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| * Front leg hurtbox is raised on frames 10-16 (useful vs. low pokes) | | * Front leg hurtbox is raised on frames 10-16 (useful vs. low pokes) |
| * Extends a hurtbox 1f before active that is vulnerable to projectiles | | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| * Extends a mid-height hurtbox on whiff during the first 17 recovery frames | | * Body hurtbox is expanded forward until end of recovery; extends a mid-height leg hurtbox during the first 17 recovery frames |
| <br> | | <br> |
| Mai's best long-range poke with great reward when used as a whiff punish. Mai can combo {{clr|H|5HP}} up close, {{clr|DR|DR~}}{{clr|H|5HP}} from farther out, or a meterless Dash + {{clr|L|2LP}} from certain ranges. | | Mai's best long-range poke with great reward when used as a whiff punish. Mai can combo {{clr|H|5HP}} up close, {{clr|DR|DR~}}{{clr|H|5HP}} from farther out, or a meterless Dash + {{clr|L|2LP}} from certain ranges. |
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| {{clr|H|5HK}} is useful for covering the range between {{clr|H|5HP}} and the ideal Kachousen range, making it likely for opponents to walk right into her foot as they try to walk her down. Characters that rely on low pokes for whiff punishing can struggle to deal with this move, as the extended hurtbox is mostly above Mai's knees. | | {{clr|H|5HK}} is useful for covering the range between {{clr|H|5HP}} and the ideal Kachousen range, making it likely for opponents to walk right into her foot as they try to walk her down. Characters with good cancelable mid-level pokes will have an easier time whiff punishing this move, as the hurtbox is widest around Mai's knees, but with the right spacing even low pokes can reach her extended body hurtbox during recovery. |
| }} | | }} |
| <br> | | <br> |
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| Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. | | Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. |
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| Mai has an extended hurtbox on her leg (3-44f) and arm (16-32f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the {{clr|OD|OD}} version, this window is smaller at 12-37f for her legs and 15-27f for her upper body. | | Mai has a projectile-invuln extended hurtbox on her leg from frame 3 until the end of recovery, and an arm hurtbox from the first active frame until frame {{clr|L|42}}/{{clr|M|40}}/{{clr|H|38}}. Since these are only vulnerable to strikes, Kachousen is easier to counterpoke on startup with lows, anti-projectile moves, or ranged jump-ins that would otherwise whiff. On the {{clr|OD|OD}} version, this window is smaller at 12-37f for her legs and 15-27f for her upper body. |
| }} | | }} |
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| Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. | | Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. |
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| Mai has an extended hurtbox on her leg (3-44f) and arm (16-32f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the {{clr|OD|OD}} version, this window is smaller at 12-37f for her legs and 15-27f for her upper body. | | Mai has a projectile-invuln extended hurtbox on her leg from frame 3 until the end of recovery, and an arm hurtbox from the first active frame until frame {{clr|L|42}}/{{clr|M|40}}/{{clr|H|38}}. Since these are only vulnerable to strikes, Flame Kachousen is easier to counterpoke on startup with lows, anti-projectile moves, or ranged jump-ins that would otherwise whiff. On the {{clr|OD|OD}} version, this window is smaller at 12-37f for her legs and 15-27f for her upper body. |
| }} | | }} |
| </tabber> | | </tabber> |
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| Midare Kachousen, activated by holding 6P while charging {{clr|OD|OD Kachousen}}, splits into 2 additional bouncing fans on contact with the opponent. The timing of these fans is staggered to create a large gap between hits where Mai can mix up the opponent or bait a defensive response. If the initial fan connects, the opponent is launched high for a juggle, but if only the bouncing fans connect then they will incur grounded hitstun for a potential follow-up combo. If one of its 2 hits is dissipated before making contact with the opponent then the lower bouncing fan does not appear. | | Midare Kachousen, activated by holding 6P while charging {{clr|OD|OD Kachousen}}, splits into 2 additional bouncing fans on contact with the opponent. The timing of these fans is staggered to create a large gap between hits where Mai can mix up the opponent or bait a defensive response. If the initial fan connects, the opponent is launched high for a juggle, but if only the bouncing fans connect then they will incur grounded hitstun for a potential follow-up combo. If one of its 2 hits is dissipated before making contact with the opponent then the lower bouncing fan does not appear. |
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| Mai has an extended hurtbox on her leg (32-62f) and arm (32-48f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the {{clr|OD|OD}} version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen. | | Mai has an extended hurtbox on her leg (3-62f), body (19-31f) and arm (32-48f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the {{clr|OD|OD}} version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen. |
| }} | | }} |
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| Flame-enhanced charged Kachousen has a higher/slower bounce height on hit or block than the standard version. This changes the setups required for Mai's mixups and pressure sequences, especially when trying to prevent the opponent from escaping with an invincible reversal. | | Flame-enhanced charged Kachousen has a higher/slower bounce height on hit or block than the standard version. This changes the setups required for Mai's mixups and pressure sequences, especially when trying to prevent the opponent from escaping with an invincible reversal. |
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| Mai has an extended hurtbox on her leg (32-62f) and arm (32-48f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the {{clr|OD|OD}} version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen. | | Mai has an extended hurtbox on her leg (3-62f), body (19-31f) and arm (32-48f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the {{clr|OD|OD}} version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen. |
| }} | | }} |
| </tabber> | | </tabber> |
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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 on the final landing recovery frame (can affect punish routes) |
| {{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 on the final landing recovery frame (can affect punish routes) |
| * '''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 on the final landing recovery frame (can affect punish routes) |
| {{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 on the final landing recovery frame (can affect punish routes) |
| * '''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) |