Woman Fighter[144].
By honing her mind, body, and way of life, a Woman Fighter can leave her mark on her surroundings as much as on the battlefield. As womanhood is an eternal moving concept, so are the spirits and abilities that women can put to good use both in everyday life and during a fight: their personalities, speeches and even hobbies can all become assets when combined with adaptability[145].
Other
Standard Tactics: May utilizes her anchor in combat, along with summoning animals and her crew.
Weaknesses
- Standard Fighter Weaknesses: Perfect Guarding is done through the use of Chaos Energy, if the fighter has no Chaos Energy at all, they will not be able to Perfect Guard[146]. While performing Faultess Defense, the fighters Tension Gauge decreases, when the Tension Gauge power is depleted, this guar can no longer be used[147].
- Japanese Weaknesses: Information flares have an effect on the Japanese[148], transforming them into monsters[149].
- Unique Weaknesses: Nothing notable.
Explanations
The Backyard
When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[150]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[151]. The Backyard is the term used to give reason to the five element configuration[152], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[153]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[154], being described as an obscure world that magic users temporarily access to gain power[155]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[156], being larger then the universe[157]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[158]. The Backyard can be explained as a book or library that has the theory of the world written on it[159]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[160], allowing people to use magic that disproves the fundamentals of magic[161]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[162]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[163]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[164]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[165]. The Backyard is a space connected by people's dreams[166]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[167]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[168]. The Backyard has no effect on any non-living matter[169]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[170]. Noting that it is a dangerous place that could literally cause the world to break[171].
Gameplay
May is a close-range rushdown fighter known for her strong normals, good air mobility, and signature dolphin attacks. A well-balanced choice for beginners, she combines solid power, speed, and accessibility, excelling in pressuring opponents once she closes the distance.
- Playstyle: A close-range attacker who uses strong normals and mobility to overwhelm opponents at short distances.
- Strengths: Excellent aerial movement, strong priority on normal attacks, great hitboxes, and reliable pressure tools.
- Weaknesses: Relies heavily on closing distance; limited reach at long range.
- Signature Mechanic: Mr. Dolphin — a versatile charge attack that can be used horizontally or vertically for pressure, anti-air, and combo extensions.
- Ideal Range: Close range, where she can utilize her normals and Mr. Dolphin effectively.
- Recommended Playstyle: Use her mobility and priority normals to get in and maintain pressure, alternating between horizontal and vertical dolphin attacks to control neutral and approach safely.
- Playstyle: A simplified, rushdown-focused fighter with slower but stronger moves and fewer movement options.
- Strengths: High damage output, easy-to-use offense, and effective mix-ups with overhead and low options.
- Weaknesses: Reduced mobility and fewer escape tools compared to previous versions.
- Signature Mechanic: Mr. Dolphin (horizontal and vertical) remains her primary tool for approaching, pressuring, and comboing opponents.
- Ideal Range: Close range, maintaining offensive momentum and applying constant pressure.
- Recommended Playstyle: Stay near the opponent to apply mix-ups; alternate dolphin attacks and pressure strings while keeping movement unpredictable.
Profiles
| Profiles |
Height: 158 CM Having lost her parents at a young age, May was picked up by the pirate Johnny and raised as a chivalrous bandit. As time passed, she came to be charmed by her new guardian's kindness and fairness. After the previous Tournament, she had hoped to give Johnny a birthday present, but she realized she didn't have money. Then, she learned of the huge bounty put on the Gear, and decided to head for the Tournament. |
Original Translation on left. | Guilty Gear X |
| Original Translation on left. | Guilty Gear XX |
Profile
May is cheerful and openhearted, and never sweats the small stuff. She believes in taking action first, and thinking later, which is an attitude her friends often wish she could temper a little. Still, as much as she may be exasperating, her constant positivity is infectious, and no one can be around her for long without feeling buoyed by her enthusiasm.
|
Translation currently not obtained. | Guilty Gear Xrd Artbook |
| Charges forward with vibrant energy RELENTLESS GIRL She is the type to act before thinking, and her friends are frequently swept along her actions.
However, May's positive attitude is contagious and it keeps her entourage going despite their visible weariness. |
Translation currently not obtained. | Guilty Gear -Strive- |
Trivia
- May's hobbies are thinking of Johnny[172].
- May dislikes baldies, going "Baldies! Ick!"[174].
- May's name is likely inspired by Brian May, guitarist of Queen.
- Her theme "Blue Water, Blue Sky" appears to be influenced by the Skid Row song "Forever".
- May's anchor, named Bohemian, references Queen's "Bohemian Rhapsody".
- Although May's birthday is celebrated on May 5th, the first week of May is associated with the holiday "May Day", connected to spring flowers and the distress signal "Mayday" used in emergencies for planes, boats, and airships.
