Dream Cancel Forum

King of Fighters XIII => Character Discussion => Mai Shiranui => Topic started by: nilcam on December 06, 2011, 06:01:17 AM

Title: Mai Shiranui (Console)
Post by: nilcam on December 06, 2011, 06:01:17 AM
(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/mai.gif)

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Fuusha Kuzushi - ;bk / ;fd+ ;c / ;d

Command Normals
Wall Jump - ;uf in all near wall (1P side),  ;ub on 2P side

Ukihane - Air ;dn + ;b

Yume Sakura (Air Throw) - ;fd / ;dn / ;bk + ;c / ;d (close in air)

Special Moves
Kachosen - ;qcf + ;a / ;c *

Ryuenbu - ;qcb + ;a / ;c *

Hisstatsu Shinobi Baichi - ;hcf + ;b / ;d *

Musasabi No Mai - (charge) ;dn ;up + ;a / ;c

Musasabi No Mai (air variant) - ;qcb + ;a / ;c (in air) *

Desperation Moves
Chou Hisstatsu Shinobi Baichi - ;qcb ;hcf + ;b / ;d (ground or air) *

Neomax
Shiranui Ryuu Kunoichi no Mai - ;qcf ;hcb + ;a ;c (ground or air)

Mai's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Mai_Shiranui_(XIII)).

Console changes:
- Kaschousen comes out faster, also has quicker recovery
* Ukibane (down + B in air) has different trajectory than Arcade, recovery time has been changed
* Musasabi(from ground) can be canceled to Floating attack
* WK>FK is a chain combo. Can be used to connect into HD mode, and also gives Mai more damage on pokes
* EX air Shinobibachi added in game. Invincible until hit detection comes out.
- Crouching FP has more cancelable frames
- Weak Ryuenbu has more vertical hitbox
* Neomax comes out faster and freezes time when it reaches the edge of screen

Producer Yamamoto says: We’ve balanced her as a female ninja by giving her attacks that can make her fight more tricky from the air. Using Ukibane to trick the opponent and doing an attack string, or hit confirming from her crouching fierce punch have become effective tactics. Her Neomax has also been buffed.
Title: Re: Mai Shiranui (Console)
Post by: nilcam on December 06, 2011, 06:01:28 AM
How to Play Mai Shiranui as of KOFXIII

