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General Info
Crouch height: Medium
Jump: 4/39/1
Hop: 4/29/1
Dash: 3/10~∞/3
Backdash: 3/12/3
Wakeup: 25 frames
Recovery roll: 32 frames
Stand | Crouch | Jump | Backdash | Grab | Run | |
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Hero | ![]() |
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N/A | ![]() |
Colors
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Movelist
Normal Mode
Hero Mode
May Lee's Bugged Mode
- f + A
- May Lee does a little splits kick attack similar to the animation of her jump D(N)
- takes off 50% of an entire bar of health the first time it connects. If it hits again, it does 25%, then 12.5%, etc until it only does one pixel of damage
- it is possible to juggle the opponent after this move
- May Lee does a little splits kick attack similar to the animation of her jump D(N)
- df + B
- May Lee does a weird dance as she slides about 1/3 of the screen. This seems to have no use
- qcb + A
- May Lee does a little hop in the air. It builds some stock, and can be used with her hcb f + P glitchy move
- qcb + C
- two anti-air kicks which send the opponent into the air. Then she does some other kicks which whiff the opponent
- qcf + A
- May Lee does 3 kicks forward, then a low kick
- qcf + B
- one kick, followed by a weird dance that does nothing
- qcf + D
- May Lee does a two hit kick similar to her Lightning Needle qcf + K (N), then flies across the screen
- hcb f + P
- must be done up close like a throw. The opponent becomes stuck to May Lee
- the opponent stays stuck on May Lee if she repeatedly dashes (if she keeps running without cancelling the run, the opponent falls off), or backdashing, doing qcb + A or doing close A/Crouch A. Repeating qcb + A will build stock and keep them stuck to you
- when the opponent does fall off, they get damaged as if they were thrown
- must be done up close like a throw. The opponent becomes stuck to May Lee
- DM air qcf qcf + P
- May Lee flies/teleports across the screen, doing some kicks. These kicks do not actually damage the opponent, but they send him into the air for a juggle
- SDM qcf qcf + AC
- you lose two stocks, and this move does nothing but some weird dance animation
- HSDM f B C f C
- she goes into a stance similar to her Blazing Intercept hcb + K counter, then performs the three kicks after it, sending the opponent into the air
- if the first kick connects, then May Lee freezes in the air. The opponent cannot damage her in any way. If you wait for about 10 seconds, she goes back to normal
- she goes into a stance similar to her Blazing Intercept hcb + K counter, then performs the three kicks after it, sending the opponent into the air
Short Movelist
All Modes
- ABC (N/H) (Change from "Normal mode" to "Hero mode" and vice versa. All ground non-super, non-throw attacks may be cancelled into this move on hit/block and normal attacks may also be cancelled into this on whiff.)
Normal Mode
- hcb + K (N) (Counter: any.)
- qcf + K (N)
- [FOLLOWUPS-1]
- K
- K
- [FOLLOWUPS-1]
- [FOLLOWUPS-1]:
- b + K (Same move as hcb + K (N).)
- u + K
- uf + K
- d + K (Overhead.)
- df + K (Overhead.)
- d + K (Low.)
- DM qcb qcb + K (N) (Overhead.)
- SDM AC BD ABC (N)
Hero Mode
- f + A (H) (Parry.)
- df + B (H) (Low.)
- qcf + P (H)
- qcb + P (H) (A: Overhead.)
- hcb f + P (H) (Throw.)
- qcf + K (H) (B: Counterwire.)
- DM air qcf qcf + P (H)
- SDM qcf qcf + AC (H)
- HSDM f B C f C (H)
Notes
Cancellable moves
- Close: A (N), B (N), C (N), D (N; 2), A (H; 2), B (H), C (H), D (H)
- Far: A (N), A (H; 2), B (H), C (H), D (H)
- Crouch: A (N), B(N), C (N), D (N), A (H), B (H), C (H), D (H)
- Jump: C (H), D (H, High only)
- CD (N) is cancellable into specials and DMs
- CD (H) is unblockable, counterwire and negates projectile, but is cancellable only to mode switch (ABC).
- df + B (H) is cancellable. But nothing will combo after.
- f + A (H) is cancellable if autoguard is triggered.
