不知火 舞, Shiranui Mai | |
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Category | Normal |
Playstyle | Zoning, hit-and-run |
Difficulty | Mostly Easy |
Max Mode Needed? | Much better with it |
Tier Placement | Pretty Good (B) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 233 |
Wall Jump | Yes |
Introduction
Mai Shiranui needs no introduction as one of the most popular SNK and fighting game characters of all time, and here she's no different. The bubbly kunoichi is just as annoying to deal with here as she is in any other fighter with her hit-and-run, poke and zoning heavy gameplay. Her first appearance was Fatal Fury 2, where she gained her popularity, many fans, and her eternal love for Andy Bogard - a love so strong that even in a post-apocalyptic setting she is on the hunt for his whereabouts. Here, she plays as a mix of her KOF98 and KOF2002 iterations, and for the most part, works just well enough to hold her own in the right hands, albeit they made the questionable design choice to limit Cho Hissatsu Shinobibachi - her staple super - as an Exceed only.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 5 | 4 | 8 | 17 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3 | 7 | 16 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 4 | 3 | 20 | 27 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 6 | 6 | 22 | 34 | -8 | -10 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 8 | 17 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 6 | 10 | 22 | -4 | -6 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 4, 3 | 19 | 34 | 1st= -6 | 1st= -8 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 9 | 5 | 15 | 29 | +0 | -2 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 8 | 3 | 9 | 20 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 4 | 7 | 17 | +1 | -1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 7 | 16 | 30 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 7 | 8 | 20 | 35 | SKD | -10 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 6 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 8 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 4 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 4 | 11 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 6 | 9 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 8 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 6 | 7 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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hcf B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcf D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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21x3 | 24 | Mid | 4 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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A= 31x7 ; C= 31x10 | 36 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
59x12 | 63 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
Mai's gameplan
Mai is a fast character with great movement options, and that's your plan, move and attack the opponent, mainly in the air with her Command Moves, and her wall leap. You can walk/dash/jump back/forward while using pokes too, Mai's attacks are good for that. In the air, you can just use the j.D (probably her best jumping attack), or even her Command Moves. Her supers are iffy when used in combos, given her supers themselves aren't too useful. It's better that you use them for punishing situations as the damage is still good enough. For her Exceed, confirming into it is easy, but be careful using it by itself if at all, even if it has invulnerability. Basic gist: play hit and run as Mai, mixup your opponent, play primarily zoning with projectiles and pokes, and be annoying to fight against.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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(j.X,) cl.C, df.B(1), qcf P | TBA | TBA | TBA | TBA | Easy combo. I wouldn't recommend this one, due to the bad recovery on the projectile(But I think it can be safe on combos). Mai has better options, but this one still can be used. |
(j.X,) cr.B, cl.B, df.B(1), qcf P | TBA | TBA | TBA | TBA | Just a combo with a low starter. The above does more damage too. |
(j.X,) cl.C, df.B(1), qcb P | TBA | TBA | TBA | TBA | The most damaging of her basic combos, her main go-to BnB. |
(j.X,) cl.C, df.B(1), qcb B | TBA | TBA | TBA | TBA | A good combo. You can use this one to confirm Mai's Max Mode loop. Note that you can't combo with the D version, due to the startup of it. If you're used to the pattern, you'll know the second combo(And probably some other ones below too). |
(j.X,) cl.C, df.B(1), hcf B | TBA | TBA | TBA | TBA | Probably the most damaging thing you can do with the hcf K. Note that you can't combo with the D version, due to the first hitbox appearing behind Mai as opposed to in front of her. Remember that you can max cancel the first hit of hcf B so you can do more damage if you need. |
(j.X,) cl.C, df.B(1), dp C | TBA | TBA | TBA | TBA | This one is one of the best(If not the best) of Mai's no-meter combos. Does many hits, and decent damage. You can use this to confirm Mai's loop too. |
(j.X,) cr.B, cl.B, df.B | TBA | TBA | TBA | TBA | Like the above, but with a low starter. This is Mai's only real low starter with a light, though the link itself isn't too hard. Worth learning since Mai has no light starter without it, otherwise. |
(j.X,) cr.B, cl.B, df.B(1), hcf B | TBA | TBA | TBA | TBA | Does more hits, has a low starter, but won't do more damage than the combo above. You can use this on some mixup games. |
