Callie Rose (talk | contribs) mNo edit summary |
Callie Rose (talk | contribs) No edit summary |
||
Line 43: | Line 43: | ||
== Gameplay == | == Gameplay == | ||
Mai is one of CvS2's many zoners. Her Kachosen fireballs are useful and versatile space controlling tools that let her keep her opponents at bay, and her | Mai is one of CvS2's many zoners. Her Kachosen fireballs are useful and versatile space controlling tools that let her keep her opponents at bay, and her strong run away tools can frustrate opponents trying to work around them. Her Ryuuenbu fire attack can delete other projectiles as well, allowing her to counter-zone as effectively as she zones. Her mobility is much higher than the average character, with a stellar walkspeed, above average run, and a walldive and divekick for escaping bad situations. Her punish game isn't anything to scoff at either, especially if she has a level 3 super behind it. | ||
These don't come without downsides however. Mai has much lower health than the average character, and lower stun too. While she can absolutely run away and zone for the entire match, if the opponent catches her a few times, it can end quick. Her defensive options aren't stellar either, with her only real reversal being a charge move with 25 frames of startup and still being a massive -42 on block. She doesn't have a 2 frame button either, making her mashing a little bit worse than the average character. This forces her to try and escape offensive pressure rather than fight back. Her offensive options aren't the best either, lacking any standing overheads or safe on block specials to pressure with. | These don't come without downsides however. Mai has much lower health than the average character, and lower stun too. While she can absolutely run away and zone for the entire match, if the opponent catches her a few times, it can end quick. Her defensive options aren't stellar either, with her only real reversal being a charge move with 25 frames of startup and still being a massive -42 on block. She doesn't have a 2 frame button either, making her mashing a little bit worse than the average character. This forces her to try and escape offensive pressure rather than fight back. Her offensive options aren't the best either, lacking any standing overheads or safe on block specials to pressure with. | ||
Line 581: | Line 581: | ||
=== Jumping Normals === | === Jumping Normals === | ||
=== <span class="invisible-header">jLP</span> === | |||
{{MoveData | |||
| name = Jump Jab | |||
| input = j.LP | |||
| subtitle = Jumping Light Punch | |||
| image = CVS2_Mai_jLP.PNG | |||
| caption = | |||
| linkname = j.LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = SP/SU | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 22 | |||
| recovery = 0 | |||
| total = 46 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Mai sticks out her fans and lands on the opponent. Useful how most j.LPs are, you can interrupt air approaches with it. Not very good otherwise. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jMP</span> === | |||
{{MoveData | |||
| name = Jump Strong | |||
| input = j.MP | |||
| subtitle = Jumping Medium Punch | |||
| image = CVS2_Mai_jHP.PNG | |||
| caption = | |||
| linkname = j.MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = SU | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 4 | |||
| recovery = 0 | |||
| total = 9 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Mai swats her fan down. Decent air-to-air, but j.HP exists and sorta makes this redundant. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jHP</span> === | |||
{{MoveData | |||
| name = Jump Fierce | |||
| input = j.HP | |||
| subtitle = Jumping Heavy Punch | |||
| image = CVS2_Mai_jHP.PNG | |||
| caption = | |||
| linkname = j.HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1100/1000 | |||
| stun = 11/10 | |||
| cancel = SU | |||
| guard = High | |||
| parry = High | |||
| startup = 7 | |||
| active = 3 | |||
| recovery = 0 | |||
| total = 10 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Mai swats the fan down even harder. Solid air-to-air, and a normal you'll see a lot since you get this if you miss an airthrow. Not a bad situation in that case however. The neutral jump version does 100 more damage, and is her highest damage jump-in, which only really matters in stun combos. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jLK</span> === | |||
{{MoveData | |||
| name = Jump Short | |||
| input = j.LK | |||
| subtitle = Jumping Light Kick | |||
| image = CVS2_Mai_jLK.PNG | |||
| caption = | |||
| linkname = j.LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = SP/SU | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 22 | |||
| recovery = 0 | |||
| total = 46 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Mai sticks her knee out as she falls onto the opponent. Similar frame data to j.LP, but instead of an air interrupt, this is your main crossup normal. Useful as Mai really doesn't have the greatest mix otherwise, although since it is a light it can be hard to combo from. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jMK</span> === | |||
