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| All versions can be used as juggle enders, especially in the corner where Mai can maintain oki and the short horizontal range is less of a problem. Several juggle routes only allow a 5 or 6-frame attack to connect, preventing her from landing {{clr|H|623HK}} for its extra damage. | | All versions can be used as juggle enders, especially in the corner where Mai can maintain oki and the short horizontal range is less of a problem. Several juggle routes only allow a 5 or 6-frame attack to connect, preventing her from landing {{clr|H|623HK}} for its extra damage. |
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| {{clr|OD|OD Ryuuenjin}} is Mai's primary reversal, with the usual 6-frame startup and full invincibility. It has the highest juggle potential of all versions, which can be worthwhile if you need the last bit of damage for a kill. On hit, she doesn't get great midscreen oki, but she can pressure with a ranged {{clr|DR|Drive Rush}} normal like {{clr|H|5HP}}. | | {{clr|OD|OD Ryuuenjin}} is Mai's primary reversal, with the usual 6-frame startup and full invincibility. On hit, she doesn't get great midscreen oki, but she can pressure with a ranged {{clr|DR|Drive Rush}} normal like {{clr|H|5HP}}. |
| }} | | }} |
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| * 2nd/3rd hits whiff on crouch block | | * 2nd/3rd hits whiff on crouch block |
| <br> | | <br> |
| The Flame-enhanced Ryuuenjin offers slightly more damage and knockdown advantage, which can affect Mai's oki options. Due to how the damage is distributed, it can actually deal less damage on an early anti-air attempt where only the final hit connects. The Flame uppercuts also have a higher juggle limit, ensuring they will work with Mai's other Flame juggle routes such as {{clr|OD|236KK}}, {{clr|M|j.MP}} > {{clr|OD|j.214PP}} OTG bounce. | | The Flame-enhanced Ryuuenjin offers slightly more damage and knockdown advantage, which can affect Mai's oki options. Due to how the damage is distributed, it can actually deal less damage on an early anti-air attempt where only the final hit connects. |
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| {{clr|3|F.}}{{clr|M|623MK}} can pop the opponent high enough for a follow-up {{clr|SA|SA1}} to replenish stocks in certain juggle routes, such as {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} > {{clr|3|F.}}{{clr|OD|j.214PP}}, {{clr|3|F.}}{{clr|OD|236KK}}, {{clr|M|j.MP}}, {{clr|3|F.}}{{clr|M|623MK}}. | | {{clr|3|F.}}{{clr|M|623MK}} can pop the opponent high enough for a follow-up {{clr|SA|SA1}} to replenish stocks in certain juggle routes, such as {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} > {{clr|3|F.}}{{clr|OD|j.214PP}}, {{clr|3|F.}}{{clr|OD|236KK}}, {{clr|M|j.MP}}, {{clr|3|F.}}{{clr|M|623MK}}. |
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| * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}}) | | * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}}) |
| * 7f extra landing recovery on whiff (10f when crossing behind the opponent) | | * 7f extra landing recovery on whiff (10f when crossing behind the opponent) |
| * Mai is in a crouching state during landing recovery from frame 4 onward
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| {{AttackDataCargo-SF6/Query|mai_j214pp}} | | {{AttackDataCargo-SF6/Query|mai_j214pp}} |
| * Only from Forward Jump or after {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} on hit/block; {{FKD}} state until landing | | * Only from Forward Jump or after {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} on hit/block; {{FKD}} state until landing |
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| * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}} or late {{clr|SA|Air SA2}} cancel) | | * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}} or late {{clr|SA|Air SA2}} cancel) |
| * 7f extra landing recovery on whiff (10f when crossing behind the opponent) | | * 7f extra landing recovery on whiff (10f when crossing behind the opponent) |
| * Mai is in a crouching state during landing recovery from frame 4 onward
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| * '''Cancel Hitconfirm Window:''' 11f + until land (SA2) | | * '''Cancel Hitconfirm Window:''' 11f + until land (SA2) |
| ** Cancelable until 2nd to last airborne active frame (can hit too late for a cancel) | | ** Cancelable until 2nd to last airborne active frame (can hit too late for a cancel) |
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| * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}}) | | * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}}) |
| * 7f extra landing recovery on whiff (10f when crossing behind the opponent) | | * 7f extra landing recovery on whiff (10f when crossing behind the opponent) |
| * Mai is in a crouching state during landing recovery from frame 4 onward
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| {{AttackDataCargo-SF6/Query|mai_j214pp_flame}} | | {{AttackDataCargo-SF6/Query|mai_j214pp_flame}} |
| * Only from Forward Jump or after {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} on hit/block; {{FKD}} state until landing | | * Only from Forward Jump or after {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} on hit/block; {{FKD}} state until landing |
| * Puts opponents into {{sf6-jug|limited juggle}} state (high OTG bounce if airborne) | | * Puts opponents into {{sf6-jug|limited juggle}} state (high OTG bounce if airborne) |
| * 7f extra landing recovery on whiff (10f when crossing behind the opponent) | | * 7f extra landing recovery on whiff (10f when crossing behind the opponent) |
| * Mai is in a crouching state during landing recovery from frame 4 onward