https://www.youtube.com/watch?v=rI0eSjv7r_w (https://www.youtube.com/watch?v=rI0eSjv7r_w)
https://www.youtube.com/watch?v=xnJjD0TgdLY (https://www.youtube.com/watch?v=xnJjD0TgdLY)
https://www.youtube.com/watch?v=cRwcTqauc3k (https://www.youtube.com/watch?v=cRwcTqauc3k)
https://www.youtube.com/watch?v=nO98KcbS-T4 (https://www.youtube.com/watch?v=nO98KcbS-T4)
https://www.youtube.com/watch?v=Cvr-GRoRc7M (https://www.youtube.com/watch?v=Cvr-GRoRc7M)
Title: Re: Mai Shiranui (Console)
Post by: nilcam on December 06, 2011, 06:01:38 AM
Mai is a character that requires a large degree of discipline. Chronologically speaking, Mai is a character that is considered to be rather unorthodox to KOFXIII. She was never meant to be a "high damaging" character. In this category, Mai is put into the same category as the likes of King or Leona for example. Meter less damage output is considered low but with meter, the damage output is great. Until Mai generates the meter for such damage, the player needs to play "solid" - they need to take advantage of her mobility, air control and her normal moves. Kachousen (qcf+P) should be used in moderation to zone the opponent out and to start an offense. Mai's special moves and her tools in general become safe if they are Mai's mobility plays a pivotal role in her game play: Fast walk speed, fast run speed and her high (yet not so floaty) jumps. She also has a wall kick! Players need to USE this to their advantage and stay ON the move! She IS a ninja (well... specifically a Kunoichi). So it would only be natural! The players need to make active use of d~charge~u+P - that motion causes Mai to move very quickly across the scene.
For the Ryuenbu (qcb+P), all versions of this move are safe on block, but is generally a great idea to put more emphasis on A version Ryuenbu because of it's short recovery. Because, if Mai continues to finish her block strings and/or combos with the C version then she is not going to get anything off of it, even if she does hit the opponent successfully. The A version of Ryuenbu keeps Mai on the move. The EX qcb+P Ryuenbu is also plus frames on block and can be used for conducting very damaging juggle combos, especially in the corner.
Mai's EX moves in general are safe on block. EX air qcb+P is 0 frames on block.
You can use Ukihane (j2B) to change the trajectory of Mai's jumps. She also cancel into Ukihane from her Musasabi to play tricks on the opponent make them do something unsafe. Another thing is that Mai can use wall jump to get out of corner pressure easily.
Now in terms of fundamentals - close st.A, st.C, j.A, j.CD, and air throw are Mai's anti-airs - j.A and j.CD sticking out the most. (And, no. Mai does not have a dragon punch... and for obvious reasons, she does not need one either - if Mai had a DP in this particular KOFXIII, she'd be broken. It would be like trying to hand King a air fire ball on her backdash). Mai's jumping A has many uses. Use jumping A (preferably early) to anti-air opponents from the mid range (to keep them from super jumping), screwing with the opponents jump ins altogether, and for corner pressure. When the opponent is cornered, maintain a safe distance and lock the opponent down with neutral hop jumping A, CD attacks (whiff cancel into qcb+A or qcf+A, hop j2B (in front of the opponent because you want to frame trap the opponent) - bully the opponent with cr.B and st.A as you slowly advance towards the cornered the opponent (Mai's walk speed is ridiculous). After doing a jump in, go for throws every now and then (there is NO crouch tech). Do NOT forget about Mai's ground CD attack. The air version is also reliable. Mai's ground CD is very fast and can put stop to low hit confirms. A good block string to use against cornered opponents are things like: j.C, st.C, qcb+A, cr.C, qcb+C. This can be used in combos and qcb+A has the shortest recovery. When trying to start an offense don't bother trying to play Mai as if she was Kyo or Mr. Karate. Because, she is not them. You need to be thinking in terms of how a King player would - good buttons, awesome meter options, great mobility/movement and high HD combo damage. That is what Mai is meant for, while she is a rather unorthodox character like Chin is but in a different way. Mai needs to make the opponent go "What is this woman doing...?" Mai should also be able scare the opponent into making mistakes - hence, Mai's fast walk speed, run speed (Mai has the fastest run speed which can even be used for crossing under stuff while the opponent is in mid air), annoying normals, annoying air control, etc... 
If you are a new Mai player: DO NOT try qcf+A into hcf+K set up. New players are fond of this for some reason even though it is not safe. If you want to follow up after qcf+A... go for another qcf+A (if you're the full range), run forward-stop-run forward-stop... (stagger your offense and rush down. Mai is a fast character, so please take advantage of this. Baiting your out unsafe move or making the opponent whiff something is part of Mai's MO). After qcf+A you can also go for air throw or neutral jump A (or CD) if the opponent tries super jumping in on you. Or, at the mid range, you can back dash and go for other options after the back dash, like ground Musasabi or a poke. Against smarter opponents, you need to be more creative with Mai's options.

The only time the Mai player should EVER be worried about damage is if the opponent is cornered and if she has at least a bar and a drive:
* With 1 bar and 1 drive, Mai can get over 522 / 553 damage easily in a practical situation.
[Corner] s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] qcf+A, qcb C, qcb C, Air Throw = 522 dmg
[Corner] st.C, EX qcb P, qcb+C, qcb+C, qcb+C [DC] qcf+A, qcb+C, qcb+C, Air Throw = 553 dmg

* Mai gets more than 800 damage in HD combos while spending only two bars.
[corner] Far st.D [HD] (hold back) Far st.D, hcf+D [2 hits] [HDC] air.qcb+C, hcf+D [HDC] qcb+C, hcf+B [HDC] qcf+A, qcb+C, qcb+C, qcb+C [HDC] qcf+A > Neo Max = [805]

On the defensive, especially if you are getting stuck in the corner, use back dashes, or back dashes into wall jumps. You can also neutral jump and then go for wall jumps and/or a air qcb+P to get out of the corner safely. Ground Musasabi (d~charge~u+P) is also a good option because Mai can just say "Forget this" and jump straight from the corner all the way to the other side. Avoid getting cornered (a general rule in KOF and in most 2D fighting games) and do NOT let Mai suffer an untechable knockdown. If she does then get ready to block, roll, GC roll, or GC blow back. Pay attention to what is happening and what the opponent is doing. A lot of things being said here would be considered common sense at this point. Remember that movement is very important, which is one of the things that Mai excels at.
The fact of the matter is, Mai is a ninja. So the player needs to be cunning. Tricky. Annoying. Aggravating. The player needs to focus a little on solid play. Now even though this is KOF, always remember to adjust to your opponents play style... put a little dynamics in your game play so that you don't develop any recurring bad habit. Mai encourages the player to stay solid. One thing to note is that Mai is good at dealing with impatient or overly aggressively players, that which you can thank her mobility options for.
Title: Re: Mai Shiranui (Console)
Post by: Ben Reed on December 06, 2011, 10:04:09 PM
Re: Mastaroth's post in the old thread:

Quote
Also besides rolling passed the opponent, you can even Throw the opponent in the corner then time a jump-in and j.B either cross-up or not depending on when you jumped... This is very hard to tell and will beat wake up 1 frame throw attempts... Also if they try to roll and get away then you'll be able to recover, run up and throw them back into the corner...