{{MoveData | |||
| name = Jump Forward | |||
| input = j.MK | |||
| subtitle = Jumping Medium Kick | |||
| image = CVS2_Mai_jMK.PNG | |||
| caption = | |||
| linkname = j.MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = SU | |||
| guard = High | |||
| parry = High | |||
| startup = 5/6 | |||
| active = 8 | |||
| recovery = 0 | |||
| total = 13 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = A simple kick in the air. Not much use over j.HK, as they share a lot of similarities. Diagonal j.MK has one extra frame of startup, which is largely meaningless. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jHK</span> === | |||
{{MoveData | |||
| name = Jump Roundhouse | |||
| input = j.HK | |||
| subtitle = Jumping Heavy Kick | |||
| image = CVS2_Mai_jHK.PNG | |||
| caption = | |||
| linkname = j.HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = SU | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 8 | |||
| recovery = 0 | |||
| total = 13 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Another air kick, and usually your go-to jump button for its reach and damage. Generally good to use, though not your best air-to-air. | |||
}} | |||
}} | |||
== Command Normals == | |||
=== <span class="invisible-header">Tensui no Mai</span> === | |||
{{MoveData | |||
| name = Tensui no Mai | |||
| input = 6MK | |||
| subtitle = Forward Kick | |||
| image = CVS2_Mai_5MK.PNG | |||
| caption = | |||
| linkname = 6MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|f}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 6 | |||
| recovery = 18 | |||
| total = 36 | |||
| advHit = -4 | |||
| advBlock = -4 | |||
| invul = Throw (Airborne) | |||
| description = A forward moving command normal identical to 5MK. Useful pressure reset, though if done too close you can be punished by fast normals or punch throws even on hit. Use this to reset from far away or to jump over low hitboxes. | |||
}} | |||
}} | |||
== Throws == | |||
=== <span class="invisible-header">Shiranui Gorin</span> === | |||
{{MoveData | |||
| name = Shiranui Gorin | |||
| input = Near Opponent, 4/6HP | |||
| subtitle = Punch Throw | |||
| image = CVS2_Mai_PThrow.PNG | |||
| caption = | |||
| linkname = Shiranui Gorin | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 3 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 17 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Mai flips the opponent and tosses them far away. Simple punch throw, good to get out of pressure or tick throw with. Lower than average damage for a punch throw. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Fusha Kuzushi</span> === | |||
{{MoveData | |||
| name = Fusha Kuzushi | |||
| input = Near Opponent, 4/6HK | |||
| subtitle = Kick Throw | |||
| image = CVS2_Mai_KThrow.PNG | |||
| caption = | |||
| linkname = Fusha Kuzushi | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 19 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Mai flips the opponent and slams them with her legs. Higher damage but slower startup, though its lower damage than the average kick throw. Use for throw mix on their wakeup. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Yume Zakura</span> === | |||
{{MoveData | |||
| name = Yume Zakura | |||
| input = In Air and Close, 4/6HP | |||
| subtitle = Air Throw | |||
| image = CVS2_Mai_AThrow.PNG | |||
| caption = | |||
| linkname = Yume Zakura | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air and Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 0 | |||
| active = 1 | |||
| recovery = 0 | |||
| total = 1 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Mai's fast and useful airthrow. Since Mai's normal anti-airs are a bit less stable, getting good at using this as an anti-air can make Mai a lot scarier and better at controlling neutral. Naturally works as an OS with j.HP, which is a solid air-to-air, meaning jumping in the air and going for this isn't as risky as you might believe. Gives you a very solid knockdown to work with as well. | |||
}} | |||
}} | |||
=== Specials === | === Specials === | ||
=== <span class="invisible-header">Wall Jump</span> === | |||
{{MoveData | |||
| name = Sankaku-Tobi | |||
| input = Near Wall in Air, 9 | |||
| subtitle = Wall Jump | |||
| image = CVS2_Mai_WallJump.PNG | |||
| caption = | |||
| linkname = Sankaku-Tobi | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air and Near Wall, {{Motion|uf}} | |||
| subtitle = | |||
| damage = - | |||
| stun = - | |||
| cancel = None | |||
| guard = - | |||
| parry = - | |||
| startup = - | |||
| active = - | |||
| recovery = - | |||
| total = - | |||
| advHit = - | |||
| advBlock = - | |||
| invul = - | |||
| description = Mai jumps off the wall. She's fully actionable after this, and can do any normal or either of her divekicks. She can even still airblock in C-Groove or parry/JD in P/K-Groove. One of her most annoying tools for escaping and runaway, as she can jump off of the sides of the screen even midscreen. This makes dealing with her jumping backwards a lot harder, as she can sharply change the trajectory and soar over your anti-air. Since she can still act, she can still air-to-air you as well, or divekick to even further mess with your timings. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Kachosen</span> === | |||
