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May

From The Codex
Guilty Gear/May
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"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
Don't worry, Johnny! May's coming to save you!
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
Born to parents from one of the colonies, May lost her family and home to the Crusades at a very young age. With no memory of her real name, birthdate, or nationality, she wandered the battlefield alone until Johnny found her in 2174 and rescued her. He named her "May" after the rainy month in which he discovered her, gave her a new home aboard the May Ship, and welcomed her into the Jellyfish Pirates as family. Over time, she became an important member of the crew and was eventually made first mate. Despite viewing Johnny as a father figure and brother, May also developed a strong romantic affection for him. However, in 2180, Johnny was captured while stealing from the rich to aid the poor and imprisoned for a long term.

Guilty Gear
Determined to save Johnny, May and her crewmates planned a daring prison break. The day before, April mentioned an alternative plan involving the Second Holy Order Selection Tournament, which granted any wish to its winner. Hoping to use the wish to free Johnny, May entered the tournament. Unaware that the competition was actually a plot to free Justice, May fought her way through but did not win. Nevertheless, Johnny managed to escape on his own. In May’s ending, Justice identifies her as Japanese before Johnny and the crew arrive to rescue her. Johnny brushes off Justice’s words and insists they celebrate his return instead.

Guilty Gear X
In 2181, May decides to get Johnny a birthday present and, upon hearing about a bounty on a Gear, sets out to capture the target herself. In one path, she meets Anji Mito, who realizes she is Japanese and urges her to ask Johnny about it—though he avoids the subject. In another, she encounters Dizzy, realizes she isn’t evil, and invites her to join the Jellyfish Pirates as her gift to Johnny. Ultimately, Johnny is the one who finds and recruits Dizzy. Though May fails her mission, she gains a new friend and helps Dizzy adapt to life aboard the ship.

Guilty Gear XX
Weeks later, the Jellyfish Pirates are attacked by I-No, who damages their ship and knocks Dizzy overboard. Testament, misunderstanding the situation, attacks May, leading to a fight. Afterward, the crew sets out to rescue Dizzy. Depending on the path, May encounters Potemkin, Bridget, or Anji—each meeting shaping her outlook on her identity and loyalty to her crew. Throughout her journeys, May becomes increasingly curious about her past and Japanese heritage, but Johnny reassures her that no matter her origins, she will always have a family with the Jellyfish Pirates.

Guilty Gear Xrd
By October 2187, May begins suffering from strange headaches, prompting Johnny to seek Faust’s help while leaving her in charge of the May Ship II. When Ramlethal Valentine declares war on humanity, May sets out to confront her but is stopped by Chipp Zanuff, who reminds her that her crew worries deeply about her. Learning from Ramlethal that she is seen as a “disease” because of her heritage, May runs away to avoid endangering her friends. Chipp later rescues her, encouraging her to face her fears. After reuniting with the crew, May tearfully apologizes, and Faust provides medicine to help her condition. The Jellyfish Pirates later assist Faust, Haehyun, and Leo Whitefang in efforts against the Cradle and the Universal Will, with May showing courage and maturity through every hardship.

Guilty Gear -Strive-
Three weeks after the events of the G4 Summit, May enjoys a peaceful life aboard the May Ship II, celebrating alongside April, Johnny, and the other Jellyfish Pirates as they settle down after the world’s latest crisis.

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

Name: May[4]

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])

Eye Color: Black[9]

Blood Type: B[10]

Birthday: May 5th (It's not her real birthday, but it's the day Johnny found her[11])

Time Period: 22nd Century[12]:

Timeline: Main Timeline

Homeworld: Earth

Residence: Pirate Ship

Birthplace: Unknown[17]

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

Ethnicity: Japanese[18]

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)

Height: 5'2"[21]

Weight: 93 lbs[22]

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])

Potential

  • 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






Equipment

Anchor

May wielding her anchor in Guilty Gear X.
  • 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)


Other

Standard Tactics: May utilizes her anchor in combat, along with summoning animals and her crew.

Weaknesses

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

Guilty Gear

Profiles
May
Don't worry, Johnny! May's coming to save you!

All the girl can remember of her infancy is the image of a suave and daring pirate captain whisking her away from a savage field of battle. The pirate, Johnny, named the orphan May, after the month of endless rain.

Throughout the long years of wild living aboard the pirates' airship, May developed a fierce love for Johnny: He was part father figure, part brother, and perhaps even part boyfriend to her.

However, one day, Johnny was caught in the act. Though he primarily stole from the well-off to aid those in need, crime is crime, and he was incarcerated. The term was not a short one, Johnny's crew immediately began planning on elaborate breakout.

And so, the day before the plan was to commence- "May! Hold on! Is it too late to change the plan?!"

"What's up, Chief Adviser April? A tournament...? And the prize is anything?! They'll grant any wish?!"

"Yeah! We could wish for Johnny to be released!"

"Good thinking! Just wait, Johnny! I'm coming!"

