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* air d + A | * air d + A | ||
* air d + B (Overhead.) | * air d + B (Overhead.) | ||
* air d + D (Overhead.) | * air d + D (Overhead. Cannot be done on lower height - like hop, backstep or cancelled from f + B) | ||
* Air throw. | * Air throw. | ||
* Triangle jump. | * Triangle jump. | ||
Line 530: | Line 530: | ||
* qcb + P | * qcb + P | ||
* | * air qcb + P | ||
* (d) u + P (Use b / f to change trajectory while falling.) | |||
** hold P (The same move as air qcb + P. Only while touching the wall.) | |||
** d + P (The same move as air d + D, but as a special move. Only while falling from the wall.) | |||
** d + K (The same move as air d + B, but as a special move. Only while falling from the wall.) | |||
** close, d + D (Throw & Air throw. Only while falling from the wall. 0 frame startup.) | |||
* hcf + K | |||
* qcb + K | |||
* DM qcf qcf + P | |||
* DM qcb hcf + K | |||
* SDM qcb hcf + BD | |||
* HSDM D B C C u (Unblockable.) | |||
==Notes== | ==Notes== | ||
===Cancellable moves=== | |||
* Close: A, B, C, D | |||
* Far: - | |||
* Crouch: C, D | |||
* Jump: A, C, D | |||
* | * CD is cancellable into specials and DMs. | ||
* | * j.CD is cancellable into command moves, specials and DMs. | ||
Line 552: | Line 578: | ||
* air d + A is cancellable ( | * air d + A is cancellable. | ||
===Super cancellable moves=== | |||
* qcb + C (1) | |||
===Free cancellable into moves=== | |||
* '''hcf + K''' | |||
* '''qcb + P''' | |||
* air qcb + P | |||
* '''air d + B''' | |||
* '''air d + D''' | |||
=== Free cancellable out-of moves=== | |||
* f + B | |||
* df + B | |||
* qcb + K | |||
* '''hcf + K''' | |||
* '''qcb + C (1)''' | |||
* (d) u + P > d + P / d + K / Holp P | |||
* '''air d + B''' | |||
* '''air d + D''' | |||
* | ===Moves with Invincibility=== | ||
* | * CD (Lower: startup (last part) & active & recovery (1st part). Upper: recovery (middle).) | ||
* qcb + A (Below head: startup (middle).) | |||
* | * qcb + C (Below head: active (middle).) | ||
* (d) u + P (Full: "jumping to the wall" (1st part).) | |||
=== Moves with autoguard=== | |||
(none) | |||
* | ===Other Notes=== | ||
** | * Hard knockdowns moves are: | ||
** | ** DM qcf qcf + P (Last hit.) | ||
** | ** air d + B | ||
** air d + D | |||
** air d + A (If it hits an opponent in the air.) | |||
** (d) u + P > d + P / d + K | ** (d) u + P > d + P / d + K | ||
* | |||
* air d + B and air d + D are considered special move (you may cancel air d + A into them, and they are a free cancellable into on Max Mode) | |||
==Combos== | ==Combos== | ||
=== | ===Basic Combos=== | ||
* cr.B, cl.A / cl.B > | |||
** df + B (1) | |||
*** hcf + B {25%} | |||
*** qcb + C | |||
*** DM qcb hcf + K | |||
*** SDM qcb hcf + BD | |||
*** DM qcf qcf + P | |||
*** qcb + C (1) >> DM qcb hcf + K | |||
* cl.C > | |||
** df + B (1) | |||
*** hcf + B {30%} | |||
*** qcb + C {25%} | |||
*** DM qcb hcf + K {42%} | |||
*** SDM qcb hcf + BD | |||
*** DM qcf qcf + P | |||
*** qcb + C (1) >> DM qcb hcf + K {50%} | |||
* f + B, DM qcf qcf + P {33%} | |||
* Corner: f + B, any combo that uses cl.C | |||
===Counterhit=== | ===Counterhit=== | ||
* Counterhit: j.CD, | |||
** hcf + B {22-25%} | |||
** DM qcf qcf + P {33%} | |||
** qcb + C (1) >> DM qcf qcf + P (Corner) {45%} | |||
===Maxmode=== | ===Maxmode=== | ||
* cl.C > df + B (1) >>BC, cr.C > df + B (1) > qcb + B >> hcf + B (1) >> qcb + C (1) >> (S)DM qcb hcf + K/BD (Buffer: hcf + K/BD) {70%} {3/4 stocks} | |||
(S)qcb hcf + K/BD(Buffer:hcf + K/BD) | |||
==Attack Strings== | |||
* cl.C > df + B (1) > qcb + C | |||
* qcb + P, st.A | |||
* j.A / j.C / j.D / j.CD > air d + A > air d + B | |||
* Corner: cl.C > f + B > air d + B / air qcb + P | |||
* Already in max mode & corner: cl.C > f + B > air d + B >> air qcb + A | |||
==Strategies== | ==Strategies== | ||
* backdashing with d + A makes her backdash a bit further than usual, just like Iori. In addition, it can sometimes hit opponents out of their long range pokes, such as Billy's crouch A. The shortcut for doing this is b db + A. It is of importance to her for her keepaway game. | |||