{{MoveData | |||
| name = Kachosen | |||
| input = 236P | |||
| subtitle = Fan Toss, Fireball | |||
| image = CVS2_Mai_236P.PNG | |||
| caption = | |||
| linkname = Kachosen | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = Traveling | |||
| recovery = 43 | |||
| total = 57 | |||
| advHit = -14 | |||
| advBlock = -14 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = Traveling | |||
| recovery = 43 | |||
| total = 57 | |||
| advHit = -14 | |||
| advBlock = -14 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = Traveling | |||
| recovery = 43 | |||
| total = 57 | |||
| advHit = -14 | |||
| advBlock = -14 | |||
| invul = None | |||
| description = Mai's signature fan toss specials. Useful and annoying zoning tools, you can use these to force the opponent to move how you want and then either intercept them or run away more. The hitbox goes deceptively low for these, but extremely low profile moves can still go under them. Just like any projectile, if the opponent knows when you're going to do it, they can avoid and punish you for it. Especially in CvS2, where roll cancel specials are very prevalent and give a lot of characters much more reliable fireball punishes. Be careful with when you use them to maximize their potential. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Ryuuenbu</span> === | |||
{{MoveData | |||
| name = Ryuuenbu | |||
| input = 214P | |||
| subtitle = Fire Spin | |||
| image = CVS2_Mai_214P.PNG | |||
| caption = | |||
| linkname = 214P | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 17 | |||
| active = 10 | |||
| recovery = 17 | |||
| total = 44 | |||
| advHit = -DWN | |||
| advBlock = -12 | |||
| invul = 18~32 (Deletes Proj.) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 17 | |||
| active = 10 | |||
| recovery = 17 | |||
| total = 44 | |||
| advHit = -DWN | |||
| advBlock = -12 | |||
| invul = 18~32 (Deletes Proj.) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 300+1200 | |||
| stun = 3+12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 2(11)10 | |||
| recovery = 20 | |||
| total = 48 | |||
| advHit = -DWN | |||
| advBlock = -15 | |||
| invul = 19~33 (Deletes Proj.) | |||
| description = Mai spins around with the tassels of her clothes on fire. The LP and MP versions are useful anti-zoning tools as they delete projectiles, while the HP version is a less-than-useful combo ender. The HP version also deletes projectiles, but it activates a frame later and has a longer total duration, making the LP/MP versions better for this. Useful and versatile specials, though they leave Mai unsafe. Make sure to confirm into them to gain a knockdown and some time to press advantage or run away to neutral. The HP version can confirm certain hits 41236K can't, but you usually would rather end with that. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Hissatsu Shinobi Bachi</span> === | |||
{{MoveData | |||
| name = Hissatsu Shinobi Bachi | |||
| input = 41236K | |||
| subtitle = Elbow | |||
| image = CVS2_Mai_41236K.PNG | |||
| caption = | |||
| linkname = Hissatsu Shinobi Bachi | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|41236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 300+900 | |||
| stun = 3+9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 3(9)35 | |||
| recovery = 11 | |||
| total = 68 | |||
| advHit = -DWN | |||
| advBlock = -22 | |||
| invul = 7~57 (Airborne) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|41236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 300+1000 | |||
| stun = 3+10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 3(9)35 | |||
| recovery = 11 | |||
| total = 68 | |||
| advHit = -DWN | |||
| advBlock = -22 | |||
| invul = 7~57 (Airborne) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|41236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 300+1100 | |||
| stun = 3+11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 3(9)35 | |||
| recovery = 11 | |||
| total = 68 | |||
| advHit = -DWN | |||
| advBlock = -22 | |||
| invul = 7~57 (Airborne) | |||
| description = Mai flies through the air with a forward moving elbow. Your preferred combo ender, though using them can be a bit situational. The first hit is actually quite combo friendly, but since the range is low, sometimes it can whiff. This isn't a huge issue when you cancel from cl.HP since it still combo's from that, but this will drop the combo with other starters. Keep an eye on the range it works at to ensure it hits and doesn't leave you open for punishment. In neutral, these can be used as a roll cancel to beat fireballs or long pokes, but carry a lot more risk than other RC's. The airborne frames let it go over low pokes and low fireballs, but still this is very very risky. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Musasabi no Mai</span> === | |||
{{MoveData | |||
| name = Musasabi no Mai | |||
| input = [2]8P | |||
| subtitle = Walldive | |||
| image = CVS2_Mai_j214P.PNG | |||
| caption = | |||
