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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
has more cancelable frames.
- Ukihane (Air
+
) has a different trajectory than Arcade, and recovery time has been changed.
- Added new target combo: st.
> st.
. It can be used to connect into HD mode and also gives Mai more damage on pokes.
- Kachousen (
+
) has faster startup and faster recovery.
- Musasabi no Mai (from ground) (
~
+
) can be canceled with Ukihane (
+
).
- Light Ryuu Enbu (
+
) hitbox is larger vertically.
- Added EX Air Chou Hissatsu Shinobibachi (Air
+
). It is invincible until it becomes active.
- Shiranui Ryuu: Kunoichi no Mai (
+
) has faster startup and freezes time after flying to the edge of screen.
Combos
0% Drive
0 Bar
- j.
xx
+
- (128)
- cr.
, cr.
xx
+
- (144)
- cr.
,cr.
,st.
,st.
- (153)
- cr.
, cr.
, cr.
xx
+
(154)
- cl.
xx
+
- (166)
- cr.
, cr.
, cr.
xx
+
- (171)
- cr.
, cr.
, cr.
,
+
- (194)
- (corner only) cl.
xx
+
, cr.
- (255)
- (corner only) cl.
xx
+
, cr.
xx
+
(301)
All combos can be started with a jump attack.
1 Bar
- cl.
xx
+
,
+
- (267 [mid-screen]/ 308 [corner])
- cl.
xx
+
(corner)
+
, st.
(260 [mid-screen]/ 327 [corner])
- (corner only) cl.
xx
+
,
+
,
+
, cl.
/ airgrab - (395 / 431)
- (corner only) cr.
,
+
, st.
,
+
,
+
,
+
, Air Throw - (502)
These combos can be optionally started with cr.,
to allow a hitconfirm.
2 Bar
50% Drive
0 Bar
1 Bar
- (midscreen) cr.
cr.
st.
+
(corner),
+
(1)
+
,
+
,
+
, airthrow (379)
- Carries to the corner from as far as half a stage away.
- (midscreen) cl.
+
(2)
+
,
+
,
+
, airthrow (443)
- Carries as far as the previous combo while doing more damage, though it requires a heavy normal to start it.
2 Bar
- (midscreen) cr.
cr.
+
,
+
(1)
+
,
+
(354)
- 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. > st.
HD st.
xx [
+
(2 hits) xx
+
xx]x4
+
[437/502 dmg]
+
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 HDC.
+
must be inputted slowly so the following
+
doesn't register as a super.
- If you reach the corner at any point, drive cancel
+
into j.
+
instead and do the below combo for as long as your remaining drive gauge allows.
(near corner) st. > st.
HD st.
st.
xx
+
xx j.
+
,
+
(2) xx
+
,
+
,
+
xx
+
,
+
,
+
xx
+
,
+
,
+
,
+
, st.
(632 dmg)
- Builds 75% meter and 25% drive gauge after the last HDC.
1 Meter
(midscreen) st. > st.
HD st.
st.
xx
+
,
+
xx
+
,
+
,
+
,
+
xx
+
,
+
,
+
xx
+
,
+
, airthrow (549 dmg)
- Uses meter to carry. Easier than doing the meterless loop, but prorates a lot.
(corner) cr. xx
+
, st.
xx
+
,
+
,
+
,
+
+
,
+
,
+
+
,
+
,
+
, cr.
- (?)
- Almost 100% stun.
2 Meter
(anywhere) st. > st.
HD st.
[
+
(2 hits) xx
+
xx]x3,
+
xx j.
+
(642/711)
+
hits once against standing opponents and twice against crouching opponents.
+
must be inputted slowly so the following
+
doesn't register as a super.
(near corner) st. > st.
HD st.
st.
xx
+
xx j.
+
,
+
(2 hits) xx
+
,
+
,
+
xx
+
,
+
,
+
xx
+
(768 dmg)
(near corner) st. > st.
HD (st.
>) st.
xx
+
xx j.
+
,
+
(1 hit) xx
+
,
+
, [
+
(2 hits) xx
+
]x2,
+
(2 hits) xx
+
(790 dmg)
- A more damaging alternative to the previous combo.
- Skip either (st.
) or the second hit of the last
+
against crouching opponents.
3 Meter
[corner] st. HD st.
,
+
,
+
,
+
,
+
,
+
(1 hit) xx
+
,
+
,
+
(1 hit) xx
+
,
+
,
+
(1 hit)
+
- (809)
4 Meter
[corner] j., st.
HD st.
,
+
+
- (831)
[corner] j., st.
, HD st.
xx
+
[2 hits], xx air
+
,
+
[2 hits], xx
,
+
,
+
[1 hit], xx
+
,
+
,
+
,
+
[1 hit], xx
+
,
+
,
+
,
+
- (808)
[corner] j., st.
, [HD] st.
xx
+
[2 hits], xx air
+
,
+
[2 hits], xx
+
,
+
[1 hit], xx
+
,
+
,
+
+
- (908)
Team Order
1st position
Mai is an okay but not great point, as Mai's damage without meter is low. She can play a solid zoning game with Kachosen, but it's better to put someone else point unless there's a character with matchup problems against Mai, e.g. grapplers, who have a hard time chasing down Mai.
2nd position/3rd position
Mai works equally well in both positions. Once she has meter, she'll do way more damage (as with every character), but when Mai really starts to shine is when you use her neomax to punish -virtually anything- in the game. You'll also need meter for a "get off me" option, and Mai's only invincible reversal is +
.
Strategy
Basic Strategy
Advanced Strategy
Frame Traps
Frame Traps and Links
"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.
1. cl., cl.
- 3 frame gap between cl.
, and cl.
.
2. cl., cr.
- 3 frame gap between cl.
, and cr.
.
3. cr., cl.
- 2 frame gap between cr.
, and cl.
.
4. cr., cr.
- 2 frame gap between cr.
, and cr.
.
5. st., cl.
- 3 frame gap between st.
, and cl.
.
6. st., cl.
- 4 frame gap between st.
, and cl.
.
7. st., cr.
- 4 frame gap between st.
, and cr.
.
8. cr., cl.
- 4 frame gap between cr.
, and cl.
.
9. cr., cr.
- 4 frame gap between cr.
, and cr.
.
10. Instant/ lowest air +
, cl.
- 3 frame gap between instant/ lowest air
+
and cl.
.
11. Instant/ lowest air +
, cr.
- 4 frame gap between instant/ lowest air
+
and cr.
.
12. Instant/ lowest air +
, cl.
- 4 frame gap between instant/ lowest air
+
and cl.
.
13. Instant/ lowest air +
, cr.
- 4 frame gap between instant/ lowest air
+
and cr.
.
14. +
, far
- 1 frame gap between
+
, and far
.
15. Air +
, cl.
- 3 frame gap between instant/ lowest air
+
and cl.
.
16. Air +
, cr.
- 4 frame gap between instant/ lowest air
+
and cr.
.
17. Air +
, cl.
- 4 frame gap between instant/ lowest air
+
and cl.
.
18. Air +
, cr.
- 4 frame gap between instant/ lowest air
+
and cr.
.
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. 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.