* Mai has a great keepaway game, due to her qcf + A projectile which has very good recovery, good enough that she can punish anyone that rolls or jumps them with a qcb + A. It is advisiable that you keep enough distance from the opponent such that if they were to do a high jump forward over the fireball, they would land in front of you, not above you. Otherwise, the qcb + A might miss the opponent and you will likely get counterhit by a jump CD. The reason qcb + A is used over qcb + C is that qcb + C pushes you forward a bit, and you don't want to get closer to the opponent when he is already jumping over the fireball. You can also intercept a jump attack after the qcf + A, with a quick forward jump C. | |||
If the opponent rolled instead of jumped, then it is better to use qcb + C, since the first hit of the move comes out very quickly. | If the opponent rolled instead of jumped, then it is better to use qcb + C, since the first hit of the move comes out very quickly. | ||
* when the opponent is waking up, throw a qcf + A fireball so that it hits them late as they get up. This gives Mai a frame advantage since her fireballs recover so quickly, allowing you to followup with pretty much anything, including: | |||
** j.D, cl.C > df + B (1) > qcb + C | |||
** st.A | |||
qcb + P | ** walk up throw | ||
** jump back, air qcb + P | |||
** j.D > air d + B | |||
** cr.D | |||
** f + B overhead (not totally safe since the f + B has a long startup) | |||
One should be careful about using attack strings with df + B. They are safe on block, but the opponent can guard roll right before the df + B, make it whiff and do two hits, allowing the opponent more than enough time to punish you. | One should be careful about using attack strings with df + B. They are safe on block, but the opponent can guard roll right before the df + B, make it whiff and do two hits, allowing the opponent more than enough time to punish you. | ||
* Aor qcb + P is a high priority move that is safe on block if it doesn't hit too deep (although she can sometimes still be command thrown). After doing a safe ground attack string, you can try either poking with far A or doing a quick jump back, air qcb + P which will usually hit anyone who tried to attack on the ground, or blindly jump. This move also trades hits with many dragon punch anti-airs, and will almost always beat anti-air normals. That said, anyone with a very fast jump anti-air (such as Clark/Iori jump D) that anticipates the move, can hit her out of the move before it starts up. Thus, it is recommended to sometimes use the backdash bug after the opponent blocks some attack, and see what the opponent did. If he jumped, you can throw a qcf + A or qcb + A to hit him as he lands. If he did nothing and you're far enough, it is probably safe to throw another qcf + A. | |||
* Mai has a huge amount of mixups in the air. When the opponent is waking up from some knockdown attack, hyper jump behind opponent and do air d + D or air d + B which will crossup sometimes. Opponent is forced to block the backwards (from the jump behind), then block the other way again if the move crosses up. Air d + D can only be done from a high jump, while it is recommended to use air d + B from a hop. Both of these moves have very good priority. The air d + D is able to cleanly beat many dragon punch anti-airs, as long as Mai doesn't end up flying right in front of the opponent. | |||
* If for some reason, you are in maxmode, you can try to toss out unexpected hcf + D (which is usually suicidal), and cancel it to qcb + P if blocked, which is safe. | |||
{{Template:The King of Fighters 2002}} | {{Template:The King of Fighters 2002}} | ||
[[Category:The King of Fighters 2002]] | [[Category:The King of Fighters 2002]] |
Latest revision as of 23:59, 23 July 2020
General Info
Thanks to her massively buoyant hydrogen-filled orbs, Mai has mastery of both the skies and the flames.