- She can cancel all normals and special moves (that connect when she is on the ground), into the modeswitch (ABC). She can cancel all whiffed normals into the modeswitch (ABC) but not whiffed command moves or specials.
Super cancellable moves
- qcf + K (N) > K
- qcf + C (H)
- qcb + P (H)
- qcf + K (H)
Free cancellable into moves
(none)
Free cancellable out-of moves
(none)
Moves with Invincibility
- st.D (H) / cl.D (H) (Lower: startup & active.)
- DM qcb qcb + K (N) (Full: startup.)
Moves with autoguard
- qcf + C (stratup (??).)
Other Notes
- May Lee cannot block in hero mode. Because of that she cannot use guard cancel in hero mode either.
- May Lee cannot use j.CD in hero mode.
- Her cr.C (H) whiffs if used against crouching opponents
- To enter May Lee's bugged mode, the opponent must do a free cancel which must either be blocked or whiff. She cannot block in the bugged mode and only has access to the commands of her Hero mode moves. If she is hit, or she uses the modeswitch (ABC), the bug goes away.
Combos
Basic Combos
- st.C (H) / st.D (H) >
- HSDM f B C f C (H) {Max Mode + 1 stock}
- SDM qcf qcf + P (H) {Max Mode + 1 stock}
- qcb + A (H) >> DM air qcf qcf + P (H) {1 stock}
- hcb f + P (H) (Close.)
- qcf + A (H)
- df + D (H)
- cr.C (H) > qcb + C (H), qcb + A (H) >> DM air qcf qcf + P (H) {2 stocks}
- (st.B (H) / cr.B (H)) x N >
- HSDM f B C f C (H) {Max Mode + 1 stock}
- SDM qcf qcf + P (H) {Max Mode + 1 stock}
- hcb f + P (H)
- cl.D (N; 2) >
- DM qcb qcb + K (N) {40%} {1 stock}
- qcf + K (N,1) > ABC, st.D (H) ...
- qcf + K (N,2) >
- K (N) >> DM qcb qcb + K(N) {55%} {2 stocks}
- K (N) >
- uf + K (N) > d + K (N) {33%}
- df + K (N) > ABC,
- st.D (H) >
- qcb + A (H) >> DM air qcf qcf + P (H) {75%} {2 stocks}
- qcf + A (H) {50%}
- hcb f + P (H)
- df + D (H)
- j.D (H; Buffer: qcf uf + D) > DM air qcf qcf + A (H; Buffer: qcf + P) {55-60%} {1 stock}
- st.D (H) >
- cl.D (N; 1) > ABC, cr.C (H) >
- qcb + C (H),
- j.D (H) {42%}
- DM air qcf qcf + P (H; Buffer: qcf uf qcf + P) {55%} {1 stock}
- qcb + A (H; Delayed) >> M air qcf qcf + P (H) {55%} {2 stock}
- qcb + C (H),
- qcf + K (N; Blocked) > K (N; Blocked) > d + K (N) > ABC, qcb + A (H) >> air qcf qcf + P (H) {48%} {2 stock}
- hcb + K (N; Counter),
- j.CD (N)
- > ABC, DM air qcf qcf + P (H; Buffer: qcf uf qcf + P) {50%} {1 stock}
- cr. C (H; Opponent in air) > ABC, qcf + K (N; 1) > ABC, qcf + B (H) {24%}
Corner
- cl.D (N; 1) > ABC, cr.C (H) >
- qcb + C(H), wait split second, qcb + A (H) {43%}
- ABC, qcf + K(N; 1) > ABC, qcb + A (H) >> DM air qcf qcf + P (H) {60%}
- hcb + K (N; Counter) > ABC, qcb + C (H),
- qcb + A(H) >> DM air qcf qcf + P (H) {70%}
- ABC, qcf + K (N) > ABC, qcb + A (H) >> DM air qcf qcf + C (H) {72%}
Maxmode
- Corner: cl.D (N; 2) >> BC, run, cl.D(N; 1) > ABC, cr.C (H) > ABC, qcf + K (N), SDM AC BD ABC (N)
- cl.D (N; 1) > ABC, cr.C (H) >> BC, cr.C (H), wait until she recovers, qcf + C (H) > ABC, qcf + K (N; 1),
- SDM AC BD ABC (N)
- ABC,
- DM air qcf qcf + P (H) {60%}
- ( qcb + A (H) >> DM air qcf qcf + C (H) {75%}
- cl.D (N; 2) > qcf + K (N) > K (N) > df + K(N) > ABC, cl.D (H) >> BC, st.C (H) >
- SDM qcf qcf + AC (H) {85%}
- HSDM f B f C C (H) {85%}
Counterhit
- Counterhit: CD (N) > ABC, qcf + B (H) {15%}
- Counterhit & corner: CD (H) > ABC, qcf + K (N, 1) > ABC, qcb + A(H) >> DM air qcf qcf + C (H) {55-60%}
- Counterhit: qcf + B (H),
- DM air qcf qcf + P (H) {35%}
- qcb + A (H) > DM air qcf qcf + C (H) {50%}
Attack Strings
- (cl.D (N; 1) > ABC),
- cr.B (H) x 2 >
- qcf + A (H) > ABC
- df + B (H) > ABC
- cr.D (H) > df + B (H) > ABC
- cr.B (H), cl.D (H) >
- qcf + A (H) > ABC
- df + B (H) > ABC
- cr.B (H) x 2 >
