(→Introduction: Made Mai's Intro.) |
(→Normal Moves: Made Mai's Normal Moves section.) |
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=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
''s.LP -'' <br> | ''s.LP -'' (Close) A slow attack with her fan. It can be normal canceled, and it can be used on chains(After a cl./cr.LK). It can be normal canceled, but can't chain into the Light Attacks, sadly. (Far) A very nice poke. It can't be normal canceled, and can't chain into Lights as well, but Mai recovers very quickly after the attack, making it a safe attack to use.<br> | ||
''s.LK -'' <br> | ''s.LK -'' (Close) It can look like, but it doesn't hits low(There are some characters with cose low-hitting normals). It can chain into itself, and most of the other Lights too. You can normal cancel it into something if you want. (Far) A simple poke. Can be used to anti-air, but can only work depending of the opponent. You can't normal cancel it, and it can't chain into other Lights.<br> | ||
''s.HP -'' <br> | ''s.HP -'' (Close) For comboing purposes. Cancel it into a Special/Command Move to do damage. (Far) Doesn't have so much reach(Compared to most moves), and can't be normal canceled. <br> | ||
''s.HK -'' | ''s.HK -'' (Close) A kick aiming upwards. Use this one like the cl.HP. (Far) Mai jumps, and does a kick. This move can't be normal canceled, but Mai will move a little forward during the move. | ||
''j.LP -''<br> | ''j.LP -'' (Diagonal) Mai holds her fans, and attacks with the tip of one of them. You can use this one as an air-to-air attack, or even as a Jump-in move(Mai has better options, but you still can use this one). This move can be normal canceled into her QCB+P in the air. (Neutral) Mai kicks. Dunno how can you use this one(Neutral jumps aren't that used here). This normal can't be normal canceled into QCB+P. <br> | ||
''j.LK -''<br> | ''j.LK -'' (Diagonal) Mainly for crossup combos(But it's hard to combo after it). You can't normal cancel it into QCB+P. (Neutral) An attack with her tail that can be used as an defensive air-to-air attack. Can't be normal canceled into QCB+P as well.<br> | ||
''j.HP -''<br> | ''j.HP -'' (Diagonal) Another fan attack. Good to start combos, and you can normal cancel it into the QCB+P. (Neutral) Mai puts her fan upwards. Use this noe if you want to hit an opponent higher than you(Assuming that he/she is jumping too). You can't normal cancel it into QCB+P. <br> | ||
''j.HK -'' | ''j.HK -'' (Diagonal) This one should be your move to begin combos. It has good reach, angle, damage, and can crossup the opponent. Oh, if you want, you can even cancel this move into the QCB+P. (Neutral) Use this move as a kind of anti-air move. Interestingly enough, you can normal cancel it into the QCB+P! Try this: Hit the opponent in the air with a n.HK, and then cancel it into a QCB+LP for a reset setup! We'll talk about it later. | ||
''cr.LP -'' Just a poke. Can't be normal canceled, can't chain into other Lights. A bad thing about this move is that it's hard to chain into it, due to the startup. <br> | |||
''cr.LK -'' Another one of those low-hitting moves. Can chain into other Lights, but can't be normal canceled(Forcing you to chain it in case you used it). <br> | |||
''cr.HP -'' Another move for comboing. Cancel it into something, and you'll be fine. The startup of this move makes it a bad move to use after a Jump-in attack. <br> | |||
''cr.HK -'' A sweep(We know you like the position, don't lie). You can normal cancel it, but you can't combo with it. Cancel it into a special move if you need meter. | |||
==Command Moves== | ==Command Moves== | ||
'''''Kokuen no Mai''''' | '''''Kokuen no Mai''''' |
Revision as of 22:11, 19 September 2016
Introduction
Hey, Mai fans! You came here because you already know her(On Fatal Fury series/KoF games/Certain images on the internet), that's pretty obvious. Her first appearance was on the second Fatal Fury game, where she got popularity, and many fans(Fans on rage, thanks to Andy. You can play the game in case you don't know why yet. Maybe on KoF XIV this situation can change...). Here, she looks like a mix of her KoF 2002 version, and her '98 one. Now for her
The Ninja Waifu's Good and Bad things
Good Things:
- She isn't that hard to learn(She will be easier if you played KoF);
- Has many fast Normals and Special Moves;
- She recovered her best specials from KoF98, Hakuro No Mai and Koshuu No Mai(They can help her on combos);
- She has great air strategies(Think of Mai as Claw but with a fan, and stronger);
- Easy BnB Combos and MAXIMUM Loops;
- Her Super Moves can do more damage on the corner;
- Her Exceed is her SDM from KoF 2002(If you mained her on 2002, you already know some basic confirms to it).
Bad Things:
- She has Low Stamina;
- Isn't that good with Light Attack chains;
- She doesn't have many anti-air options (Koshuu No Mai is now a hit and chain move);
- Her projectile is slow on startup and recovery;
- Her main "2 in 1 Chain Special" (Sayo Chidouri, Ryu En Bu) is possible only on the MAXIMUM mode;
- Her Super Moves (Especially Mizudouri No Mai) are too unsafe if blocked.