Crouch height: Low
Jump: 4/37/1
Hop: 4/28/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 21 frames
Recovery roll: 20 frames
Stand | Crouch | Jump | Grab | Air Throw | Run |
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Movelist
Short Movelist
- f + B (Overhead if not cancelled into.)
- df + B (Low (1).)
- air d + A
- air d + B (Overhead.)
- air d + D (Overhead. Cannot be done on lower height - like hop, backstep or cancelled from f + B)
- Air throw.
- Triangle jump.
- qcf + P
- qcb + P
- air qcb + P
- (d) u + P (Use b / f to change trajectory while falling.)
- hold P (The same move as air qcb + P. Only while touching the wall.)
- d + P (The same move as air d + D, but as a special move. Only while falling from the wall.)
- d + K (The same move as air d + B, but as a special move. Only while falling from the wall.)
- close, d + D (Throw & Air throw. Only while falling from the wall. 0 frame startup.)
- hcf + K
- qcb + K
- DM qcf qcf + P
- DM qcb hcf + K
- SDM qcb hcf + BD
- HSDM D B C C u (Unblockable.)
Notes
Cancellable moves
- Close: A, B, C, D
- Far: -
- Crouch: C, D
- Jump: A, C, D
- CD is cancellable into specials and DMs.
- j.CD is cancellable into command moves, specials and DMs.
- f + B is cancellable (on air attacks) only when you cancel into it.
- df + B (1) is cancellable only when you cancel into it.
- air d + A is cancellable.
Super cancellable moves
- qcb + C (1)
Free cancellable into moves
- hcf + K
- qcb + P
- air qcb + P
- air d + B
- air d + D
Free cancellable out-of moves
- f + B
- df + B
- qcb + K
- hcf + K
- qcb + C (1)
- (d) u + P > d + P / d + K / Holp P
- air d + B
- air d + D
Moves with Invincibility
- CD (Lower: startup (last part) & active & recovery (1st part). Upper: recovery (middle).)
- qcb + A (Below head: startup (middle).)
- qcb + C (Below head: active (middle).)
- (d) u + P (Full: "jumping to the wall" (1st part).)
Moves with autoguard
(none)
Other Notes
- Hard knockdowns moves are:
- DM qcf qcf + P (Last hit.)
- air d + B
- air d + D
- air d + A (If it hits an opponent in the air.)