(j.X,) cr.B, cl.B, df.B(1), qcb C | TBA | TBA | TBA | TBA | Can be used too. Has a low starter, which can help. The df+B is optional on this combo too. |
(Corner only) f.B, st.A | TBA | TBA | TBA | TBA | An easy link with Mai's overhead, but it's a corner only combo, sadly. Other bad things on this combo: You can't combo a normal into this Command Move; You can't cancel the st.A outside of Max Mode. |
(Corner only) f.B, walk/dash a little forward, cl.C, df.B(1), qcb P | TBA | TBA | TBA | TBA | Probably the most damaging thing you can do with the overhead outside of Max Mode, but it can be hard to do(You'll need to have a good timing to link the f+B with the cl.C). |
(Corner only) f.B, walk/dash a little forward, cl.C, df.B(1), qcb B | TBA | TBA | TBA | TBA | |
(Corner only) f.B, walk/dash a little forward, cl.C, df.B(1), hcf B | TBA | TBA | TBA | TBA | |
(Corner only) Any normal, f.B, qcb P | TBA | TBA | TBA | TBA | A simple combo but pointless beyond mixing up the opponent, assuming they try to attack back after f.B. Important notes: The f.B can be canceled into the qcb P only if you cancel a normal into it, but the Command Move will lose the overhead properties. |
(Corner only/On a deep jump-in) d.A, j.qcb P | TBA | TBA | TBA | TBA | You'll need to do a very deep jump if you want to land this one. I would recommend using the qcb A on the combo, but if you want to try with the C version, go ahead. On certain characters(Big ones), this combo can be easier. |
(Corner only, fullscreen away) qcf A, sj.X / dash forwards j.X, any combo | TBA | TBA | TBA | TBA | Combo video combo, you probably won't see this in a real match. This is better to use while the opponent is stunned/if you want to do corner pressure on the opponent by using the projectile as a meaty. You can learn this if you want to do more damage. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(Corner only) f.B, walk/dash a little forward, cl.C, df.B(1), Super | TBA | TBA | TBA | TBA | |
(Corner only) f.B, walk/dash a little forward, cl.C, df.B(1), Exceed | TBA | TBA | TBA | TBA | |
(j.X,) cl.C, df.B(1), qcf x2 P | TBA | TBA | TBA | TBA | This is probably the best confirm for this super. This Super isn't that fast when compared to most projectiles(Assuming the Super ones as well), and the 3 fans will connect into each other, and this is right, because you probably used it, and saw the Super doing 3 hits. But you used it alone, not on a combo. We need to add at least one attack before the Super to call it a combo. And that attack will push the opponent(If you tried this combo, you can see that the opponent stopped being pushed during the first 2 fans, and then he continues being pushed during that little pause after the first 2 fans(That means, the target's position changed, making the 3rd fan nearly useless, because the opponent can block it). I just noticed on the training mode that the opponent's position is what determines if the 3rd fan will connect or not(You can test the positions, but the fans will combo if they are used on point-blank reach, or even if they are used fullscreen away. This combo will do 5 on the corner as well. |
(Fullscreen away) qcf A, qcf x2 C | TBA | TBA | TBA | TBA | This is an interesting combo. You can use it while your opponent is stunned, and you don't know what to do. This combo can be used as a cheap finisher too(4 chipping moves from far away), but only when you need to(Don't waste your meter like that if you know that you're not going to win the match). |
Anti-Air qcb x2 P, air reset | Near Corner | TBA | TBA | TBA | This is the only possible combo for this Super, sadly(But you know, the opponent can't block while he/she is in the air here). The A version of the Super does less hits, but it's easier to combo after it, so you can stick with it for now. There are some great combos using this juggle properties on the Max Mode(And even a confirm for the Exceed!), but we'll see that later. |
(j.X,) cl.C, df.B(1), Exceed | TBA | TBA | TBA | TBA | It's just the most damaging Mai combo outside of Max Mode. It's not that hard to do(You don't even need good hands to cancel the df+B). Well, it's very important to confirm the Exceed on any match, so learn this combo, you will need it on your matches. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl.C, df.B, dp C(4), [(C)qcb B, (C)dp C(4)]xN, (C)qcb C(1), (SC)qcf x2 P | TBA | TBA | TBA | TBA | The last part of the combo is possible only in the corner. This is a great combo, but not that hard to perform, thanks to the DP(You can get a projectile if you miss the input. To avoid that, stop the motion on df, not on f). The corner only finisher is great, because it will add some damage to the combo, but... It's very hard to cancel a QCB+C into a QCF(2x)+P(You won't have so much frames to perform the inputs), but there is a way to make it easier, which is: Buffering the first QCF. Try something like QCF, QCB+C, QCF+P(While on Max Mode). You'll need to do it very fast to make it work. |
(Corner only, opponent needs to be in the air) qcb x2 P, qcb C(1), [(C)dp K, (C)qcb C(1),]xN, (SC)Exceed | TBA | TBA | TBA | TBA | This is the most damaging way to confirm the Exceed, and the only way to use the DP+K on combos. You can learn this, but it's a little hard to land it on a real match(You'll need to predict your opponent's jump for that). It's easier than the loop above too. |