- cr.D (N) / st.D (N) > ABC, st.C (H) >
- qcf + A (H) > ABC
- df + B (H) > ABC
- cl.D (N; 2) > qcf + K (N) > K (N) > df + K(N) / d + K (N) > ABC, st.D (H) >
- qcf + A (H) > ABC
- df + B (H) > ABC
- cl.D (N; 1) > ABC, cr.B (H) > qcf + A (H; 1) > ABC, move forward slightly, use any of above strings
Strategies
May Lee is one of the strongest characters in the game, once you get past her execution barrier. Her gameplan involves massive pressure with her long attack strings, which involve repeated switches between her two modes. All of her normals and special moves (that don't make her go into the air), can be cancelled into her ABC modeswitch, even normals that cannot be cancelled into special moves, like her Far D(N). Cancelling a move into the modeswitch has negligible recovery time, so most of the time the opponent would either get hit if they tried to do anything between your mode switch strings, or would be in blockstun. That said, only some hits should be cancelled into the modeswitch - mainly hits that do not push May Lee far enough to prevent her from following up with another move quickly enough.
She doesn't have any particularly fast anti-airs that would be useful for her on wakeup. Her crouch C(N) is probably her highest priority (and fastest) anti-air, although it should not be attempted to be used on your wakeup, when the opponent is already coming down and about to hit you, as you'll get stuffed. It is best used for opponents that high jumped in and are relatively high in the air when you decide to anti-air. Her far D(N) is good for stopping opponents close to you that are attempting to jump. And once again, this is a relatively safe thing to do since you can modeswitch at any point during the move, including on whiff. Her crouch C(H) is also noteworthy, although it is a bit slow to do on reaction to a jump. It is better to do this move in anticipation to a jump, and cancelling into the modeswitch, whether it connects, or you guessed wrong. Crouch C(H) also has a juggle property, allowing you to combo after (even if it didn't counterhit an opponent in the air). The usual combo to use is cr.C (H) > ABC, qcf + K (N,1) > ABC, qcf + B (H), with better options available if in the corner (refer to combo section). May Lee has no reliable anti-air for when the opponent is about to hit you with an air attack and you haven't gotten up yet. It is best to block in this situation.
May Lee has a great mixup with her unblockable stand CD in hero mode. If timed right, it can hit the opponent just as they are waking up, giving them little opportunity to counter with a fast wakeup move. It is also able to counterhit people out of some wakeup moves, such as Iori's dp + P, and counterhitting will result in a counterwire which can lead to some big damage. If the opponent attempts to roll out of the way, this is even worse since May Lee can cancel the CD into her normal mode at any point during the move, thus allowing you to combo or throw them. This move can be used for mindgames by making the opponent think he can counter it, then cancelling to her normal mode in the last instant, blocking and punishing the opponent if they did decide to do attack or roll.
May Lee is also one of the few characters that can cancel her CD counter (N). It can only be cancelled into her hero mode (ABC), and you should always do this to keep the pressure on, preventing the opponent from taking advantage of recovery rolling the counter. In the case that the CD counter (N), you can actually combo after. Outside the corner, the only thing that can combo is qcf + B (H). In the corner, you can combo her qcf + A (H) or qcb + A (H).