- (d) u + P > d + P / d + K
- air d + B and air d + D are considered special move (you may cancel air d + A into them, and they are a free cancellable into on Max Mode)
Combos
Basic Combos
- cr.B, cl.A / cl.B >
- df + B (1)
- hcf + B {25%}
- qcb + C
- DM qcb hcf + K
- SDM qcb hcf + BD
- DM qcf qcf + P
- qcb + C (1) >> DM qcb hcf + K
- df + B (1)
- cl.C >
- df + B (1)
- hcf + B {30%}
- qcb + C {25%}
- DM qcb hcf + K {42%}
- SDM qcb hcf + BD
- DM qcf qcf + P
- qcb + C (1) >> DM qcb hcf + K {50%}
- df + B (1)
- f + B, DM qcf qcf + P {33%}
- Corner: f + B, any combo that uses cl.C
Counterhit
- Counterhit: j.CD,
- hcf + B {22-25%}
- DM qcf qcf + P {33%}
- qcb + C (1) >> DM qcf qcf + P (Corner) {45%}
Maxmode
- cl.C > df + B (1) >>BC, cr.C > df + B (1) > qcb + B >> hcf + B (1) >> qcb + C (1) >> (S)DM qcb hcf + K/BD (Buffer: hcf + K/BD) {70%} {3/4 stocks}
Attack Strings
- cl.C > df + B (1) > qcb + C
- qcb + P, st.A
- j.A / j.C / j.D / j.CD > air d + A > air d + B
- Corner: cl.C > f + B > air d + B / air qcb + P
- Already in max mode & corner: cl.C > f + B > air d + B >> air qcb + A
Strategies
- backdashing with d + A makes her backdash a bit further than usual, just like Iori. In addition, it can sometimes hit opponents out of their long range pokes, such as Billy's crouch A. The shortcut for doing this is b db + A. It is of importance to her for her keepaway game.
- Mai has a great keepaway game, due to her qcf + A projectile which has very good recovery, good enough that she can punish anyone that rolls or jumps them with a qcb + A. It is advisiable that you keep enough distance from the opponent such that if they were to do a high jump forward over the fireball, they would land in front of you, not above you. Otherwise, the qcb + A might miss the opponent and you will likely get counterhit by a jump CD. The reason qcb + A is used over qcb + C is that qcb + C pushes you forward a bit, and you don't want to get closer to the opponent when he is already jumping over the fireball. You can also intercept a jump attack after the qcf + A, with a quick forward jump C.
If the opponent rolled instead of jumped, then it is better to use qcb + C, since the first hit of the move comes out very quickly.
- when the opponent is waking up, throw a qcf + A fireball so that it hits them late as they get up. This gives Mai a frame advantage since her fireballs recover so quickly, allowing you to followup with pretty much anything, including:
- j.D, cl.C > df + B (1) > qcb + C
- st.A
- walk up throw
- jump back, air qcb + P
- j.D > air d + B
- cr.D
- f + B overhead (not totally safe since the f + B has a long startup)
One should be careful about using attack strings with df + B. They are safe on block, but the opponent can guard roll right before the df + B, make it whiff and do two hits, allowing the opponent more than enough time to punish you.
- Aor qcb + P is a high priority move that is safe on block if it doesn't hit too deep (although she can sometimes still be command thrown). After doing a safe ground attack string, you can try either poking with far A or doing a quick jump back, air qcb + P which will usually hit anyone who tried to attack on the ground, or blindly jump. This move also trades hits with many dragon punch anti-airs, and will almost always beat anti-air normals. That said, anyone with a very fast jump anti-air (such as Clark/Iori jump D) that anticipates the move, can hit her out of the move before it starts up. Thus, it is recommended to sometimes use the backdash bug after the opponent blocks some attack, and see what the opponent did. If he jumped, you can throw a qcf + A or qcb + A to hit him as he lands. If he did nothing and you're far enough, it is probably safe to throw another qcf + A.
- Mai has a huge amount of mixups in the air. When the opponent is waking up from some knockdown attack, hyper jump behind opponent and do air d + D or air d + B which will crossup sometimes. Opponent is forced to block the backwards (from the jump behind), then block the other way again if the move crosses up. Air d + D can only be done from a high jump, while it is recommended to use air d + B from a hop. Both of these moves have very good priority. The air d + D is able to cleanly beat many dragon punch anti-airs, as long as Mai doesn't end up flying right in front of the opponent.
- If for some reason, you are in maxmode, you can try to toss out unexpected hcf + D (which is usually suicidal), and cancel it to qcb + P if blocked, which is safe.