SvC Chaos: SNK Vs Capcom/Mai Shiranui: Difference between revisions

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'''''Ukihane'''''
'''''Ukihane'''''
* d+LK (In the air only) - A cool move that will do a hard knockdown on the opponent, but it's easier to hit a grounded opponent with it. You can use this move during a backdash too(If you can find a way to use this way, that's fine). The best way to use this move is crossuping a knocked opponent. Try this, while you're near from the knocked opponent, do a neutral jump, and then use this move for a crossup attack! You should learn this, you can need.
* d+LK (In the air only) - A cool move that will do a hard knockdown on the opponent, but it's easier to hit a grounded opponent with it. You can use this move during a backdash too(If you can find a way to use this way, that's fine). Interestingly enough, you can cancel air normals into this move(You can use this to trick your opponent in case he blocked the air move). The best way to use this move is crossup-ing a knocked opponent. Try this, while you're near from the knocked opponent, do a neutral jump, and then use this move for a crossup attack! You should learn this, you can need.


'''''Yusura Ume'''''
'''''Yusura Ume'''''

Revision as of 22:07, 22 September 2016

"No matter how beautiful I am, you don't need to hold back." By: Mai Shiranui, Ninja Girl

Introduction

Maifacesvc.png

Hey, Mai fans! You came here because you already know her(On Fatal Fury series/KoF games/Certain images on the internet), that's pretty obvious. Her first appearance was on the second Fatal Fury game, where she got popularity, and many fans(Fans on rage, thanks to Andy. You can play the game in case you don't know why yet. Maybe on KoF XIV this situation can change...). Here, she looks like a mix of her KoF 2002 version, and her '98 one. Now for her Good and Bad things.

The Ninja Waifu's Good and Bad things

Good Things:

  • She isn't that hard to learn(She will be easier if you played KoF);
  • Has many fast Normals and Special Moves;
  • She recovered her best specials from KoF98, Hakuro No Mai and Koshuu No Mai(They can help her on combos);
  • She has great air strategies(Think of Mai as Claw but with a fan, and stronger);
  • Easy BnB Combos and MAXIMUM Loops;
  • Her Super Moves can do more damage on the corner;
  • Her Exceed is her SDM from KoF 2002(If you mained her on 2002, you already know some basic confirms to it).

Bad Things:

  • She has Low Stamina;
  • Isn't that good with Light Attack chains;
  • She doesn't have many anti-air options (Koshuu No Mai is now a hit and chain move);
  • Her projectile is slow on startup and recovery;
  • Her main "2 in 1 Chain Special" (Sayo Chidouri, Ryu En Bu) is possible only on the MAXIMUM mode;
  • Her Super Moves (Especially Mizudouri No Mai) are too unsafe if blocked.

Moves List

Normal Moves

s.LP - (Close) A slow attack with her fan. It can be normal canceled, and it can be used on chains(After a cl./cr.LK). It can be normal canceled, but can't chain into the Light Attacks, sadly. (Far) A very nice poke. It can't be normal canceled, and can't chain into Lights as well, but Mai recovers very quickly after the attack, making it a safe attack to use.
s.LK - (Close) It can look like, but it doesn't hits low(There are some characters with cose low-hitting normals). It can chain into itself, and most of the other Lights too. You can normal cancel it into something if you want. (Far) A simple poke. Can be used to anti-air, but can only work depending of the opponent. You can't normal cancel it, and it can't chain into other Lights.
s.HP - (Close) For comboing purposes. Cancel it into a Special/Command Move to do damage. (Far) Doesn't have so much reach(Compared to most moves), and can't be normal canceled.
s.HK - (Close) A kick aiming upwards. Use this one like the cl.HP. (Far) Mai jumps, and does a kick. This move can't be normal canceled, but Mai will move a little forward during the move.