| linkname = Musasabi no Mai | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|P}} | |||
| subtitle = Jump To Wall | |||
| damage = - | |||
| stun = - | |||
| cancel = - | |||
| guard = - | |||
| parry = - | |||
| startup = 14 | |||
| active = 31 | |||
| recovery = 14 | |||
| total = 59 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = Airborne | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = Till Landing | |||
| recovery = 10 | |||
| total = 18 | |||
| advHit = -DWN | |||
| advBlock = +13 | |||
| invul = Airborne | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = Till Landing | |||
| recovery = 10 | |||
| total = 18 | |||
| advHit = -DWN | |||
| advBlock = +13 | |||
| invul = Airborne | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = Till Landing | |||
| recovery = 10 | |||
| total = 18 | |||
| advHit = -DWN | |||
| advBlock = +13 | |||
| invul = Airborne | |||
| description = Mai jumps all the way to the wall behind her and jumps off with an immediate divekick. Useful to escape pressure, especially when roll cancelled so it becomes invulnerable, but the predictability of it makes it weaker than just doing either of the two parts on their own. The different versions more correspond to the angle Mai goes at than anything else. Use them to get out of pressure and evade throws occasionally, but remember you usually have better options for those things. | |||
}} | |||
}} | |||
(Air) | === <span class="invisible-header">Musasabi no Mai (Air)</span> === | ||
{{MoveData | |||
| name = Musasabi no Mai (Air) | |||
| input = j.214P | |||
| subtitle = Divekick | |||
| image = CVS2_Mai_j214P.PNG | |||
| caption = | |||
| linkname = Musasabi no Mai (Air) | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air {{Motion|214}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 30 | |||
| active = Till Landing | |||
| recovery = 20 | |||
| total = 50 | |||
| advHit = -DWN | |||
| advBlock = +3 | |||
| invul = Airborne | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air {{Motion|214}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 30 | |||
| active = Till Landing | |||
| recovery = 20 | |||
| total = 50 | |||
| advHit = -DWN | |||
| advBlock = +3 | |||
| invul = Airborne | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air {{Motion|214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 30 | |||
| active = Till Landing | |||
| recovery = 20 | |||
| total = 50 | |||
| advHit = -DWN | |||
| advBlock = +3 | |||
| invul = Airborne | |||
| description = Mai pauses in the air before coming down with a dive. Very useful mobility tools, as they can drastically change Mai's jump arc, and the long pause of startup frames lets them cleanly bait many normal anti-airs. They can still hit you with something high-reaching, or just wait and hit you on the way down if you're doing it too much. Still, mixed with all of Mai's other mobility options, this is a scary movement tool. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Kagero no Mai</span> === | |||
{{MoveData | |||
| name = Kagero no Mai | |||
| input = [2]8K | |||
| subtitle = Flame Pillar | |||
| image = CVS2_Mai_28K.PNG | |||
| caption = | |||
| linkname = Kagero no Mai | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 13 | |||
| active = 57 | |||
| recovery = 46 | |||
| total = 110 | |||
| advHit = -DWN | |||
| advBlock = -32 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 800+600 | |||
| stun = 8+6 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 25 | |||
| active = 64 | |||
| recovery = 54 | |||
| total = 143 | |||
| advHit = -DWN | |||
| advBlock = -43 | |||
| invul = 1~26 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 600+500+400 | |||
| stun = 6+5+4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 25 | |||
| active = 83 | |||
| recovery = 50 | |||
| total = 158 | |||
| advHit = -DWN | |||
| advBlock = -43 | |||
| invul = 1~26 (Full) | |||
| description = Mai spins a pillar of fire around her for roughly 2 full seconds. The LP version is a highly active anti-air, but the high startup and long total duration make it inconsistent compared to Mai's other anti-airs. The MP and HP versions are Mai's only meterless reversals, and are very poor ones. 25 frame startup makes safejumping them incredibly simple, and causes them to whiff quite often as reversals. The massive active duration makes them incredibly risky as well, and on top of it all they're charge moves meaning Mai has to sit still to have access to these. Overall, you won't use them often. | |||
}} | |||
}} | |||
=== Supers === | === Supers === | ||
=== <span class="invisible-header">Chou Hissatsu Shinobi Bachi</span> === | |||
{{MoveData | |||
| name = Chou Hissatsu Shinobi Bachi | |||
| input = 2141236K | |||
| subtitle = Elbow Super | |||
| image = CVS2_Mai_2141236K.PNG | |||
| caption = | |||
| linkname = Chou Hissatsu Shinobi Bachi | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}}{{Motion|41236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2500 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 3(8)5,5,10,5,10,1 | |||
| recovery = 28 | |||
| total = 83 | |||
| advHit = -DWN | |||
| advBlock = -3 | |||
