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Fast and long-ranged, mid-sectioned slash. | Fast and long-ranged, mid-sectioned slash. | ||
Air blockable. | *Air blockable. | ||
Instant Cancleable only. | *Instant Cancleable only. | ||
Mid MF is Mai's primary combo ender/extender versus the characters susceptible to it. However, against "short' characters, Mai must resort to "less conventional" enders (i.e. teleport, stand attacks/summon). | Mid MF is Mai's primary combo ender/extender versus the characters susceptible to it. However, against "short' characters, Mai must resort to "less conventional" enders (i.e. teleport, stand attacks/summon). | ||
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A quick, low sword strike to the feet. | A quick, low sword strike to the feet. | ||
Special Move Cancelable (includes stand, ES, FM moves). | *Special Move Cancelable (includes stand, ES, FM moves). | ||
Must be crouch blocked. | *Must be crouch blocked. | ||
Low MF's use and frequency of is somewhat erratic. Primarily, low MF appears to be effective when staggering block strings, wheather they are prolonged or brief. A possible secondary use is biding time for IC meter or stand refresh. | Low MF's use and frequency of is somewhat erratic. Primarily, low MF appears to be effective when staggering block strings, wheather they are prolonged or brief. A possible secondary use is biding time for IC meter or stand refresh. | ||
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Short-ranged shoulder rush | Short-ranged shoulder rush | ||
Mist Finer cancelable (high/mid only). | *Mist Finer cancelable (high/mid only). | ||
special move cancelable (includes stand, ES, FM). | *special move cancelable (includes stand, ES, FM). | ||
Unairblockable. | *Unairblockable. | ||
When coupled with High MF, Shoulder Tackle is an effective way to extend corner combos vs "short" characters. A blocked shoulder tackle buffered into 412[a]/[b] also creates various crossup effects. | When coupled with High MF, Shoulder Tackle is an effective way to extend corner combos vs "short" characters. A blocked shoulder tackle buffered into 412[a]/[b] also creates various crossup effects. |
Revision as of 17:08, 14 April 2006
Introduction
Move List
Normal Moves
Command Normals
Mist Finer 6a/b/c
High 6a
Fast, upward, anti-air slash.
- Air blockable
- Jump cancelable on hit
High MF (Mist Finer) adds a significant portion of juggle bar allowing extended IAD loops in/near the corner or an untechable knockdown option from mid screen.
Mid 6b
Fast and long-ranged, mid-sectioned slash.
- Air blockable.
- Instant Cancleable only.
Mid MF is Mai's primary combo ender/extender versus the characters susceptible to it. However, against "short' characters, Mai must resort to "less conventional" enders (i.e. teleport, stand attacks/summon).
The following characters cannot crouch 6+b: Mizuka Magamori, Misuzu Kamio, Nayuki Minase (awakened), Kanna
The following characters can crouch 6+b under any condition: Mayu, Mio, Ayu, Sayuri, Kano, Ikumi, Unknown, Nayuki (sleeping)
All remaing characters can be hit by delaying the 6b just before recovering from hitstun.
Low 6c
A quick, low sword strike to the feet.
- Special Move Cancelable (includes stand, ES, FM moves).
- Must be crouch blocked.
Low MF's use and frequency of is somewhat erratic. Primarily, low MF appears to be effective when staggering block strings, wheather they are prolonged or brief. A possible secondary use is biding time for IC meter or stand refresh.
"Shoulder Tackle" 4c
Short-ranged shoulder rush
- Mist Finer cancelable (high/mid only).
- special move cancelable (includes stand, ES, FM).
- Unairblockable.
When coupled with High MF, Shoulder Tackle is an effective way to extend corner combos vs "short" characters. A blocked shoulder tackle buffered into 412[a]/[b] also creates various crossup effects.