j.LP - (Diagonal) Mai holds her fans, and attacks with the tip of one of them. You can use this one as an air-to-air attack, or even as a Jump-in move(Mai has better options, but you still can use this one). This move can be normal canceled into her QCB+P in the air. (Neutral) Mai kicks. Dunno how can you use this one(Neutral jumps aren't that used here). This normal can't be normal canceled into QCB+P.
j.LK - (Diagonal) Mainly for crossup combos(But it's hard to combo after it). You can't normal cancel it into QCB+P. (Neutral) An attack with her tail that can be used as an defensive air-to-air attack. Can't be normal canceled into QCB+P as well.
j.HP - (Diagonal) Another fan attack. Good to start combos, and you can normal cancel it into the QCB+P. (Neutral) Mai puts her fan upwards. Use this noe if you want to hit an opponent higher than you(Assuming that he/she is jumping too). You can't normal cancel it into QCB+P.
j.HK - (Diagonal) This one should be your move to begin combos. It has good reach, angle, damage, and can crossup the opponent. Oh, if you want, you can even cancel this move into the QCB+P. (Neutral) Use this move as a kind of anti-air move. Interestingly enough, you can normal cancel it into the QCB+P! Try this: Hit the opponent in the air with a n.HK, and then cancel it into a QCB+LP for a reset setup! We'll talk about it later.

cr.LP - Just a poke. Can't be normal canceled, can't chain into other Lights. A bad thing about this move is that it's hard to chain into it, due to the startup.
cr.LK - Another one of those low-hitting moves. Can chain into other Lights, but can't be normal canceled(Forcing you to chain it in case you used it).
cr.HP - Another move for comboing. Cancel it into something, and you'll be fine. The startup of this move makes it a bad move to use after a Jump-in attack.
cr.HK - A sweep(We know you like the position, don't lie). You can normal cancel it, but you can't combo with it. Cancel it into a special move if you need meter.

Command Moves

Kokuen no Mai

  • f+LK - (If used alone) An overhead move. You can't normal cancel it, but you can combo after it on the corner(With a f.LP, or even if you walk a little forward and then do a cl.HP). You can use this one on the opponent's wakeup if you want. (If used after a normal) This move will lose the overhead properties, will lose some hitstun frames(You can't follow it up with a normal), but it will be cancelable into the QCB+P(You can use this as a corner combo).

Koukaku no Mai

  • df+LK - (If used alone) It's a slide, and it hits low. After the slide, Mai will follow it up with another kick that will do a knockdown on the opponent(And it won't act as a low move, remember that). (If used after a normal) The first hit will be a low, and the second will knockdown. Any difference? Actually, it has a difference. The first hit(The low-hitting one) can be normal canceled into any Special/Super Move(Can even combo into the Exceed!) A good thing of this Command Move is that you can freely combo any normal into it(Assuming that the normal can be normal canceled). Learn how to use this one, it can be important for your BnBs.

Dairin Fuusha Otoshi

  • d+LP (In the air only) - It's like Kyo's, will do a hard knockdown on the opponent, but can't crossup(Unlike Kyo's). It's a great combo starter too, and can even be normal canceled(And even combo, unlike the other Jumping Moves) into the QCB+P! It's easier on the corner, but if you jump deep enough, you can do it on midscreen.

Ukihane

  • d+LK (In the air only) - A cool move that will do a hard knockdown on the opponent, but it's easier to hit a grounded opponent with it. You can use this move during a backdash too(If you can find a way to use this way, that's fine). Interestingly enough, you can cancel air normals into this move(You can use this to trick your opponent in case he blocked the air move). The best way to use this move is crossup-ing a knocked opponent. Try this, while you're near from the knocked opponent, do a neutral jump, and then use this move for a crossup attack! You should learn this, you can need.

Yusura Ume

  • d+HK (In the air only) - An attack with her butt(Don't abuse of it in a real match, you can see it on the training move anytime you want). On hit, you can crossup the opponent(On his/her wakeup, I mean). You can use this move as an air-to-air move too, it stays for a long time.

Special Moves

Kachou Sen

  • QCF+P - Mai's classic projectile. The button pressed will determine the speed of it. Don't use this outside of combos(I mean, to begin corner combos from fullscreen away), because it has a very long recovery(Mai needs to find another fan on her... You know).

Hissatsu Shinobi Bachi

  • HCF+K - Another classic move. The LK version does two hits, and can be used on combos, while the HK version does only one hit, and can't be used on combos(Thanks to the long startup). The first hit of the LK version can be MAX canceled too.

Ryuu Enbu

  • QCB+P - You know this move too, because it's a classic one. The LP version does only one hit(But can't be comboed after the Lights), and the HP version does two hits, and can be comboed from any cancelable move(Including the Lights), which is good!