- Her original theme "Unidentified Child" may reference the 1986 thrash band Demolition Hammer and their song "Unidentified".
- "May Dynamic" likely takes its name from the Swedish neoclassical melodic power metal band "Dynamic".
- With her aquatic and seafaring themes, May evokes the title character Nadia from the 1990 anime Nadia, Secret of the Blue Water.

- In pre-release concept art for the original Guilty Gear, May's name was written as "五月" (the month of May in Japanese) but pronounced "May". She wielded an axe named Bohemian and was 18 years old.
- Despite her profile height remaining unchanged, in Guilty Gear X Potemkin notes that May appears taller than at the tournament.
- May has imitated Johnny's special moves on multiple occasions: Mist Finer in Guilty Gear and its EX mode, Jackhound in Guilty Gear XX Λ Core, and Ensenga? in Guilty Gear Xrd.
- May seems attracted to older men, telling Ky Kiske (aged 23–24 at the time) that he needed five or ten more years, though she may have been comparing him to Johnny.
- The day May was found coincides with Cinco de Mayo and Children's Day in Japan.
- May’s stance, weapon, and occupation are reminiscent of Motochika Chousokabe from Sengoku BASARA X, developed by Arc System Works.
- May, along with a Robo-May counterpart, is the host of ExplaMaytions with May.
- Costumes based on May's Strive design appear in Tales of the Rays for Patty Fleur, and in Soulworker for Ephnel.
- May has made guest appearances in multiple games: Lost Saga, Mabinogi Duel, Fantasy War Tactics, Last Period, Brave Frontier, Crusaders Quest, #COMPASS, Elemental Battle, Code Shifter, Counter:Side, and The King of Fighters All Star.
Codex Statistics Questions
Q: Shouldn't they scale to the higher levels of magic naturally?
A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[175], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[176], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[177], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.
Battle Records
None.
None.
None.
References
- ↑ Guilty Gear (1998) Game Manual Page 9
- ↑ Guilty Gear (1998) May Story Testament Boss
- ↑ Guilt Gear X Game Manual Page 26
- ↑ Guilty Gear (1998) Game Manual Page 9
- ↑ ExplaMaytions with May! Episode 3 - The Crusades
- ↑ ExplaMaytions with May! Episode 3 - The Crusades
- ↑ Guilty Gear Xrd -Sign- Chapter 03 Threat A
- ↑ Guilty Gear XX Winquotes "Bridget: "You shouldn't tease adults like me, OK? Learn some manners, will you!?""
- ↑ Guilty Gear (1998) Game Manual Page 10
- ↑ Guilty Gear (1998) Game Manual Page 10
- ↑ Guilty Gear (1998) Game Manual Page 10
- ↑ Guilty Gear (1998) Game Manual Page 2
- ↑ Guilty Gear Xrd Visual Book Page 2
- ↑ Guilty Gear Xrd Visual Book Page 2
- ↑ Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
- ↑ Guilty Gear -Strive- Chapter 1
- ↑ Guilty Gear (1998) Game Manual Page 10
- ↑ Guilty Gear (1998) May Story Ending
- ↑ Guilty Gear (1998) Game Manual Page 9
- ↑ Guilty Gear (1998) Game Manual Page 9
- ↑ Guilty Gear (1998) Game Manual Page 10
- ↑ Guilty Gear (1998) Game Manual Page 10
- ↑ Guilty Gear (1998) Game Manual Page 9
- ↑ Guilty Gear X Game Manual Page 9
- ↑ Guilty Gear Xrd -Revelator- Chapter 03 Sense A
- ↑ Guilty Gear (1998) Game Manual Page 2
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear (1998) May Story Ending
- ↑ Guilty Gear Xrd Rev2 Zato vs May Zato Win Quote
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear XX Λ Core Plus May Overdrive
- ↑ Guilty Gear 2 Overture Page 19
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Strive Sliding Roman Cancel
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear XX Bridget vs. Johnny
- ↑ Guilty Gear Xrd Revelator Zato-1 vs. Johnny
- ↑ Guilty Gear (1998) Story Prologue
- ↑ Guilty Gear (1998) May Instant Kill
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ ExplaMaytions with May!
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear X Game Manual Page 2
- ↑ Guilty Gear (1998) Game Manual Page 27
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear X Game Manual Page 2
- ↑ Guilty Gear Strive
- ↑ Guilty Gear Strive
- ↑ Guilty Gear X Game Manual Page 36
- ↑ Guilty Gear 2 Overture Page 21
- ↑ Guilty Gear 2 Overture Page 20
- ↑ Guilty Gear X Game Manual Page 36
- ↑ Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
- ↑ Guilty Gear (1998) Game Manual Page 2
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear -Strive- Final Chapter
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd Sign Chapter 7 Showdown B
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
- ↑ ExplaMaytions with May! Episode 1 - What is Magic?