Could you be a bit more specific about the timing? Like how long do you have to wait after the throw to get a crossup vs. not get a crossup? Full jump or low jump?

Also, how do you consistently set up a crossup with her midscreen? I keep swearing I've spaced for a crossup, but I always come up short (or too far forward).

And to answer milesw's question:

Quote
Sorry what do you mean by J 1 D?

Means to hold down-back (1 in numpad notation) while doing j. D.

This blocking is the key to any safe-jump setup. When timed properly, this means that you will land in time from your jump attack to block slow-startup (blockable) reversals if the opponent does one on wakeup. If the opponent doesn't reversal on wakeup, they either get hit by or have to block your j. D, and you can combo or pressure from there.
Title: Re: Mai Shiranui (Console)
Post by: mightfo on December 07, 2011, 10:35:46 AM
so, this may have been discussed before but i couldnt find it(sorry if i am blind)

You know mai's supposed non-corner HD combo that goes like hcf D(2hit) [HDC] qcb C(1hit) [HDC] hcf D and how there's that whole problem of overlapping with her super input?

Well, I think I figured out a way to get around the super input issue, though my execution is ass and I cant do it consistently. Basically you either:

A)Input QCB immediately after you hit D for HCF D, but dont hit C until you want the ryuenbu. The buffer will keep it, but the qcb will have been done long enough ago or something that you won't get super.
B)Do something like this:HCF D then immediately after hitting D start doing a half circle back "slightly slowly". Back and forth, back and forth. i feel like doing this and not letting the stick go to neutral makes this much easier. you may prefer method A and method A makes more sense but I have more success with B.

It seems to me that the key to both of these is to start doing the next motion IMMEDIATELY after hitting D, and not hitting C too early.

If you have a better way of doing this or explaining how to do it, please say so~
Title: Re: Mai Shiranui (Console)
Post by: Sephiroth73003 on December 07, 2011, 06:54:38 PM
Picked mai up I'm pretty new to the game, but long time SF player.

Stuff I've found out.

1. After a normal throw, take a step forward fj.  ;c crosses up. You can make this really ambiguous. fj.  ;d also works but spacing is more strict and  ;b can't be combo'd from at any height it can realistically be considered ambiguous.

2. After an air throw or normal throw, throw a light fireball meaty and hyper hop in. They can't interrupt except maybe with with an uppercut, if the fireball hits you can actually combo from it.

3. On crossing up with a super fj. ;b in the corner after a throw. Its pretty easy just have to make sure you do a full super jump. If you press the button early it crosses up if your press it late it doesn't.

4. Interesting thing I found was after HCF+ ;b you can do instant crossups with hop forward j. d. ;b. These can be highly ambiguous. Even more interesting a couple times I was able to hit j.  ;d as a crossup from a hyperhop here and combo from it. Thing is again its really timing specific on the button press. If you hit your momentum stops and you can combo, but if you mess up you go flying pass them looking stupid. Timing is too tight to do consisently in my opinion but if someone can get that down that would be a hell of an ambiguous setup.

5. In the corner you can deal easily 400+ damage with a single meter off an EX Ryuenbu. Also setting up counterhit blow backs can lead to some pretty hefty meterless damage as well. For midscreen, I use her as a battery so I don't use meter here as except a super cancel to end the match it doesn't seem worth it.

6. She can combo an airthrow after EX Super in the corner.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on December 08, 2011, 06:54:49 PM
cr.B, cr.B the opponent... if they keep blocking low then a hop B afterwards will cross-up and you can combo from it... her j.B is her best cross-up... no need to use anything else... you can do tricky double overheads from j.B, (d.B or air d.B)... the opponent has no option but to guess right...
Title: Re: Mai Shiranui (Console)
Post by: Sephiroth73003 on December 08, 2011, 10:54:00 PM
I heard she could cancel her jump attacks into walljumps near the corner. Is that true? Can't seem to get it to work.
Title: Re: Mai Shiranui (Console)
Post by: Kane317 on December 09, 2011, 01:42:00 PM
I heard she could cancel her jump attacks into walljumps near the corner. Is that true? Can't seem to get it to work.

In the arcade she could, they took it out.
Title: Re: Mai Shiranui (Console)
Post by: SpLSlick on December 13, 2011, 11:03:35 PM
I know this is a small problem but when I was looking at the wiki of mai, if you look at the combos listed:
1 Stock, No Drive Gauge -j.D, j.d.B [128]. This combo is listed there. Also, are there combos that build decent meter without using meter? I will look at the arcade thread right now. But it was just a heads up
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on December 14, 2011, 09:51:56 AM
Made up a practical combo list for Mai based off of her being a point character...