Original Translation on left. Guilty Gear

Guilty Gear X

May

Height: 158 CM
Weight: 40 KG
Blood Type: B
Eye Color: Black
Birthday: May 5 (The day she was found)
Origin: Unknown
Hobby: Daydreaming about Johnny

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

Guilty Gear XX

May

Original Translation on left. Guilty Gear XX

Guilty Gear Xrd Artbook

May

Profile

  • Height: 5'2"
  • Blood-Type: B
  • Weight: 108 lbs
  • Origin: Unknown (Japan)
  • DOB: May 5 (the day she was found)
  • Hobbies: Thinking about Johnny
  • Values: Johnny
  • Dislikes: Bald people

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

Guilty Gear -Strive-

Charges forward with vibrant energy

RELENTLESS GIRL
She is spunky and does not sweat the small stuff.

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.
Pre-release profile.
  • 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

  1. Guilty Gear (1998) Game Manual Page 9
  2. Guilty Gear (1998) May Story Testament Boss
  3. Guilt Gear X Game Manual Page 26
  4. Guilty Gear (1998) Game Manual Page 9
  5. ExplaMaytions with May! Episode 3 - The Crusades
  6. ExplaMaytions with May! Episode 3 - The Crusades
  7. Guilty Gear Xrd -Sign- Chapter 03 Threat A
  8. Guilty Gear XX Winquotes "Bridget: "You shouldn't tease adults like me, OK? Learn some manners, will you!?""
  9. Guilty Gear (1998) Game Manual Page 10
  10. Guilty Gear (1998) Game Manual Page 10
  11. Guilty Gear (1998) Game Manual Page 10
  12. Guilty Gear (1998) Game Manual Page 2
  13. Guilty Gear Xrd Visual Book Page 2
  14. Guilty Gear Xrd Visual Book Page 2
  15. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  16. Guilty Gear -Strive- Chapter 1
  17. Guilty Gear (1998) Game Manual Page 10
  18. Guilty Gear (1998) May Story Ending
  19. Guilty Gear (1998) Game Manual Page 9
  20. Guilty Gear (1998) Game Manual Page 9
  21. Guilty Gear (1998) Game Manual Page 10
  22. Guilty Gear (1998) Game Manual Page 10
  23. Guilty Gear (1998) Game Manual Page 9
  24. Guilty Gear X Game Manual Page 9
  25. Guilty Gear Xrd -Revelator- Chapter 03 Sense A
  26. Guilty Gear (1998) Game Manual Page 2
  27. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  28. Guilty Gear 2 Overture
  29. Guilty Gear (1998) May Story Ending
  30. Guilty Gear Xrd Rev2 Zato vs May Zato Win Quote
  31. Guilty Gear Xrd Sign Chapter 7 Showdown B
  32. Guilty Gear Xrd Sign Chapter 7 Showdown B
  33. Guilty Gear Xrd Sign Chapter 7 Showdown B
  34. Guilty Gear 2 Overture
  35. Guilty Gear 2 Overture
  36. Guilty Gear 2 Overture
  37. Guilty Gear 2 Overture
  38. Guilty Gear 2 Overture
  39. Guilty Gear Xrd Sign Chapter 7 Showdown B
  40. Guilty Gear Xrd Sign Chapter 7 Showdown B
  41. Guilty Gear Xrd Sign Chapter 7 Showdown B
  42. Guilty Gear XX Λ Core Plus May Overdrive
  43. Guilty Gear 2 Overture Page 19
  44. Guilty Gear 2 Overture
  45. Guilty Gear Xrd Sign Chapter 7 Showdown B
  46. Guilty Gear Strive Sliding Roman Cancel
  47. Guilty Gear Xrd Sign Chapter 7 Showdown B
  48. Guilty Gear XX Bridget vs. Johnny
  49. Guilty Gear Xrd Revelator Zato-1 vs. Johnny
  50. Guilty Gear (1998) Story Prologue
  51. Guilty Gear (1998) May Instant Kill
  52. Guilty Gear 2 Overture
  53. Guilty Gear 2 Overture
  54. Guilty Gear 2 Overture
  55. Guilty Gear 2 Overture
  56. Guilty Gear 2 Overture
  57. ExplaMaytions with May!
  58. Guilty Gear (1998) Game Manual Page 28
  59. Guilty Gear (1998) Game Manual Page 28
  60. Guilty Gear (1998) Game Manual Page 28
  61. Guilty Gear (1998) Game Manual Page 28
  62. Guilty Gear X Game Manual Page 2
  63. Guilty Gear (1998) Game Manual Page 27
  64. Guilty Gear (1998) Game Manual Page 29
  65. Guilty Gear X Game Manual Page 2
  66. Guilty Gear Strive
  67. Guilty Gear Strive
  68. Guilty Gear X Game Manual Page 36
  69. Guilty Gear 2 Overture Page 21
  70. Guilty Gear 2 Overture Page 20
  71. Guilty Gear X Game Manual Page 36
  72. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
  73. Guilty Gear (1998) Game Manual Page 2
  74. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  75. Guilty Gear 2 Overture
  76. Guilty Gear 2 Overture
  77. Guilty Gear 2 Overture
  78. Guilty Gear 2 Overture
  79. Guilty Gear 2 Overture
  80. Guilty Gear 2 Overture
  81. Guilty Gear -Strive- Final Chapter