- ↑ Guilty Gear 2: Overture Game Manual Pages 10-15
- ↑ Guilty Gear Strive Happy Chaos Arcade Extreme Route
- ↑ Guilty Gear Strive Happy Chaos Arcade Extreme Route
- ↑ Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
- ↑ Guilty Gear Xrd -Sign- Chapter 02 Struggle B
- ↑ Guilty Gear 2 Overture Page 18
- ↑ Guilty Gear 2 Overture Page 18
- ↑ Guilty Gear (1998) Game Manual Page 25
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear (1998) Game Manual Page 28
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear X Game Manual Page 2
- ↑ Guilty Gear Strive Roman Cancel
- ↑ Guilty Gear Strive Sliding Roman Cancel
- ↑ Guilty Gear Strive Red Roman Cancel
- ↑ Guilty Gear Strive Blue Roman Cancel
- ↑ Guilty Gear Strive Purple Roman Cancel
- ↑ Guilty Gear Strive Yellow Roman Cancel
- ↑ Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
- ↑ Guilty Gear (1998) Sol Badguy
- ↑ Guilty Gear XX Λ Core Plus Axl Overdrive
- ↑ Guilty Gear (1998) Justice Boss
- ↑ Guilty Gear (1998) Justice Boss
- ↑ Guilty Gear Xrd REV 2 Zato=1 Overdrive
- ↑ Guilty Gear Xrd REV 2 Zato=1 Instant Kill
- ↑ Guilty Gear (1998) Testament Overdrive
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
—"What’s wrong, Doctor?"
—"H-Hmm..., I’ll explain to you what I could read from the output data..."
—"Y-Yes."
—"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
—"U-Umm, then, what does that mean?"
—"That is... it closely resembles the special chord I use for the observation of the Backyard."
—"Doctor, forgive me, but I don’t know how you can observe the Backyard"
—"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
*[A reference to “chord substitution” in music theory]*
—"Ha... then, does that mean there are people who are smarter than you, Doctor?"
—"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
—"...Problem?"
—"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
—"Eh, who!?"
—"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
—"Gear Cells?"
—"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
—"That Man... the GEAR MAKER!?"
—"Yes, the GEAR MAKER. The villain that caused the Crusades."" - ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ Guilty Gear Xrd -REVELATOR- Chapter 07 Thesis A
- ↑ Guilty Gear (1998) May Story Ending
- ↑ ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
- ↑ ExplaMaytions with May! Episode 3 - The Crusades
- ↑ Guilty Gear XX Λ Core Plus May Overdrive
- ↑ Guilty Gear Xrd May Intro
- ↑ Guilty Gear Xrd May Intro
- ↑ Guilty Gear Strive: Dual Rulers Episode 8 - "What Makes You, You"
- ↑ Guilty Gear XX Λ Core Plus May Overdrive
- ↑ Guilty Gear Strive May Overdrive
- ↑ ExplaMaytions with May! Episode 1 - What is Magic?
- ↑ Guilty Gear Xrd REV 2 May Overdrive
- ↑ Guilty Gear XX Λ Core Plus May Overdrive
- ↑ Guilty Gear (1998) May Instant Kill
- ↑ Guilty Gear XX Λ Core Plus May Instant Kill
- ↑ Guilty Gear -Strive- Powers/Skills Womanhood
- ↑ Guilty Gear -Strive- Powers/Skills Womanhood
- ↑ Guilty Gear (1998) Game Manual Page 29
- ↑ Guilty Gear X Game Manual Page 2
- ↑ Guilty Gear Xrd -REVELATOR- Chapter 4
- ↑ Guilty Gear Xrd -REVELATOR- Chapter 4
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Revelator- Chapter 06 Cause A
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear 2 Overture
- ↑ Guilty Gear Xrd -Sign- Opening
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
- ↑ Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
- ↑ ExplaMaytions with May! Episode 6 - Another Threat Looms
- ↑ ExplaMaytions with May! Episode 6 - Another Threat Looms
- ↑ Guilty Gear (1998) Game Manual Page 10
- ↑ Guilty Gear (1998) Game Manual Page 10
- ↑ Guilty Gear (1998) Game Manual Page 10
- ↑ Guilty Gear Xrd -Sign- Chapter 02 Struggle A
- ↑ Guilty Gear Xrd Rev 2 Dizzy Instant Kill
- ↑ Guilty Gear Xrd Rev 2 Jack-O Instant Kill
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