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Mai Shiranui
In a nutshell
Of course this Fatal Fury femme fatale returns with this iteration of The King of Fighters. Although she has uniquely fast but high-arcing jumps and hops that makes her high and low game slightly more obvious, her focus is in her ability to zone and coax the opponent into approaching and setting them up for a trap. She's a tricky character with strong ground and aerial game. Though she may lack a fast attack that quickly rises above her vertically for an easy anti-air, she can play in a proactive manner that covers her bases to thoroughly make up for her shortcomings. While she may require the player to be more familiar and comfortable with spacing with normals, she's a fun and tricky character to play and has great attacks that beat out and control hop usage really well.
Video Walkthrough
Move List
Normal Moves
Console Changes
- Crouching C has more cancelable frames.
- Ukihane (Air d+B) has a different trajectory than Arcade, and recovery time has been changed.
- Added new target combo: st.B > st.D. It can be used to connect into HD mode and also gives Mai more damage on pokes.
- Kachousen (qcf+P) has faster startup and faster recovery.
- Musasabi no Mai (from ground) (d~u+P) can be canceled with Ukihane (d+B).
- Light Ryuu Enbu (qcb+A) hitbox is larger vertically.
- Added EX Air Chou Hissatsu Shinobibachi (Air qcb hcf+BD). It is invincible until it becomes active.
- Shiranui Ryuu: Kunoichi no Mai (qcf hcb+AC) has faster startup and freezes time after flying to the edge of screen.
Combos
0% Drive
0 Bar
- cr.
cr.
xx
+
- (144, 18)
- (jump attack) cl.
xx
+
- (166, 19)
- j.
xx
+
-127/17
- (corner only) cl.
xx
+
, cr.
- (194, 22)
- cr.
, cr.
xx
,
+
xx
+
- (145, 20)
1 Bar
- (jump attack) cl.
xx
+
,
+
- (267, 15 [mid-screen] / 308, 19 [corner])
- (jump whatever) cl. whatever xx
+
(corner)
+
(327 dmg)
- (corner only) (jump attack) cl.
xx
+
,
+
,
+
, cl.
or airgrab - (395, 38 / 431, 31)
These combos can be optionally started with cr.,
to allow a hitconfirm.
2 Bar
50% Drive
0 Bar
- (corner only) (jump attack) cl.C xx hcf+D (2 hits) (DC) air qcb+C, qcb+C, cr.C or airgrab - (345, 42 / 383, 35)
1 Bar
- (corner only) cl.C xx qcb+AC, qcb+C, qcb+C (1 hit) (DC) qcf+A, qcb+C, qcb+C, cl.C or airgrab - (497, 62 / 514,55)
- (midscreen) cr.B cr.B st.A hcf+BD (corner), qcb+C(1) (DC) qcf+A, qcb+C, qcb+C, airthrow (379 dmg)
- Carries to the corner from as far as half a stage away.
- (midscreen) cr.B cr.A qcb+AC, qcf+D(1) (DC) qcb+C, qcb+C, airthrow (410 dmg)
- Works as far as 40% from the corner, and does pretty good damage.
- (midscreen) cl.C hcf+D(2) (DC) qcb+AC, acb+C, acb+C, airthrow (443 dmg)
- Carries as far as the previous combo while doing more damage, though it requires a heavy normal to start it.
2 Bar
- (midscreen) cr.B cr.A qcb+AC, qcf+D(1) (DC) qcb+AC, qcf+D (354 dmg)
- Carries all the way from one corner to another, probably useful for those corner crossup mixups from Mai's throw.
100% Drive
0 Meter
- (anywhere) st.B st.D (HD) st.D [hcf+D(1-2) (DC) qcb+C (DC)]x4 hcf+D [437/502 dmg]
- hcf+D hits once against standing opponents and twice against crouching opponents. Against crouchers, cancel on the first hit at least once to avoid running out of gauge before the last DC.
- qcb+C must be inputted slowly so the following hcf+D doesn't register as a super (hcf+D~qcb......C~hcf+D).
- If you reach the corner at any point, drive cancel hcf+D into j.qcb+C instead and do the below combo for as long as your remaining drive gauge allows.
- (near corner) st.B st.D (HD) st.B st.D hcf+D (DC) j.qcb+C, hcf+D(2) (DC) [qcb+C]x3 (DC) qcf+A, [qcb+C]x2 (DC) qcf+A, [qcb+C]x3, st.C [632 dmg]
- Builds 75% meter and 25% drive gauge after the last DC.
1 Meter
- (midscreen) st.B st.D (HD) st.B st.D hcf+BD, qcb+C (DC) qcf+A, [qcb+C]x3 (DC) qcf+A, [qcb+C]x2 (DC) qcf+A, qcb+C, airthrow (549 dmg)
- Uses meter to carry. Easier than doing the meterless loop, but prorates a lot.
- (corner) cr.C qcf+A, st.A qcb+AC, [qcb+C]x3 (DC) qcf+A, [qcb+C]x2 (DC) qcf+A, [qcb+C]x2, cr.C
- Almost 100% stun.
2 Meter
- (anywhere) st.B st.D (HD) st.D [hcf+D(1-2) (DC) qcb+C (DC)]x3 hcf+D (DC) j.qcf,hcb+AC [642/711 dmg]
- hcf+D hits once against standing opponents and twice against crouching opponents.
- qcb+C must be inputted slowly so the following hcf+D doesn't register as a super (hcf+D~qcb......C~hcf+D).
- (near corner) st.B st.D (HD) st.B st.D hcf+D (DC) j.qcb+D, hcf+D(2) (DC) [qcb+C]x3 (DC) qcf+A, [qcb+C]x2 (DC) qcf,hcb+AC (768 dmg)
- Input qcb+C as qcf,hcb+C~AC for an easy max-cancel.
- (near corner) st.B st.D (HD) (st.B) st.D hcf+D (DC) j.qcb+C, hcf+D(1) (DC) qcf+A, qcb+C, [hcf+D(2) (DC) qcb+A]x2, hcf+D(2) (DC) qcf,hcb+AC (790 dmg)
- A more damaging alternative to the previous combo.
- Skip either (st.B) or the second hit of the last hcf+D against crouching opponents.
Strategy
Basic Strategy
Advanced Strategy
Team Order
1st position
2nd position
3rd position
Tips and Tricks
After throwing the opponent into the corner, Mai can jump into the corner just by doing a regular jump forward, though as far as I know she's unable to land a crossup j.B this way. You can also walk forward a bit and then roll into the corner, and depending on how far you walk creates an ambiguous roll setup.