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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. |