Moves List
Normal Moves
s.LP - (Close) A slow attack with her fan. It can be normal canceled, and it can be used on chains(After a cl./cr.LK). It can be normal canceled, but can't chain into the Light Attacks, sadly. (Far) A very nice poke. It can't be normal canceled, and can't chain into Lights as well, but Mai recovers very quickly after the attack, making it a safe attack to use.
s.LK - (Close) It can look like, but it doesn't hits low(There are some characters with cose low-hitting normals). It can chain into itself, and most of the other Lights too. You can normal cancel it into something if you want. (Far) A simple poke. Can be used to anti-air, but can only work depending of the opponent. You can't normal cancel it, and it can't chain into other Lights.
s.HP - (Close) For comboing purposes. Cancel it into a Special/Command Move to do damage. (Far) Doesn't have so much reach(Compared to most moves), and can't be normal canceled.
s.HK - (Close) A kick aiming upwards. Use this one like the cl.HP. (Far) Mai jumps, and does a kick. This move can't be normal canceled, but Mai will move a little forward during the move.
j.LP - (Diagonal) Mai holds her fans, and attacks with the tip of one of them. You can use this one as an air-to-air attack, or even as a Jump-in move(Mai has better options, but you still can use this one). This move can be normal canceled into her QCB+P in the air. (Neutral) Mai kicks. Dunno how can you use this one(Neutral jumps aren't that used here). This normal can't be normal canceled into QCB+P.
j.LK - (Diagonal) Mainly for crossup combos(But it's hard to combo after it). You can't normal cancel it into QCB+P. (Neutral) An attack with her tail that can be used as an defensive air-to-air attack. Can't be normal canceled into QCB+P as well.
j.HP - (Diagonal) Another fan attack. Good to start combos, and you can normal cancel it into the QCB+P. (Neutral) Mai puts her fan upwards. Use this noe if you want to hit an opponent higher than you(Assuming that he/she is jumping too). You can't normal cancel it into QCB+P.
j.HK - (Diagonal) This one should be your move to begin combos. It has good reach, angle, damage, and can crossup the opponent. Oh, if you want, you can even cancel this move into the QCB+P. (Neutral) Use this move as a kind of anti-air move. Interestingly enough, you can normal cancel it into the QCB+P! Try this: Hit the opponent in the air with a n.HK, and then cancel it into a QCB+LP for a reset setup! We'll talk about it later.
cr.LP - Just a poke. Can't be normal canceled, can't chain into other Lights. A bad thing about this move is that it's hard to chain into it, due to the startup.
cr.LK - Another one of those low-hitting moves. Can chain into other Lights, but can't be normal canceled(Forcing you to chain it in case you used it).
cr.HP - Another move for comboing. Cancel it into something, and you'll be fine. The startup of this move makes it a bad move to use after a Jump-in attack.
cr.HK - A sweep(We know you like the position, don't lie). You can normal cancel it, but you can't combo with it. Cancel it into a special move if you need meter.
Command Moves
Kokuen no Mai
- f+LK -
Koukaku no Mai
- df+LK -
Dairin Fuusha Otoshi
- d+LP (In the air only) -
Ukihane
- d+LK (In the air only) -
Yusura Ume
- d+HK (In the air only) -
Special Moves
Kachou Sen
- QCF+P -
Hissatsu Shinobi Bachi
- HCF+K -
Ryuu Enbu
- QCB+P -
Sayo Chidori
- QCB+K -
Hakuro no Mai
- DP+P -
Koshuu no Mai
- DP+K -
- Follow-Up:
- Tsuika Kougeki
- DP+K -
- Tsuika Kougeki
- Follow-Up:
Musasabi no Mai (Kuuchuu)
- QCB+P (In the air only) -
Musasabi no Mai (Chijou)
- Charge d, u+P -
- Follow-Ups:
- Musasabi no Mai
- Hold P -
- Musasabi no Mai (Kuuchuu)
- QCB+P -
- Ukihane
- d+K -
- Yusura Ume
- d+P -
- Toki Tsubute
- d+HK (While near from the opponent) -
- Musasabi no Mai
- Follow-Ups:
Super Moves
Mizudori no Mai
- QCF(2x)+P -
Hou'ou no Mai
- QCB(2x)+P -
Exceed
Hissatsu Shinobi Bachi
- QCB, HCF+KK -
The Basics
Some combos: (Without MAXIMUM Mode)
1- [Jumping Attack]Close C/Crouch C,(df+B),qcb+K,qcb+P or hcf+K or dp+P
2- [Jumping Attack] Close C/Crouch C,df+B,qcf,qcf+P or EXCEED
3- [Corner only,qcf+A] Jumping Attack,any combo of above
Advanced Strategy
Some combos (With MAXIMUM Mode)
1- [Jumping Attack], Close C/Crouch C, (df+B), (dp+HP (4 hits) MC qcb+K MC) x N to end with qcb+P or Exceed