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* {{clr|M|5MP}} and {{clr|M|2MP}} have the same duration. Cases where either can be used are listed as simply {{clr|M|MP}}. | * {{clr|M|5MP}} and {{clr|M|2MP}} have the same duration. Cases where either can be used are listed as simply {{clr|M|MP}}. | ||
** {{clr|M|2MP}} moves towards the opponent. {{clr|M|5MP}} pushes the opponent less so ends up closer when already next to them. | ** {{clr|M|2MP}} moves towards the opponent. {{clr|M|5MP}} pushes the opponent less so ends up closer when already next to them. | ||
* Using certain moves (*) will | * Using certain moves (*) will push Mai away from the opponent when performed close to them. | ||
** {{clr|H|2HK}} always leaves Mai outside her throw range. A 2 frame micro-walk makes normal throw reach. | ** {{clr|H|2HK}} always leaves Mai outside her throw range. A 2 frame micro-walk makes normal throw reach. | ||
** From longest to shortest distance, {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|M|5MP}}, {{clr|M|2MK}}, {{clr|H|5HK}}, {{clr|H|4HK}} and {{clr|H|2HP}} also push Mai back while still leaving her in throw range. | ** From longest to shortest distance, {{clr|M|5MK}}, {{clr|M|2MP}}, {{clr|M|5MP}}, {{clr|M|2MK}}, {{clr|H|5HK}}, {{clr|H|4HK}} and {{clr|H|2HP}} also push Mai back while still leaving her in throw range. |
Revision as of 22:22, 12 February 2025
Neutral
Important Pokes
2MK is a fast low hitting attack with good range. Typically leads to a Drive Rush combo into 2MP or 4HK after either catching the opponent walking or whiff punishing them.
5MP is a good space controlling button with more range and damage potential than 2MK.
5HP adds even more range and damage potential, and it can be single hit confirmed into special moves. Make sure it actually connects with the opponent though, as it is fairly easy to whiff punish. Hits later against crouching opponents, making it easier to interrupt and more difficult to hit-confirm.
2LP is Mai's longest range 4 frame move, making it standard for checking the opponent at close range. Links into 2MP on counter-hit.
5LP leads to better rewards when fishing for counter-hits. It doesn't quite have as much range as 2LP, but it has more hitstun which allows it to link into 2MK on counter-hit from quite far away.
5HK is fairly slow but has a lot of range and crumples on Punish Counter. Good for checking opponents trying to stand just outside the range of Mai's other buttons. Can not be canceled, which makes it vulnerable to Drive Impact.
5MK has similar range to 5HP, but works better against crouching opponents. It isn't cancelable so doesn't usually lead to combos when used at its best range, but can link into 2HK or SA2 on Punish Counter.
214LP has slightly more range than 5HK and can be used in a similar way. It can also be used to erase regular projectiles, but make sure to do it early enough that the opponent doesn't have time to whiff punish using Drive Rush. Another advantage that 214LP has over 5HK is that it can be canceled into SA3 to beat Drive Impact.
236P loses to other projectiles and can be knocked down by attacks, but putting it out there still controls space to an extent.
236[P] has a lot of startup which makes it easy to react to with most anti-projectile tools, but if you do manage to get it out then it lacks the above weaknesses. If it makes contact with the opponent then the delayed second hit can be extremely difficulty for them to deal with.
236PP is fast, plows through non-OD projectiles, and also has the delayed second hit if it makes contact. Just throw it at someone and react to whatever happens.
236[PP](6P) fills the screen with fans. It sets up a whiffed SA1 if the opponent blocks it at full screen, but be careful against characters with long range Super Arts like Cammy's SA3.
Offense
Frame Traps
TO-DO
Okizeme and Mixups
- All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
- With a large advantage it's possible to do any of the options listed for one of the shorter advantages above it, but a manual delay or a frame-kill setup is needed.
e.g. It's possible to go for a throw after a +9 knockdown, but it needs to be delayed by 4 to 7 frames to be effective. - "Spaced" means the setup leaves the opponent out of throw range.
- It's possible that a throw may still reach, but the opponent can walk backwards to make it whiff.
- The extra distance also means that attacks may push the opponent too far away to combo.
- Details of how this affects the various follow-up options will be included in the notes.
Setup | Adv. | Follow-ups |
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The following all work at any high frame advantage, manually timing the hit to the opponent's wakeup.
Fan setups:
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±0 |
This is useful to set up against opponents that use reversal SA.
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+1 |
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+2 |
Everything listed under +1 in addition to:
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+3 |
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+4 |
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+5 |
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+6 |
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+7 |
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+8 |
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+9 |
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+9 (Spaced) |
214LK is a common combo ender with slightly finicky dash-up options when done away from the corner.