  82. Guilty Gear Xrd Sign Chapter 7 Showdown B
  83. Guilty Gear Xrd Sign Chapter 7 Showdown B
  84. Guilty Gear Xrd Sign Chapter 7 Showdown B
  85. Guilty Gear Xrd Sign Chapter 7 Showdown B
  86. Guilty Gear Xrd Sign Chapter 7 Showdown B
  87. Guilty Gear Xrd Sign Chapter 7 Showdown B
  88. Guilty Gear Xrd Sign Chapter 7 Showdown B
  89. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  90. ExplaMaytions with May! Episode 1 - What is Magic?
  91. Guilty Gear 2: Overture Game Manual Pages 10-15
  92. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  93. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  94. Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
  95. Guilty Gear Xrd -Sign- Chapter 02 Struggle B
  96. Guilty Gear 2 Overture Page 18
  97. Guilty Gear 2 Overture Page 18
  98. Guilty Gear (1998) Game Manual Page 25
  99. Guilty Gear 2 Overture
  100. Guilty Gear (1998) Game Manual Page 29
  101. Guilty Gear (1998) Game Manual Page 28
  102. Guilty Gear (1998) Game Manual Page 29
  103. Guilty Gear (1998) Game Manual Page 29
  104. Guilty Gear X Game Manual Page 2
  105. Guilty Gear Strive Roman Cancel
  106. Guilty Gear Strive Sliding Roman Cancel
  107. Guilty Gear Strive Red Roman Cancel
  108. Guilty Gear Strive Blue Roman Cancel
  109. Guilty Gear Strive Purple Roman Cancel
  110. Guilty Gear Strive Yellow Roman Cancel
  111. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
  112. Guilty Gear (1998) Sol Badguy
  113. Guilty Gear XX Λ Core Plus Axl Overdrive
  114. Guilty Gear (1998) Justice Boss
  115. Guilty Gear (1998) Justice Boss
  116. Guilty Gear Xrd REV 2 Zato=1 Overdrive
  117. Guilty Gear Xrd REV 2 Zato=1 Instant Kill
  118. Guilty Gear (1998) Testament Overdrive
  119. Guilty Gear 2 Overture
  120. 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.""
  121. Guilty Gear 2 Overture
  122. Guilty Gear 2 Overture
  123. Guilty Gear 2 Overture
  124. Guilty Gear 2 Overture
  125. Guilty Gear 2 Overture
  126. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  127. Guilty Gear 2 Overture
  128. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  129. Guilty Gear Xrd -REVELATOR- Chapter 07 Thesis A
  130. Guilty Gear (1998) May Story Ending
  131. ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
  132. ExplaMaytions with May! Episode 3 - The Crusades
  133. Guilty Gear XX Λ Core Plus May Overdrive
  134. Guilty Gear Xrd May Intro
  135. Guilty Gear Xrd May Intro
  136. Guilty Gear Strive: Dual Rulers Episode 8 - "What Makes You, You"
  137. Guilty Gear XX Λ Core Plus May Overdrive
  138. Guilty Gear Strive May Overdrive
  139. ExplaMaytions with May! Episode 1 - What is Magic?
  140. Guilty Gear Xrd REV 2 May Overdrive
  141. Guilty Gear XX Λ Core Plus May Overdrive
  142. Guilty Gear (1998) May Instant Kill
  143. Guilty Gear XX Λ Core Plus May Instant Kill
  144. Guilty Gear -Strive- Powers/Skills Womanhood
  145. Guilty Gear -Strive- Powers/Skills Womanhood
  146. Guilty Gear (1998) Game Manual Page 29
  147. Guilty Gear X Game Manual Page 2
  148. Guilty Gear Xrd -REVELATOR- Chapter 4
  149. Guilty Gear Xrd -REVELATOR- Chapter 4
  150. Guilty Gear 2 Overture
  151. Guilty Gear 2 Overture
  152. Guilty Gear 2 Overture
  153. Guilty Gear 2 Overture
  154. Guilty Gear 2 Overture
  155. Guilty Gear 2 Overture
  156. Guilty Gear 2 Overture
  157. Guilty Gear 2 Overture
  158. Guilty Gear 2 Overture
  159. Guilty Gear 2 Overture
  160. Guilty Gear 2 Overture
  161. Guilty Gear 2 Overture
  162. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  163. Guilty Gear 2 Overture
  164. Guilty Gear 2 Overture
  165. Guilty Gear Xrd -Sign- Opening
  166. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  167. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
  168. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  169. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  170. ExplaMaytions with May! Episode 6 - Another Threat Looms
  171. ExplaMaytions with May! Episode 6 - Another Threat Looms
  172. Guilty Gear (1998) Game Manual Page 10
  173. Guilty Gear (1998) Game Manual Page 10
  174. Guilty Gear (1998) Game Manual Page 10
  175. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  176. Guilty Gear Xrd Rev 2 Dizzy Instant Kill
  177. Guilty Gear Xrd Rev 2 Jack-O Instant Kill