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| A unique projectile that requires Flame Stocks or charge time to become a real threat. Kachousen is unsafe on block, so fireball cancels must be spaced out to avoid giving the opponent a free turn. The default version of Kachousen has the lowest possible priority, meaning it loses completely to other standard projectiles, and can even be swatted away with any strike hitbox. If an airborne opponent is about to land on a fan, they can come down with an air normal to harmlessly destroy it. Swatting the fan counts as whiffing the attack, so the opponent cannot cancel a clashed normal (with the exception of light normals canceled into a 3-bar {{clr|DR|Drive Rush}}). | | A unique projectile that requires Flame Stocks or charge time to become a real threat. Kachousen is unsafe on block, so fireball cancels must be spaced out to avoid giving the opponent a free turn. The default version of Kachousen has the lowest possible priority, meaning it loses completely to other standard projectiles, and can even be swatted away with any strike hitbox. If an airborne opponent is about to land on a fan, they can come down with an air normal to harmlessly destroy it. Swatting the fan counts as whiffing the attack, so the opponent cannot cancel a clashed normal (with the exception of light normals canceled into a 3-bar {{clr|DR|Drive Rush}}). |
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| {{clr|OD|OD Kachousen}} is one of Mai's most important tools, offering her a safer way to start offense; it is much less risky than the held version while losing most of the weaknesses of her meterless fans. Because it is only one hit, it isn't a great counter to zoning characters who generally have 2-hit {{clr|OD|OD}} projectiles. On contact with the opponent, the {{clr|OD|OD Fan}} bounces upward before dropping down for a follow-up hit. This gives Mai time to move in and force a mixup if she throws it from longer ranges; from a close range cancel, Mai is negative and the opponent can safely press a button before blocking the descending fan. The bouncing fan locks the opponent into proximity guard, preventing them from walking back, but they may be able dash or avoid it with an attack that shifts their hurtbox. It also counts as an air attack similar to Akuma's air fireball, so characters with air-invuln specials can punish Mai for attempting a jump-in behind the descending fan. | | {{clr|OD|OD Kachousen}} is one of Mai's most important tools, offering her a safer way to start offense; it is much less risky than the held version while losing most of the weaknesses of her meterless fans. Because it is only one hit, it isn't a great counter to zoning characters who generally have 2-hit {{clr|OD|OD}} projectiles. On contact with the opponent, the {{clr|OD|OD Fan}} bounces upward before dropping down for a follow-up hit. This gives Mai time to move in and force a mixup if she throws it from longer ranges; from a close range cancel, Mai is negative and the opponent can safely press a button before blocking the descending fan. The bouncing fan does not trigger proximity guard so the opponent can walk backwards to avoid it. They may also be able to avoid it with a dash or an attack that shifts their hurtbox. It also counts as an air attack similar to Akuma's air fireball, so characters with air-invuln specials can punish Mai for attempting a jump-in behind the descending fan. |
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| Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. | | Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. |
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| 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. | | 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. The bouncing fan locks the opponent into proximity guard, preventing them from walking back, but they may be able dash or avoid it with an attack that shifts their hurtbox. It also counts as an air attack similar to Akuma's air fireball, so characters with air-invuln specials can punish Mai for attempting a jump-in behind the descending fan. | | 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. The bouncing fan does not trigger proximity guard so the opponent can walk backwards to avoid it. They may also be able to avoid it with a dash or an attack that shifts their hurtbox. It also counts as an air attack similar to Akuma's air fireball, so characters with air-invuln specials can punish Mai for attempting a jump-in behind the descending fan. |
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| {{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. | | {{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. | | 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. If one of its 2 hits is dissipated before making contact with the opponent then the lower bouncing fan does not appear. |
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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. | | 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. |