Mid-Screen Combos -

(0 Meter + 0 DC) - j.C/cr.B, cr.B, (s.B, s.D) or (s.A, hcf+B) = 193/194 dmg

(1 Meter + 0 DC) - j.C/cr.B, cr.B, s.A, hcf+BD, far s.D = 286 dmg

(1 Meter + 1 DC) - j.C/cr.B, cr.B, s.A, hcf+B *2 hits*, DC, qcb+AC, Air Throw = 344 dmg


Half-Screen Away From Corner Combos -

(1 Meter + 0 DC) - j.C/cr.B, cr.B, s.A, hcf+BD, Air Throw = 313 dmg

(1 Meter + 1 DC) - j.C/cr.B, cr.B, s.A, hcf+BD, qcb+C *1 hit*, DC, qcf+A, qcb+C, qcb+C, Air Throw = 419 dmg


Corner Specific Combos -

(1 Meter + 0 DC) - j.C/cr.B, cr.B, cr.B, s.A, qcb+AC, qcb+C, qcb+C, Air Throw = 437 dmg

(0 Meter + 1 DC) - j.C/cr.B, cr.B, cr.B, s.A, hcf+B *2 hits*, DC, air qcb+A, qcb+C, Air Throw = 397 dmg

(1 Meter + 1 DC) - j.C/cr.B, cr.B, cr.B, s.A, qcb+AC, qcb+C, qcb+C *1 hit*, DC, qcf+A, qcb+C, qcb+C, Air Throw = 497 dmg


HD Combos *Can Be Started Nearly Half-Screen Away From Corner* -

(0 Meter) - j.C/cr.B, cr.B, s.B, s.D, HD, s.B, s.D, hcf+D *2 hits*, DC, air qcb+A, hcf+D *2 hits*, DC, qcb+C, qcb+C, qcb+C *1 hit*, DC, qcf+A, qcb+C, qcb+C *1 hit*, DC, qcf+A, qcb+C, qcb+C, Air Throw = 638 dmg

(2 Meters) - j.C/cr.B, cr.B, s.B, s.D, HD, s.B, s.D, hcf+D *2 hits*, DC, air qcb+A, hcf+D *2 hits*, DC, qcb+C, qcb+C, qcb+C *1 hit*, DC, qcf+A, qcb+C, qcb+C *1 hit*, Neomax = 784 dmg
Title: Re: Mai Shiranui (Console)
Post by: Elec on December 15, 2011, 12:15:59 AM
I have similar combos to that last two, but they do a tiny bit more damage.

j.C, cr.B, st.B > st.D HDC st.C xx hcf+D(2) j.qcb+C > hcf+D(2) xx qcb.C > hcf+A(1) xx qcb.C > hcf+D(2) xx qcb.C > hcf+D(2) xx qcf~hcb+AC. 804 damage/20 stun. Uses two bars, builds ~1/5 a bar.

j.C, cr.B, st.B > st.D HDC st.C xx hcf+D(2) j.qcb+C > hcf+D(2) xx qcb.C > hcf+A(1) xx qcb.C > hcf+D(2) xx qcb.C > hcf+D(2) xx qcb.C > qbc.B > air throw. 646 damage, 44 stun. Meterless, builds half a bar.

Some notes:
If you let Mai slide forward between st.D HD st.C, you can start this from where they stand at round start and carry them to the corner. However, if you slide too long, even if the st.C hits, you won't have enough time for the ender.

You have to wait a tiny bit between qcb+C and hcf+A, or when you cancel into qcf+C you only hit with the flame. Too late, however, and they fall out of the combo.

The meterless combo stretches HD really thin, and the 2nd to last qcb+C uses it all up; if you're too slow, you'll run out of time before you can cancel the last hcf+D into it.
Title: Re: Mai Shiranui (Console)
Post by: Kazuhiro on December 15, 2011, 02:23:25 AM
Made a practical combo video. Nothing too fancy, just practical combos a battery Mai user should be using.

Most of the combos are already noted in this thread, though.

KOF XIII: Mai BnBs & Practical Combos (http://www.youtube.com/watch?v=GiW1JDIx6UE#ws)
Title: Re: Mai Shiranui (Console)
Post by: mightfo on December 15, 2011, 05:05:27 AM
Does anyone know if out of crouching C, crouching B, crouching A, close A, and close C which of mai's normals is the fastest? Or are they all like 4f?
Title: Re: Mai Shiranui (Console)
Post by: Kazuhiro on December 16, 2011, 08:10:34 AM
Does anyone know if out of crouching C, crouching B, crouching A, close A, and close C which of mai's normals is the fastest? Or are they all like 4f?

