Killer Instinct (2013)/Maya: Difference between revisions

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=== Command Normals ===
=== Command Normals ===
{{MoveData
|image= Maya 4HPhb.png|thumb
|caption= Test Caption
|name= Savage Strikes
|linkname= 4HP
|input= Back HP/4HP
|data=
{{AttackData-KI2013
  |damage= 30.6(8%)
  |counter-hit damage= 34.6(9%)
  |potential damage= 4.9 (1%)
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 9
  |active= 2[7]3[8]
2[12]3
  |recovery= 17
  |total duration= 62f
  |on hit= +8
  |on counter-hit= +8
  |on block= +5
  |special properties= --
  |description= A series of strikes using both daggers.
}}
}}
{{MoveData
{{MoveData
|image= Maya 6HKhb.png|thumb
|image= Maya 6HKhb.png|thumb
Line 437: Line 465:
|name= Axe Kick
|name= Axe Kick
|linkname= 6HK
|linkname= 6HK
|input= Forward HPK/6HK
|input= Forward HK/6HK
|data=
|data=
  {{AttackData-KI2013
  {{AttackData-KI2013

Revision as of 12:44, 10 August 2024


Introduction

Maya PLACEHOLDER CHARACTER STORY

Maya PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • In Progress
  • In Progress


Universal Mechanics

Instinct

Possession Rite: Maya's daggers fly back to her on activation, and continue to do so throughout the Instinct.

KI2013 Maya CSS.png
Character Data
Forward Walk Speed 57f to cross two large training mode squares
Backwards Walk Speed 74f to cross two large training mode squares
Forward Dash Duration 21f
  • Jump/Dagger Cancellable on 13f
  • Upper Body Invul 4-21f
  • If no direction or button is inputted then there are 4 extra frames of upper body invul past the dash's duration
Backdash Duration 23f
Pre-Jump Frames 5f
Jump Duration 38f
  • Forward Dash Forward Jump= 32f
  • Forward Dash Neutral Jump= 41f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1


Normal Moves

Maya's light punches use her yellow Temperance dagger
Maya's medium punches use her purple Vengeance dagger
Maya's heavy punches use both daggers

Standing Normals

Standing Light Punch
Stand LP/5LP
Maya SLPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
12(3%) 16(4%) -- 1.6 2.4 Mid 5 3 8 15f +4 +6 +1 Chain

To Do


Far Medium Punch
Stand MP/5MP
Maya SMPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
22(6%) 28(7%) -- 2.4 4 Mid 6 2 14 21f +3 +7 +1 --

To Do


Far Heavy Punch
Stand HP/5HP
Maya SHPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
32.1(8%) 42.1(11%) 2.7 (0.7%) 8 9 Mid 10 2[15]2 12 40f +6 +6 +5 --

To Do


Standing Light Kick
Stand LK/5LK
Maya SLKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 12(3%) -- 1.6 2.4 Mid 5 3 10 17f +5 +7 +2 --

To Do


Far Medium Kick
Stand MK/5MK
Maya SMKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 24(6%) -- 2.4 4 Mid 7 3 17 26f +2 +4 -1 --

To Do


Standing Heavy Kick
Stand HK/5HK
Maya SHKhb.png
--
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
26.8(7%) 36.8(10%) 2.3 (0.6%) 8 9 Mid 9 2[1]3 17 31f +2 +2 0 --

A twice hitting roundhouse. No close variant.


Crouching Normals

Crouching Light Punch
Crouch LP/2LP
Maya CLPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
12(3%) 16(4%) -- 1.6 2.4 Mid 5 2 9 15f +4 +6 +2 Chain

To Do


Crouching Medium Punch
Crouch MP/2MP
Maya CMPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20(5%) 26(7%) -- 2.4 4 Mid 7 3 16 25f +3 +6 0 --

To Do


Crouching Heavy Punch
Crouch HP/2HP
Maya CHPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
32.1(8%) 42.1(11%) 2.7 (0.7%) 8 9 Mid 9 12 12 32f -1 -1 -4 --

To Do


Crouching Light Kick
Crouch LK/2LK
Maya CLKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
8(2%) 12(3%) -- 1.6 2.4 Low 5 2 16 22f -2 0 -3 Chain

To Do


Crouching Medium Kick
Crouch MK/2MK
Maya CMKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 24(6%) -- 2.4 4 Low 8 5 12 24f +3 +8 -2 --

To Do


Crouching Heavy Kick
Crouch HK/5HK
Maya CHKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 34(9%) -- 4 4.5 Low 9 2 22 32f +42 +42 -3 Hard Knockdown

Standard sweep.


Close Normals

Close Medium Punch
Stand MP/5MP
Maya NMPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
22(6%) 28(7%) -- 2.4 4 Mid 6 3 13 21f +7 +10 +5 --

To Do


Close Heavy Punch
Stand HP/5HP
Maya NHPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
32(8%) 38(10%) -- 4 4.5 Mid 9 3 15 26f +9 +9 +1 --

To Do


Close Medium Kick
Stand MK/5MK
Maya NMKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
16(4%) 22(6%) 1.3 (0.3%) 4.8 8 Mid 6 3[5]2 10 25f +4 +4 0 --

A twice hitting front kick with high pushback.


Command Normals

Savage Strikes
Back HP/4HP
Maya 4HPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30.6(8%) 34.6(9%) 4.9 (1%) ?? ?? Mid 9 2[7]3[8]

2[12]3

17 62f +8 +8 +5 --

A series of strikes using both daggers.


Axe Kick
Forward HK/6HK
Maya 6HKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30(8%) 38(10%) -- 4 4.5 High 34 2 14 49f +21 +21 -3 Recapture, Opener

A very slow overhead given bite by its fake-out version (just hold the button), letting Maya slip lows and throws past tentative opponents.


Mantis
Jumping Down HP/82HP
Maya J2HPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
40.8(11%) 40.8(11%) -- ?? ?? Low 11 11 29 40+f +23 +23 -- Throw Invul 1-landing
  • An unblockable dive grab that whiffs on crouchers.
  • One-of-a-kind meterless juggle cashout (just add a break point).
  • Cannot be done from a backwards jump.


Dagger Pickup
PPP/LMHP
Maya PPPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
-- -- -- -- -- -- 2 -- 16 18f -- -- -- --

A fast and risk-free way to retrieve daggers.

Air Normals

Jumping Light Punch
Jump LP/8LP
Maya JLPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
22(6%) 26(7%) -- 1.6 2.4 High 7 5 4 15+f +15 +17 +8 --

To Do


Jumping Medium Punch
Jump MP/8MP
Maya JMPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
26(7%) 32(8%) -- 2.4 4 High 7 3 4 13+f +16 +19 +12 --

To Do


Jumping Heavy Punch
Jump HP/8HP
Maya JHPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
28(7%) 34(9%) -- 4 4.5 High 9 9 4 21+f +20 +24 +17 Crossup

To Do


Jumping Light Kick
Jump LK/8LK
Maya JLKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
18(5%) 22(6%) -- 1.6 2.4 High 8 13 4 24+f +16 +18 +9 --

To Do


Jumping Medium Kick
Jump MK/8MK
Maya JMKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
22(6%) 28(7%) -- 2.4 4 High 9 9 4 21+f +16 +19 +12 Cross-up

To Do


Jumping Heavy Kick
Jump HK/8HK
Maya JHKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
26(7%) 32(9%) -- 4 4.5 High 10 6 4 19+f +20 +24 +17 --

To Do


KI2013 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
Arbiter
Rash
Mira
Gargos
General Raam
Eyedol
Kilgore
Shin Hisako
Eagle