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== Neutral == | == Neutral == | ||
=== Important Pokes === | |||
'''{{clr|M|2MK}}''' is a fast low hitting attack with good range. Typically leads to a {{clr|DR|Drive Rush}} combo after either catching the opponent walking or whiff punishing them. | |||
'''{{clr|M|5MP}}''' is a good space controlling button with slightly more range than {{clr|M|2MK}}. | |||
'''{{clr|H|5HP}}''' has a lot of range and 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. | |||
'''{{clr|L|2LP}}''' is Mai's longest range 4 frame move, making it standard for checking the opponent at close range. | |||
'''{{clr|L|5LP}}''' leads to better rewards when fishing for counter-hits. It doesn't quite have as much range as {{clr|L|2LP}}, but its extra hitstun allows it to link into {{clr|M|2MK}} on counter-hit from quite far away. | |||
'''{{clr|H|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. | |||
'''{{clr|L|214LP}}''' has slightly more range than {{clr|H|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 {{clr|DR|Drive Rush}}. | |||
'''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. | |||
'''{{clr|OD|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. | |||
== Offense == | == Offense == |
Revision as of 16:35, 9 February 2025
Neutral
Important Pokes
2MK is a fast low hitting attack with good range. Typically leads to a Drive Rush combo after either catching the opponent walking or whiff punishing them.
5MP is a good space controlling button with slightly more range than 2MK.
5HP has a lot of range and 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.
2LP is Mai's longest range 4 frame move, making it standard for checking the opponent at close range.
5LP leads to better rewards when fishing for counter-hits. It doesn't quite have as much range as 2LP, but its extra hitstun 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.
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.
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.
Offense
Frame Traps
TO-DO
Okizeme and Mixups
Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
Knockdown | KD Adv. | Oki/Notes |
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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 |
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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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+10 |
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+11 |
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+12 |
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+13 or greater |
The following all work at any high frame advantage listed below, manually timing the hit to the opponent's wakeup.
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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, 33 frames can be killed with 2HK, and also with Dash 2LK or 2LK Dash.
Sequences ending with "~" mean a chain cancel is required. Such sequences are only compatible with setting up meaty light attacks.
Other sequences that end with a light normal are not compatible with setting up meaty light attacks.
Frames | Sequence | Frames | Sequence | Frames | Sequence | ||
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1 | 19 | 5LP~2LP~ | 37 | 2LP~LP, 5LK | |||
2 | 20 | 2LP~2LP~ | 38 | 2LK~LP, 5LK | |||
3 | J.X | 21 | 2LK~2LP~ | 39 | LP, MP | ||
4 | 22 | 5LP~LP | 40 | 6MP | |||
5 | 23 | Backdash 2LP~LP |
41 | 2HP | |||
6 | 24 | 2LK~LP | 42 | 236PP | |||
7 | 25 | 2LP~2LK | 43 | Empty Jump | |||
8 | 26 | MP 2LK~2LK |
44 | ||||
9 | 5LP~ | 27 | 5LP, 5LK | 45 | |||
10 | 2LP~ | 28 | 2MK | 46 | Jump J.X | ||
11 | 2LK~ DR |
29 | 5MK | 47 | 214MP | ||
12 | 30 | Throw | 48 | 214HP 236P | |||
13 | LP | 31 | 5LP~5LP~LP | 49 | |||
14 | 5LK | 32 | 5HP 4HK |
50 | |||
15 | 2LK | 33 | 2HK | 51 | |||
16 | 5LP~DR 2LP~DR |
34 | 5LP~5LP~2LK | 52 | 623LP 623MP | ||
17 | 5LK~DR | 35 | 214LP | 53 | 623HP | ||
18 | Dash |
36 | 5LP~LP, 5LK | 54 |
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 |
5MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 14 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 9 |
5LK~DRC | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 20 |
2LP~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 21 |
2MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 14 |
2MK~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 16 |
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 | ? |
5LP~DRC | +5 | |
2MK~DRC | +8 | ? |
5MP~DRC | +11 | ? |
2MP~DRC | +14 | ? |
5HP~DRC | +15 |
Defense
Reversals
TO-DO
Anti-Airs
TO-DO
Anti-Projectile
TO-DO
Fighting vs. Mai
TO-DO