Sayo Chidori

  • QCB+K - This is a great move. The button pressed will determine the speed of the attack. The LK version is very fast, and can be used to anti-air the opponent. The HK is just slower(Can't even combo). Mai has a loop using this move on the MAXIMUM Mode(The hit can be MAX canceled).

Hakuro no Mai

  • DP+P - A move from her KoF '98 version. The LP version will do 3 hits, and the HP will do 5 hits, while the last hit of each version will knock the opponent down, and any hit can be MAX canceled(But you can't combo with the last hit, so... Cancel after it). Mai has a MAXIMUM Mode loop involving this combo too.

Koshuu no Mai

  • DP+K - It was a great anti-air... Thanks, SNK. On KoF '98, Mai would do a Flame Kick, which was great to anti-air! But this has changed. Now it's a rush move. The button pressed will determine the distance Mai will travel. If you ask me: "It looks good, can I combo with it?" I'll just say: "No." But there is a good thing about it, the hit can be MAX canceled, but I don't know why would you cancel it, because you can't combo it from normals/Command moves, and you can't MAX cancel moves into it. You can use this to punish the opponent from far away, but only that.
    • Follow-Up:
      • Tsuika Kougeki
        • DP+K - Here is the flame kick... A sad thing about it is that you can only use this move if the move above connects(Meaning, no anti-air for Mai). Anyway, each one will do 2 hits, and the button pressed will determine where Mai will land. On the LK version, Mai won't move from her initial position, and she will land very quickly. On the HK version, Mai will jump forward while attack, but she will take some time to land, making it unsafe on block.

Musasabi no Mai (Kuuchuu)

  • QCB+P (In the air only) - Classic move. This one is Mai's dive attack. The button pressed will determine the angle, and the speed of the move. Each version will act as an overhead too. You can cancel some air normals into it, which is interesting for her! You can use this move during a backdash too, which can be useful to build meter.

Musasabi no Mai (Chijou)

  • Charge d, u+P - Mai will do a wall leap(Like Claw, or even Choi). After the jumps off the wall, you can move her(With the left/right directionals), to decide where she will land/attack. The button pressed won't change anything.
    • Follow-Ups:
      • Musasabi no Mai
        • Hold P - Mai will do her dive. The button will determine the angle, like the normal version. It has the same properties as it too.
      • Musasabi no Mai (Kuuchuu)
        • QCB+P - The dive again. It has the same properties as the other dive versions.
      • Ukihane
        • d+K - Mai will do her d+LK Command Move(No matter the button pressed). It has the same properties as it too(You can try to crossup using this version too).
      • Yusura Ume
        • d+P - Mai's d+HK, with the same properties.
      • Toki Tsubute
        • d+HK (While near from the opponent) - A grab. It's unblockable, but dangerous anyway. I think you can grab an opponent in the air too, but I'm not sure. It will do a hard knockdown on the opponent too.

Super Moves

Mizudori no Mai

  • QCF(2x)+P - Mai will throw 3 fans on the opponent(Like a Super projectile, but each one will act as a normal projectile), and the last one will knock the opponent down. The button used will determine the speed of the 3 projectiles. You can use this move on some combos, because each fan attack does good damage.

Hou'ou no Mai

  • QCB(2x)+P - This is a great move to use. You can use this move to punish projectiles, due to the part where Mai is going up. If you hit an airbone opponent with this move, you'll get more damage, and you'll have the opportunity to juggle after it(There are some corner combos using this feature, I think).

Exceed

Hissatsu Shinobi Bachi

  • QCB, HCF+KK - Mai's SDM from KoF 2002(But it's very damaging here). This Exceed is very fast on the startup, but can only be confirmed from the Heavy Normals(Or the df+LK if canceled into). There are some simple confirms for it, and you won't have problems with them.

The Basics

Some combos: (Without MAXIMUM Mode)

1- [Jumping Attack]Close C/Crouch C,(df+B),qcb+K,qcb+P or hcf+K or dp+P

2- [Jumping Attack] Close C/Crouch C,df+B,qcf,qcf+P or EXCEED

3- [Corner only,qcf+A] Jumping Attack,any combo of above

Advanced Strategy

Some combos (With MAXIMUM Mode)

1- [Jumping Attack], Close C/Crouch C, (df+B), (dp+HP (4 hits) MC qcb+K MC) x N to end with qcb+P or Exceed

Match-Ups