| invul = 1~8 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}{{Motion|41236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3800 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 3(8)4,4,8,4,8,4,3,1 | |||
| recovery = 26 | |||
| total = 81 | |||
| advHit = -DWN | |||
| advBlock = -3 | |||
| invul = 1~14 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}{{Motion|41236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 5300 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:4 | |||
| active = 3,2,2,4,2,4,2,4,2,10,1 | |||
| recovery = 26 | |||
| total = 70 | |||
| advHit = -DWN | |||
| advBlock = -3 | |||
| invul = 1~22 (Full) | |||
| description = A 41236K elbow with a giant ball of flame encompassing it. Your main super for ending combos in high damage, and also safe on block reversals and fireball punishes. You can easily confirm into these from starters like 2LK, or a jump-in into cl.HP or 2HP. Outside of combos, the level 2/3 versions are useful reversals that leave Mai -3, which is only punishable in rare situations and means they're more often than not safe. | |||
}} | |||
}} | |||
( | === <span class="invisible-header">Mizudori no Mai</span> === | ||
{{MoveData | |||
| name = Mizudori no Mai | |||
| input = 236236P | |||
| subtitle = Fan Super | |||
| image = CVS2_Mai_236236P.PNG | |||
| caption = | |||
| linkname = Mizudori no Mai | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = Trav.(18)Trav.(18)Trav. | |||
| recovery = 72 | |||
| total = 117 | |||
| advHit = -DWN | |||
| advBlock = -43 | |||
| invul = 1~8 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 2700 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = Trav.(18)Trav.(18)Trav. | |||
| recovery = 72 | |||
| total = 117 | |||
| advHit = -DWN | |||
| advBlock = -43 | |||
| invul = 1~13 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}} | |||
| subtitle = | |||
| damage = 4800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = Trav.(19)Trav.(21)Trav. | |||
| recovery = 72 | |||
| total = 121 | |||
| advHit = -DWN | |||
| advBlock = -40 | |||
| invul = 1~20 (Full) | |||
| description = Mai throws three fans at the opponent in succession. Can be used as counter-zoning to beat other fireballs, and occassionally work as easier to confirm super combo enders, though you would prefer 2141236K always. Much risker as a reversal option, and not as consistent either, so if you're going to reversal super you should also stick to 2141236K. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Shiranui-ryuu Ogi: Beni Suzaku</span> === | |||
{{MoveData | |||
| name = Shiranui-ryuu Ogi: Beni Suzaku | |||
| input = j.214214P | |||
| subtitle = Divekick Super | |||
| image = CVS2_Mai_214214P.PNG | |||
| caption = | |||
| linkname = Shiranui-ryuu Ogi: Beni Suzaku | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air {{Motion|214}}{{Motion|214}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 2100 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:12 | |||
| active = Till Landing | |||
| recovery = 16 | |||
| total = 33 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 1~9 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air {{Motion|214}}{{Motion|214}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 3600 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:12 | |||
| active = Till Landing | |||
| recovery = 16 | |||
| total = 33 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 1~15 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = In Air {{Motion|214}}{{Motion|214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 5000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:12 | |||
| active = Till Landing | |||
| recovery = 16 | |||
| total = 33 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 1~23 (Full) | |||
| description = Mai does a Musasabi no Mai divekick, but covers herself in flames as she descends. Similar in use to her j.214P divekicks, but higher reward for a higher cost. You can blow through even some invincible and high-reaching anti-airs with this, as Mai herself is invincible. Especially the level 3 version which is fully invincible into the active frames. Occassionally used as a mixup from her instant overhead hop roundhouse, though the cancel is tight. | |||
}} | |||
}} | |||
== The Basics == | == The Basics == |
Revision as of 04:59, 29 June 2022
Introduction
Story
Mai Shiranui is the last female heiress to the Shiranui ninja clan. As such, she is a highly skilled ninja in the Shiranui-ryuu fighting style, and likely the best in the world at it. The only other notable fighter who uses Shiranui-ryuu is Mai's boyfriend, Andy Bogard. Aside from her ninja training, Mai is an air-headed but strong woman who fights for her team, Team Women's Fighters, year after year in The King of Fighters. She is a bit hot-blooded at times, but cares for her teammates. Mai is also madly in love with her perfect man, Andy Bogard, and chases after him at all times. She appreciates things of great beauty, including herself, and will compliment men who look similar to Andy. However, she always ends with them being "not as cute as Andy".