There's no confirmed frame data released, but if I'd have to guess I'd say

cr.B > cr.A = st.A > cl.st.C > cr.C
Title: Re: Mai Shiranui (Console)
Post by: Kokujindayo on December 23, 2011, 07:18:41 AM
Not sure if this is the right place to post this kind of question, but how is Mai supposed to be played? I play her more like a zoning character than anything, mainly using her s.d for pokes. If they get in close usually I try to create more space inbetween me and my opponent and start throwing fans. In short I usually wait for my opponent to make mistakes then i attempt to capitalize on a high damaging punishment (which usually doesn't work out).

She is my anchor atm, so if I have the HD and meter I will usually burn it on a simple HD combo into neomax. Ith a team consisting of mai, yuri, and athena would it be better to put her as a point character?

Keep in mind this is my first KoF game so any type of criticism is appreciated, also I can post some vids if this will help? Sorry for the long post but, I really am trying to get good at this game and dont want to develop bad habits early on.

Thanks  :)
Title: Re: Mai Shiranui (Console)
Post by: Kazuhiro on December 23, 2011, 06:25:10 PM
Not sure if this is the right place to post this kind of question, but how is Mai supposed to be played? I play her more like a zoning character than anything, mainly using her s.d for pokes. If they get in close usually I try to create more space inbetween me and my opponent and start throwing fans. In short I usually wait for my opponent to make mistakes then i attempt to capitalize on a high damaging punishment (which usually doesn't work out).

Yeah, that's pretty much how she's supposed to be played. I compare Mai a lot to Chun-Li in Street Fighter IV because she's really more of a poking/footsie type of character more than anything. Like you said, st.D is one of your best pokes to use during ground game as well as cr.D xx A Kachosen (which is safe now because of the A Kachosen buff in console ver.). As for anti-airs, st.C can act as a pseudo anti-air if you see a jump coming, but your best bet is to meet them in the air because of Mai's high priority normals while jumping. Her best moves while jumping are j.CD, j.C and Air Throw because of their sick priorities. So yeah, in short, create space between you in your opponent so that your ground pokes can hit and you are able to see a short/hyper hop coming and anti-air with st.A/st.C/st.D. This is Mai's best gameplan until you get them cornered and start doing big damage off mixups/corner pressure/mistakes.

She is my anchor atm, so if I have the HD and meter I will usually burn it on a simple HD combo into neomax. Ith a team consisting of mai, yuri, and athena would it be better to put her as a point character?

A lot of people like using her as an anchor because of the new NeoMax buff she received in console version. Now that it comes out faster and freezes time, with 3 stocks + 2 Drive meter you can punish almost any whiffed moves from full screen for 45%. In my opinion, even with this buff, I still believe that she's best played as a battery but at the end of the day, it really depends on who she is paired with. Like in your case, I would also place her as an anchor because Athena can play the battery role (she doesn't really need meter to be annoying with) and Yuri benefits a lot from Drive meter. So if it was me, I would place them like that: Athena/Yuri/Mai.

Title: Re: Mai Shiranui (Console)
Post by: Ben Reed on December 23, 2011, 10:14:58 PM
Honestly, most of Mai's jumping normals aren't at their normal strength in this game. A lot of times for anti-air, I actually meet greater success using far C/close C for normal jumps and stand D for anticipated low jumps (be careful...you jump the gun on this move and your hitbox is out 5 miles in front of you...really annoying for characters who pull their vulnerable hitboxes up real high when they do early low jump attacks).

Far C is good (better than I initially gave it credit for), but you need enough breathing room to backpedal to make it work. Close C has the same kind of problem in reverse; you need to be in a situation where you can safely walk up a bit to make sure you hit with it (and don't either whiff or get an unintended far C, and lose the exchange). It depends on the character you're fighting; Shen and K` jump-ins in particular are a real pain to beat with Mai's attacks.

For air-to-air, one normal that really surprised me is her new (for XIII) j. A. Lots of horizontal range, good speed, and shittons of active frames. A really great air-to-air interrupt for situations where j. D and j. CD would miss or lose (which is unfortunately often). Her j. D in particular is really lacking in this game as an air-to-air; really poor compromise of startup and range. j. B is a little better off, but still tends to lose a lot.

------------------------------------------

As for Mai as battery...I for one re-evaluated her more as a 2nd/3rd character because of a change in philosophy. Batteries aren't just for building meter, they should also be characters who can do a decent amount of damage without meter. The idea with a battery character isn't just to run around and build meter, the idea is that if necessary you can OCV with this character.