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| * '''Cancel Hitconfirm Window:''' 11f + until land (SA2) | | * '''Cancel Hitconfirm Window:''' 11f + until land (SA2) |
| ** Cancelable until 2nd to last airborne active frame (can hit too late for a cancel) | | ** Cancelable until 2nd to last airborne active frame (can hit too late for a cancel) |
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| {{AttackDataCargo-SF6/Query|mai_236236p}} | | {{AttackDataCargo-SF6/Query|mai_236236p}} |
| * '''Strike/Throw Invuln:''' 1-8f; '''Upper Body Anti-Air Invuln''' 9-39f; Armor Break | | * '''Strike/Throw Invuln:''' 1-8f; '''Upper Body Anti-Air Invuln''' 9-39f; Armor Break |
| * Mai builds 5 Flame Stocks on frame 6 that enhance her special moves and Supers | | * Mai builds 5 Flame Stocks on the last frame of recovery that enhance her special moves and Supers |
| * 8-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit) | | * 8-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit) |
| * KD Advantage refers to grounded hit; greater advantage vs. airborne opponents (highly variable) | | * KD Advantage refers to grounded hit; greater advantage vs. airborne opponents (highly variable) |
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| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| <br> | | <br> |
| Mai summons a fire pillar around her body that reaches high into the air, building 5 Flame Stocks to power up her moveset. The attack has very short horizontal range like the animation suggests. {{clr|SA|SA1}} works exceptionally well as a close range anti-air, even against cross-ups, but it doesn't play well in most midscreen juggles; even canceling from a normal doesn't guarantee it will reach. {{clr|SA|SA1}} has fast startup, making it consistent as a corner juggle ender and as a reversal unless the opponent uses a meaty projectile. When stuffed by a projectile, Mai will not build any Flame stocks. | | Mai summons a fire pillar around her body that reaches high into the air, building 5 Flame Stocks to power up her moveset. The attack has very short horizontal range like the animation suggests. {{clr|SA|SA1}} works exceptionally well as a close range anti-air, even against cross-ups, but it doesn't play well in most midscreen juggles; even canceling from a normal doesn't guarantee it will reach. {{clr|SA|SA1}} has fast startup, making it consistent as a corner juggle ender and as a reversal unless the opponent uses a meaty projectile. |
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| On a successful hit, Mai's midscreen oki is fairly limited, with ranged {{clr|DR|Drive Rush}} buttons like {{clr|M|2MK}} or {{clr|H|5HP}} being her best options. Her {{clr|DR|DR}} momentum doesn't carry her far enough for a meaty throw unless she is close to the corner. On an anti-air hit, the extra KD advantage improves her oki slightly, but the momentum still isn't great for getting into throw range. It does give much more time for a safe Held Kachousen, however. | | On a successful hit, Mai's midscreen oki is fairly limited, with ranged {{clr|DR|Drive Rush}} buttons like {{clr|M|2MK}} or {{clr|H|5HP}} being her best options. Her {{clr|DR|DR}} momentum doesn't carry her far enough for a meaty throw unless she is close to the corner. On an anti-air hit, the extra KD advantage improves her oki slightly, but the momentum still isn't great for getting into throw range. It does give much more time for a safe Held Kachousen, however. |
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| {{AttackDataCargo-SF6/Query|mai_236236p_flame}} | | {{AttackDataCargo-SF6/Query|mai_236236p_flame}} |
| * '''Strike/Throw Invuln:''' 1-6f; '''Upper Body Anti-Air Invuln''' 7-77f; Armor Break | | * '''Strike/Throw Invuln:''' 1-6f; '''Upper Body Anti-Air Invuln''' 7-77f; Armor Break |
| * Mai refills up to 5 Flame Stocks on frame 6 that enhance her special moves and Supers | | * Mai refills up to 5 Flame Stocks on the last frame of recovery that enhance her special moves and Supers |
| * 12-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit) | | * 12-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit) |
| * Puts the opponent into a {{sf6-jug|limited juggle}} state | | * Puts the opponent into a {{sf6-jug|limited juggle}} state |
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| ** Cinematic time regenerates ~2 Drive bars for Mai | | ** Cinematic time regenerates ~2 Drive bars for Mai |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| | * Non-cinematic version applies 50% damage scaling to next hit when beginning a combo |
| {{AttackDataCargo-SF6/Query|mai_214214p(ca)}} | | {{AttackDataCargo-SF6/Query|mai_214214p(ca)}} |
| * '''Full Invuln:''' 1-11f; Armor Break | | * '''Full Invuln:''' 1-11f; Armor Break |
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| ** Cinematic time regenerates ~2.1 Drive bars for Mai | | ** Cinematic time regenerates ~2.1 Drive bars for Mai |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| | * Non-cinematic version applies 50% damage scaling to next hit when beginning a combo |
| <br> | | <br> |
| Mai takes a small step forward and attacks with her fan, entering a cinematic on hit. If the first hit whiffs, she performs a small forward-moving uppercut that launches the opponent upward. If all 3 non-cinematic hits connect, Mai will be close enough to juggle {{clr|H|623HK}} afterward to make up for some of its lost damage. | | Mai takes a small step forward and attacks with her fan, entering a cinematic on hit. If the first hit whiffs, she performs a small forward-moving uppercut that launches the opponent upward. If all 3 non-cinematic hits connect, Mai will be close enough to juggle {{clr|H|623HK}} afterward to make up for some of its lost damage. |