Mai is one of the most popular characters in SNK history, for her interesting backstory, fun playstyle, and no other reason really.
Gameplay
Mai is one of CvS2's many zoners. Her Kachosen fireballs are useful and versatile space controlling tools that let her keep her opponents at bay, and her strong run away tools can frustrate opponents trying to work around them. Her Ryuuenbu fire attack can delete other projectiles as well, allowing her to counter-zone as effectively as she zones. Her mobility is much higher than the average character, with a stellar walkspeed, above average run, and a walldive and divekick for escaping bad situations. Her punish game isn't anything to scoff at either, especially if she has a level 3 super behind it.
These don't come without downsides however. Mai has much lower health than the average character, and lower stun too. While she can absolutely run away and zone for the entire match, if the opponent catches her a few times, it can end quick. Her defensive options aren't stellar either, with her only real reversal being a charge move with 25 frames of startup and still being a massive -42 on block. She doesn't have a 2 frame button either, making her mashing a little bit worse than the average character. This forces her to try and escape offensive pressure rather than fight back. Her offensive options aren't the best either, lacking any standing overheads or safe on block specials to pressure with.
These weaknesses don't knock her down too hard however, as Mai is still widely considered a high tier character in K-Groove. If you like to zone and run away from your opponents, and then punish their committal attempts to catch you with a massive level 3 super combo, then Mai is for you.
Groove Selection
Best - K: Mai is most widely played in K-Groove. Rage can make her poke and zone game a lot more damaging overall, and approaching Mai with Rage is scary, as if she tags you with one strong normal she gets to cancel into level 3 Cho Hissatsu Shinobi Bachi (2141236K) for massive damage. JD allows her a more powerful defensive tool as well. Her run is one of the fastest in the game, and mixed with shorthops it makes her mixup game a lot more real and allows her to pressure the opponent with more legitimate threat behind it.
Useful - C/N/A/S: Mai sees some usage in every other Groove, although they all sacrifice something. C-Mai gets more access to her supers, Alpha Counters to help her defense, airblocking to help her escape, and her roll is above average. She loses out on run, hop, and the threat of Rage. N-Mai gets run and hop, rolls, and guard cancel rolls to escape from pressure. She rarely uses her supers however, as her level 1 supers are underwhelming. A-Mai gets access to Custom Combos, and all the benefits of C-Mai save for the supers. She loses out on the movement ability of other Grooves, and almost never has a super, though her CC is still fairly useful. S-Mai gets the movement and access to infinite level 1 supers at low health. While her level 1's aren't stellar, having infinite of them makes them quite a lot scarier. She doesn't mind charging but Mai generally wants to stay mobile, and she has to sacrifice any other powerful tools in other Grooves and deal with the lacking mechanics of S-Groove overall.
Worst - P: While parries do help her to deal with rushdown pressure, Mai punishes just aren't that scary without meter, which P-Groove rarely has. Mai would rather zone than approach as well, and parries are best used offensively. P-Mai gets very little, and what she does get, you would likely rather just play K-Mai for.
Mai is a powerful zoning and neutral character with great normals, anti-airs, and a useful fireball. She has great ability to run away as well. She just lacks any offensive mix or a good reversal in exchange. Mai is best in K-Groove. |
|
Pros | Cons |
|
|
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
jLP
jMP
jHP
jLK
jMK
jHK
Command Normals
Tensui no Mai
Throws
Shiranui Gorin
Fusha Kuzushi
Yume Zakura
Specials
Wall Jump
Kachosen
Ryuuenbu
Hissatsu Shinobi Bachi