Mai has a lot of mobility, but her already low damage is really pitiful without meter. Couple that with her difficult anti-air and poor reversal options, and she's kinda poorly equipped to KILL anyone as a battery. Stall, maybe, which will get the job done against poor/impatient players. But KILLING, against players who are strong and patient enough to get past the fans and start strangling Mai in the corner, she's kinda lacking.

By contrast, you put somebody like Kyo (either one) first and start bludgeoning people with stupid hit-confirms into running grab and corner rekka combos, you get both meter and damage to play with. If he doesn't die, he just snowballs into a stupid fiery OCV. If he dies, Mai comes in with meter that drastically changes how the opponent looks at her, especially if Kyo really put a hurting on the opponent to start.

You don't lose Mai to the first rush because she has counter roll and CD counters to get out of tight spots. And if the opponent was gonna turtle up with a zoning 2nd/3rd and Mai has enough meter for NeoMAX, all of a sudden they have to stop throwing fireballs and approach Mai VERY carefully if they don't want to lose 50% life on the spot.

This is an INCREDIBLE psychological advantage for a character like Mai that struggles so hard against constant pressure. Especially great for zoning battles, because from 3/4 screen or longer, it means many characters no longer get to do anything but walk and block against Mai fireballs. Kula or Shen (if you're quick) projectile counter against fan = NeoMAX. High jump = NeoMAX. Late roll = NeoMAX. And if the opponent's fear is great enough, you can stall almost indefinitely with rapid-fire A fans and vertical jump normals/fakeouts. Reading your opponent's tendencies suddenly becomes 10x easier, because the threat of NeoMAX controls their rational reactions.

So the tl;dr is that the way Mai is designed in THIS game, IMO she's better off 2nd or 3rd than 1st. She requires a different approach from the traditional KOF Mai if you don't want her to be just a seat filler on your team. If you just want an annoying runaway battery, Kensou and Athena are probably better for that role IMO. Athena has better anti-airs and jumping normals, and Kensou has better meterless damage and a really stupid corner trap.
Title: Re: Mai Shiranui (Console)
Post by: Kokujindayo on December 23, 2011, 11:07:27 PM
Wow, great amount of detailed information from both of you. I really appreciate it

I'll be sure to take the advice given to me and use it well.
Also, maybe I could start a Mai critique thread? Seeing as how we don't have one here yet.
Title: Re: Mai Shiranui (Console)
Post by: Kazuhiro on December 27, 2011, 11:36:12 PM
snip

Yeah, I kinda agree with you about Mai being a very good anchor now that I tried her out a couple of times during casuals. I used to run Mai/Yuri/Leona at first, but when I placed her last, I noticed I was using all my meters to a much better use than when I was using Leona as an anchor. She's definitely a good comeback character when placed last.
Title: Re: Mai Shiranui (Console)
Post by: sibarraz on December 28, 2011, 08:31:31 PM
Following some of the advices here I realized that mai is a really good anchor

One funny moment, yesterday I made a semi comeback against and Andy after I threw him a fan, he went to counter status, did the neomax and pum win

I was impressed since it was really easy to hit confirm
Title: Re: Mai Shiranui (Console)
Post by: milesw on December 29, 2011, 12:19:00 AM

She is my anchor atm, so if I have the HD and meter I will usually burn it on a simple HD combo into neomax. Ith a team consisting of mai, yuri, and athena would it be better to put her as a point character?

I use Mai 2nd place In every team i play.

The reason I put Mai is second is because I usually aim to get lots of meter with my yuri filling the role of meter building, general annoyance and if she has already killed the first character and has weakened the 2nd to about 40% health I'd just play dry and go out whiffing saiha's for mai who comes second.

At this point my mai would have just enough meter for 3 bars or 3 bars exactly.
At this point I would play heavily dry. If the opponent is smart they will see I am neomax ready for anything  they do and they will be forced to sit tight.
There I can just chuck kachousen, whiff ryuenbu for meter and taunt abit :p to get about 4 bars.

Then nuke em if they get outta line.  ;) If i get a cr.b hit confirm midscreen I would go for a HD combo that is 3 bars max.

And off topic..
 AMEBA PIGGUUUUUUU


Title: Re: Mai Shiranui (Console)
Post by: Diavle on December 29, 2011, 03:23:43 PM
Hmm Mai's neomax is good and all but its not like she has good damage potential without meter, its actually pretty bad. So are her defensive options, of which she has none without meter.

So if I were to play your anchor Mai and forced you to blow meter on me via a neomax, whether it connects or not, wouldn't that put you guys into a tight spot? Especially if I have another character after.
Title: Re: Mai Shiranui (Console)
Post by: Kokujindayo on December 29, 2011, 04:30:16 PM
Hmm Mai's neomax is good and all but its not like she has good damage potential without meter, its actually pretty bad. So are her defensive options, of which see has none without meter.