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+10 |
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+11 |
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+12 |
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+17 |
After Back Throw, particularly against backward recovery:
After Back Throw into the corner:
Note that Drive Rush can be punished on reaction with an invincible reversal. Some OD reversals can be baited with DR~Drive Impact. |
+18 |
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+19 |
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+20 |
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+21 |
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+21 |
After Forward Throw, particularly against backward recovery:
After Forward Throw into the corner:
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+22 |
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+23 |
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+24 |
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+25 |
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+26 |
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+27 |
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+28 |
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+29 |
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+30 |
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+31 |
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+32 |
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+33 |
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+34 |
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+35 |
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+36 |
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+37 |
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+38 |
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+40 |
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+41 |
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+42 |
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+43 |
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+47 |
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+48 | ? |
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+49 | ? |
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+51~58 | More advantage for late j.MP. |
Frame Kills
This section covers move sequences that can be used to take up a specific amount of frames to set up the perfect timing for Lily's various mixup options.
The following chart is split into columns of 18 frames, which is the duration of Mai's forward dash.
Performing a sequence before or after a forward dash will increase the total duration to the value directly to the right.
For example, 32 frames can be killed with 5HP, and also with Dash 5LK or 5LK Dash.
Sequences ending with "~" mean a chain cancel is required. Such sequences are only compatible with setting up meaty 5LP, 2LP or 2LK.
Other sequences that end with a chain cancelable light attack are not compatible with setting up meaty light attacks except for 5LK.
Frames | Sequence | Frames | Sequence | Frames | Sequence | ||
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1 | 19 |
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37 |
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2 | 20 |
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38 |
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3 |
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21 |
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39 |
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4 | 22 |
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40 |
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5 | 23 |
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41 |
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6 | 24 |
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42 |
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7 | 25 |
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43 |
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8 | 26 |
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44 | ||||
9 |
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27 |
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45 |
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10 |
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28 |
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46 |
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11 |
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29 |
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47 | |||
12 | 30 |
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48 | ||||
13 |
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31 | 49 | ||||
14 |
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32 |
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50 | |||
15 |
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33 |
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51 | |||
16 |
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34 |
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52 | |||
17 |
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35 |
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53 | |||
18 |
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36 | 54 |
There are some move specific quirks to take account of when setting up a frame kill.
- 5LP and 2LP have the same duration. Cases where either can be used are listed as simply LP.
- 2LP chain-cancels 1 frame later than 5LP so they are not necessarily interchangeable.
- 5MP and 2MP have the same duration. Cases where either can be used are listed as simply MP.
- 2MP moves towards the opponent. 5MP pushes the opponent less so ends up closer when already next to them.
- Using certain moves (*) will push Mai away from the opponent when performed close to them.
- 2HK always leaves Mai outside her throw range. A 2 frame micro-walk makes normal throw reach.
- From longest to shortest distance, 5MK, 2MP, 5MP, 2MK, 5HK, 4HK and 2HP also push Mai back while still leaving her in throw range.
- If the pushback is causing an issue, try to use Light chains or end the frame kill with Dash.
- e.g. For 41 frames, perform Backdash then Dash. This ends up closer to the opponent than 2HP.
- Empty Jump is stricter than other frame kills. There is a 3 frame timing window on the followup to get the optimal 43 frame delay.
- Inputting the followup too early results in an air attack, resulting in 3 frames of non-cancelable landing recovery.
- Empty Jump into a movement action (Jump, Dash, Backdash) is subject to a 2 frame delay.
vs. Burnout
TO-DO
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
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0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/5LK/2LP | 2LK | 2MP | 2MK | 5MP/4HK | 5MK/5HP/2HK | 2HP | 6MP | |
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5LP~DRC | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 22 |
2LP~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 21 |
5LK~DRC | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 20 |
2MK~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 16 |
5MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 14 |
2MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 14 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 9 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
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5LK~DRC | +2 | No combo without Counter-hit or Punish Counter |
2LP~DRC | +4 | DRC~5LP, 5HP |
5LP~DRC | +5 | |
2MK~DRC | +8 | DRC~2MP, 5HP DRC~4HK, 2MP DRC~4HK, 5LK~LK~LK |
5MP~DRC | +11 | DRC~5HP > 236[PP], 5HP DRC~5HP > F.236[PP], j.HK DRC~2HP, 4HK~HK |
2MP~DRC | +14 | DRC~5HK, 2MP |
5HP~DRC | +15 |
Defense
Reversals
TO-DO
Anti-Airs
TO-DO
Anti-Projectile
TO-DO
Fighting vs. Mai
TO-DO