The King of Fighters XIII/Mai: Difference between revisions

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{{MoveListRow | Jumping Light Punch | air kof.lp | Jump: 45<br>Hop: 40 | high}}
{{MoveListRow | Jumping Light Punch | air kof.lp | Jump: 45<br>Hop: 40 | high}}
{{MoveListRow | Jumping Light Kick | air kof.lk | Jump: 45<br>Hop: 40 | high cancel}}
{{MoveListRow | Jumping Light Kick | air kof.lk | Jump: 45<br>Hop: 40 | high cancel}}
{{MoveListRow | Jumping Heavy Punch | air kof.sp | Jump: 72<br>Hop: 70 | high cancel}}
{{MoveListRow | Jumping Heavy Punch | air kof.sp | Jump: 72<br>Hop: 70 | high specialcancel}}
{{MoveListRow | Jumping Heavy Kick | air kof.sk | Jump: 70<br>Hop: 68 | high cancel}}
{{MoveListRow | Jumping Heavy Kick | air kof.sk | Jump: 70<br>Hop: 68 | high cancel}}
{{MoveListRow | Jumping Blowback Attack | air kof.sp + kof.sk | Jump: 90<br>Hop: 80 | softknockdown cancel}}
{{MoveListRow | Jumping Blowback Attack | air kof.sp + kof.sk | Jump: 90<br>Hop: 80 | softknockdown cancel}}
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=== Unique Attacks ===
=== Unique Attacks ===
{{KOFXIIIMoveListHeader}}
{{KOFXIIIMoveListHeader}}
{{MoveListRow | Ukihane | b + kof.lk | 60 | aironly high}}
{{MoveListRow | Ukihane | d + kof.lk | 60 | aironly high hardknockdown specialcancel}}
{{MoveListRow | Walljump | Press up and away from the wall | - | aironly}}
{{MoveListRow | Walljump | Press up and away from the wall | - | aironly}}
{{MoveListFooter}}
{{MoveListFooter}}

Revision as of 11:41, 3 July 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Mai

KOFXIII-Mai Face.png

In a nutshell

Fill this in with a general overview of the character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel supercancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
high cancel
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
high specialcancel
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
high cancel
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Ukihane
d + kof.lk
60
aironly high hardknockdown specialcancel
Walljump
Press up and away from the wall
-
aironly

Throw

Name
Command
Damage
Special Properties (glossary)
Fuusha Kuzushi
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown
Yumezakura
f or b + kof.sp (while close)
125
aironly throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Kachousen
qcf + p
p : 60
ex : 120
supercancel
ex : softknockdown
Ryuu Enbu
qcb + p
kof.lp : 65
kof.sp : 40+65
ex : 50+80
softknockdown
kof.sp and ex 1st hit: drivecancel
Hissatsu Shinobibachi
hcf + k
kof.lk : 45x3
kof.sk : 50x2+45+50
ex : 32x6
softknockdown drivecancel
Musasabi no Mai
d (charge) u + p (hold)
70
Musasabi no Mai (air)
qcb + p
70
ex : 48xn
softknockdown drivecancel

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Chou Hissatsu Shinobibachi
qcb hcf + k
k : 30+25x8
k (air) : 25x8
ex : 45+25x11
airok softknockdown maxcancel
Shiranui Ryuu: Kunoichi no Mai
qcf hcb kof.lp + kof.sp
0+450
airok softknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

Unique Attacks

Throw

Special Moves

Desperation Moves

Tips and Tricks

Combos

0 Bar, 0% Drive

  • cr.B cr.A xx qcf+C -144/18
  • (jump attack) cl.C xx qcb+C -166/19
  • j.D xx d+B -127/17
  • (corner only) cl.C xx qcb+A, cr.C -194/22

0 Bar, 50% Drive

  • (corner only) (jump attack) cl.C xx hcf+D (2 hits) (DC) air qcb+C, qcb+C, cr.C or airgrab -345/42 or 383/35

1 Bar, 0% Drive

  • (jump attack) cl.C xx qcb+AC, hcf+D -267/15 (308/19 in corner)
  • (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcb+C, cl.C or airgrab -395/38 or 431/31

These combos can be optionally started with cr.BA to allow a hitconfirm.

1 Bar, 50% Drive

  • (corner only) cl.C xx qcb+ AC, qcb+C, qcb+C (1 hit) (DC) qcf+A, qcb+C, qcb+C, cl.C or Airgrab -497/62 or 514/55

2 Bar, 0% Drive

  • cl.C xx qcb hcf+BD, airgrab 408/7

Basic Strategy

Advanced Strategy

Frame Data