So if I were to play your anchor Mai and forced you to blow meter on me via a neomax, whether it connects or not, wouldn't that put you guys into a tight spot? Especially if I have another character after.

Over the course of the week (maybe its because I've been forced to play online), my Athena has actually been doing the majority of the work while my Mai hasn't really been doing anything. With the addition of dropped combos, dropped neomax combos and so forth there are 2 things I've considered... Maybe I should spend a little more time practicing with her, but whenever I do hit up training mode I kind of run out of ideas of what exactly to practice with her. To me she does have potential as far as huge damage and mix up opportunities are concerned, but I haven't figured out exactly what to do as far as a 100% HD combo is concerned. So this leads me to my next point which is maybe I need to consider switching orders. Athena/Mai/Yuri is starting to sound more deadly atm

snip

What's a good midscreen HD combo? Also, I do like the fact that you use neomax to punish anything as a way to keep them in check. I will keep working on my team placement, since this seems to be pretty important as far as how the match will turn out.

Also, ameba pigu is amazing! Too bad I haven't used it in like 4 months haha.
Title: Re: Mai Shiranui (Console)
Post by: milesw on December 29, 2011, 06:47:23 PM
the combo video by kazuhiro on the previous page for example has good midscreen HD combos for mai.
Mai's neomax is too good not to be used. Plus the psychological impact it has on opponents is really really exploitable.



off topic
I used pigg quite abit when I was living in Osaka. But mixi>>pigg tbh
lmao
Edit: and LOL @ your username

Title: Re: Mai Shiranui (Console)
Post by: Kokujindayo on December 29, 2011, 07:09:50 PM
Oh ok, didn't even see that video. Thanks

Haha, I like using the little chat thing amepigu has but indeed mixi>ameba. How long were you in Osaka for?
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 01, 2012, 03:44:00 AM
I happen to spend a lot of meter... So my team of Billy, Ralf, Mai works out pretty well... I've been using Mai as anchor recently... While she is very good, I do find a problem with Mai anchor...

Pros -

- If it's the final round and Mai catches you with an HD combo then you are well off... She can do easy 60% mid-screen and up to 90% in the corner...

- If the opponent has 45% life or less and you have HD then it's pretty much game over... Just bait anything, literally anything (I caught someone throwing out a cr.A) and if you read it right then it's game over...

Cons -

- If you have no meter then it's kind of hopeless against any character with reversal options and meter to spend... Even if they throw out 3 blocked/whiffed reversals, Mai can't kill them with no meter...

- If it's the opponents second last character you can't afford to blow all your meter or you'll have no meter to fight the last character...

- If it's the last round you can't just throw out a Neomax punish if they are at full life... If you do so then you have to still take out 55% with nothing really scary at your arsenal...
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 02, 2012, 05:12:55 PM
I made a video for Mai's various HD combos... :D

KOF XIII - Mai Shiranui HD Combo Goodies (http://www.youtube.com/watch?v=a6CLRadzemc#)
Title: Re: Mai Shiranui (Console)
Post by: Ben Reed on January 03, 2012, 06:10:23 AM
The other underlying theory behind Mai anchor, I think, is to have scary characters preceding her. Put people in front of her who do a lot of damage for no meter, preferably ones who are both difficult to attack and defend regardless of how much meter they have.

To illustrate this theory, my current team is Clark/EX Kyo/Mai. The order might seem out of whack by conventional KOF logic, but here's the method to my madness:

Clark is first because he does a LOT of damage WITH meter, but he also does a serviceable amount of damage without meter (BnB into backbreaker), and more importantly, he is also the most mentally aggravating (IMO) of my three characters to fight. He has a 1-frame punish with hcf+D to defend against sloppy jump-ins. He has stupid loop-play shenanigans with hcf+B against opponents who freeze up or poke predictably. He has easy safe-jumps, a stupid good jump jab, a good jump D, a decent reaching punish with charge b,f+A that leads to resets into MORE stupid throw shenanigans. His only significant limitation is his attack range, which IMO is another good reason to put him earlier rather than later. If he dies early, I don't have to fight a zoning anchor with him, but with Kyo and Mai who are either better equipped to get in, or in Mai's case, better equipped to stay out. He's there to get in there, mess with the opponent, get them into a Clark-fighting mode, and do as much damage as he can for no meter before he dies. He's a much better experimental character than Mai because he can be either orthodox or random as fuck. He fucks with people. Plays stupid head games. Makes them mad.

