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| {{AttackDataCargo-SF6/Query|mai_236p_hold}} | | {{AttackDataCargo-SF6/Query|mai_236p_hold}} |
| | * 1-hit projectile, speed depends on button strength; '''Projectile Speed:''' {{clr|L|0.04}} / {{clr|M|0.05}} / {{clr|H|0.07}} |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Frame gap before follow-up bounce: |
| | ** {{clr|L|LP Version}}: 2f stand / 8f crouch (on hit), 4f stand / 10f crouch (on block) |
| | ** {{clr|M|MP Version}}: 19f stand / 25f crouch (on hit), 21f stand / 27f crouch (on block) |
| | ** {{clr|H|HP Version}}: 31f stand / 37f crouch (on hit), 33f stand / 39f crouch (on block) |
| | ** Gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief (allows natural combo on {{clr|L|LP version}}) |
| {{AttackDataCargo-SF6/Query|mai_236pp_hold}} | | {{AttackDataCargo-SF6/Query|mai_236pp_hold}} |
| * | | * '''Cancel Hitconfirm Window:''' 4f (Super) / 31f (~6P Follow-up) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state and maintains existing juggle states |
| {{AttackDataCargo-SF6/Query|mai_236pp_hold_6p}} | | {{AttackDataCargo-SF6/Query|mai_236pp_hold_6p}} |
| * | | * 2-hit OD projectile; '''Projectile Speed:''' 0.072 |
| | * Puts opponents into {{sf6-jug|limited juggle}} state; grounded hitstun if only the descending fans connect |
| | * Advantage is calculated assuming point blank range, measured after the initial hit (before the bounce) |
| | * Gaps between each hit vary greatly depending on spacing, standing/crouching, and character height |
| <br> | | <br> |
| | The held version of Kachousen acts as a true projectile, interacting normally with other fireballs and losing its weakness to strikes. The increased startup time makes it easier for the opponent to react, making it especially risky in cancels or against characters with good anti-projectile tools. |
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| | Much like the regular {{clr|OD|OD Kachousen}}, all meterless held versions bounce upward on hit or block. The bounce height of the fan depends on which strength was used, with {{clr|L|LP}} having a very short bounce and {{clr|H|HP}} bouncing the highest. These bounce differences allow for different mixups and pressure sequences, and when used from closer ranges the opponent will have little time to react to which strength was used. While Mai is lightly minus on block after the held fan connects, many setups give her the advantage to pursue stronger block pressure. |
| | |
| | {{clr|OD|Held OD Kachousen}} works a bit differently; Mai throws two single-hit fans which do NOT bounce on contact with the opponent. These fans grant massive frame advantage on their own, and can lead to a powerful Midare Kachousen follow-up at no additional cost. At close range, this has an interruptible gap, so it may be better to skip the follow-up if the opponent has a reversal. |
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| | Midare Kachousen, activated by holding 6P while charging {{clr|OD|OD Kachousen}}, splits into 2 additional bouncing fans on contact with the opponent. The timing of these fans is staggered to create a large gap between hits where Mai can mix up the opponent or bait a defensive response. If the initial fan connects, the opponent is launched high for a juggle, but if only the bouncing fans connect then they will incur grounded hitstun for a potential follow-up combo. |
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| | Mai has an extended hurtbox on her leg (32-62f) and arm (32-48f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the {{clr|OD|OD}} version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_236p_flame_hold}} | | {{AttackDataCargo-SF6/Query|mai_236p_flame_hold}} |
| * | | * 2-hit projectile, speed depends on button strength; '''Projectile Speed:''' {{clr|L|0.04}} / {{clr|M|0.05}} / {{clr|H|0.07}} |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Frame gap before follow-up bounce: |
| | ** {{clr|L|LP Version}}: 10f stand / 16f crouch (on hit), 12f stand / 18f crouch (on block) |
| | ** {{clr|M|MP Version}}: 27f stand / 33f crouch (on hit), 29f stand / 35f crouch (on block) |
| | ** {{clr|H|HP Version}}: 39f stand / 45f crouch (on hit), 41f stand / 47f crouch (on block) |
| | ** Gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief |
| {{AttackDataCargo-SF6/Query|mai_236pp_flame_hold}} | | {{AttackDataCargo-SF6/Query|mai_236pp_flame_hold}} |
| * | | * '''Cancel Hitconfirm Window:''' 4f (Super) / 31f (~6P Follow-up) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state and maintains existing juggle states |
| | * Frame advantage assumes point blank opponent, listed as Standing(Crouching) |
| | ** Slightly less advantage against taller characters (Dee Jay, JP, Marisa, Zangief) |
| {{AttackDataCargo-SF6/Query|mai_236pp_hold_6p_flame}} | | {{AttackDataCargo-SF6/Query|mai_236pp_hold_6p_flame}} |
| * | | * 2-hit OD projectile; '''Projectile Speed:''' 0.072 |
| | * Puts opponents into {{sf6-jug|limited juggle}} state; grounded hitstun if only the descending fans connect |
| | * True blockstring up to and including the first bouncing fan; block advantage does not account for the final fan |
| | * Gap before final hit vary greatly depending on spacing, standing/crouching, and character height |
| <br> | | <br> |
| | Spending a Flame Stock gives each held Kachousen an extra hit, making them much stronger neutral tools. This also ensures that Mai will have advantage on block after the initial fan connects, even at point blank range. In addition to the extra flame damage, Mai has no damage scaling on the Flame-enhanced held Kachousen, leading to better follow-up combos on a successful mixup. |
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| | Flame-enhanced charged Kachousen has a higher/slower bounce height on hit or block than the standard version. This changes the setups required for Mai's mixups and pressure sequences, especially when trying to prevent the opponent from escaping with an invincible reversal. |
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| | Mai has an extended hurtbox on her leg (32-62f) and arm (32-48f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the {{clr|OD|OD}} version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen. |
| }} | | }} |
| </tabber> | | </tabber> |