EX Kyo is second because he's more orthodox than Clark, with a lot of the same damage input and a slightly better time against zoners. He can't experiment (in the Joseph Mengele sense) as well as Clark can, so he should come in when I'm (ideally) already up a bit. He corners people easily and thus gives me a lot of tactical room to think about whether or not I need meter to kill somebody ("Do I need that mid-screen DC or super to finish him off...or will he just die from corner mixup/pressure when he wakes up?". In 90% of player matchup cases, he will probably kill a 2nd character before he dies (if he doesn't win the match for me outright), which gives him a long enough lifespan to refund most of the meter he'll spend for Mai's sake.

Mai comes last because she NEEDS that meter just to stay afloat, and because IMO she is a good counter to most CONSERVATIVE anchor play. You can still beat her most easily by rushing her down smartly (if only to make her spend her meter to get away), but you have to do so with a lot more caution if she has NeoMAX. And if you get too careful against my anchor Mai, that's my cue to go kinda nuts, throwing safely spaced Kacho Sens to force you to get the fuck in my face and stop those goddamn fans...but CAREFULLY. Because I probably have NeoMAX. You can't do anything rash, and that makes it a LOT easier to play chicken with somebody creeping up on me rather than charging at me. Anything that makes my opponent move slower is to my advantage.

This of course all hinges on whether or not Mai has meter for NeoMAX stocked when she comes in. While it's a lot harder to hold it down if she doesn't, I believe the rest of my team is equipped to either live long enough to grant her that meter, or (even better) win without her even having to play. Her success is largely contingent on how well EX Kyo and Clark do. I'm totally okay with this.

That said, I'm not married to anchor Mai. Depending on the player/matchup, I might put her 2nd and EX Kyo 3rd. But if my opponent has a team that's 2/3-3/3 fireball characters, you better believe I'm putting Mai last. Fighting Ash without that NeoMAX is fun like cancer. Every time Mai's NeoMAX blows up an EX Sonic Boom or blocked Flash Kick, an angel gets its wings.
Title: Re: Mai Shiranui (Console)
Post by: Diavle on January 03, 2012, 03:22:16 PM
Meh, sounds like you are hiding behind the neomax.

I'll always run her first, I have confidence in her trouble making skills with or without meter. And I can only play her in a risky/carefree style properly if I know there are two more waiting in the sidelines to finish the job.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 04, 2012, 02:47:39 AM
I'm changing my team to Billy, Mai, Saiki...

Billy is a lot stronger than Mai as battery... As soon as he gets 1 meter he can scare the opponent with EX dp+K... That shit beats literally everything in the game and starts combos which you can build meter back with... Lets not talk about how fast he builds meter either...

Mai second cause I'm really consistent with her HD combos... Since Billy usually leaves me with a full HD and 2-3 bars to start with, I'll always have enough to land an HD combo with Mai... Even if I spend it on a raw Neomax then I'll still most likely build back quite a bit of meter with her before she dies...

Saiki last cause this guy is scary as shit with meter... You can't zone this guy and you can't pressure him either... He has every option in the game with meter... If you try to rush him down then he'll either anti-air you with his Kick DM or EX DM you and gain 75 life back in the process... EX DM is also a pressure tool... He has a really good cross-up... He can HD bypass to Grab DM > Neomax... Last but not least, god forbid if I catch you with an HD combo and I have 2-3 meter (if it's in the corner then you are dead from full life)... Saiki is too good...
Title: Re: Mai Shiranui (Console)
Post by: Ben Reed on January 04, 2012, 07:58:40 AM
Meh, sounds like you are hiding behind the neomax.

I'm not "hiding" behind it. It's simply the baseline from which my strategy proceeds.

If the opponent is dumb enough to fall for the baseline trap of "do a move to counter the fan, and NeoMAX punishes the recovery", then fine, I'll roll with it. But if I know or highly suspect the opponent is smarter than that (and the people I play against ARE getting smarter, which I'm very glad for), then I use the mild mental tension caused by that strategic understanding to my advantage and proceed with "traditional" Mai play. I am NOT passive for the sake of being passive. I know there's more to making the opponent twitch than fan spam -- it's just a whole lot easier to turn the tension of the match to your advantage when the opponent knows, at least on paper, that they can't be reckless when your bars hit a certain amount. Those few extra frames of time to think and execute make all the difference in a tense match with a character who's not especially fearsome.

I don't just sit and WAIT for NeoMAX opportunities, I use that fear to predict what my opponent will do to AVOID the trap (or in low-level situations, fail entirely to see it), and respond to THOSE actions. It's far less about actually LANDING the thing than it is about controlling the opponent's potential responses. Mai's stalling jokes ("ha ha, you got anti-aired by a paper fan") become a lot less funny when NeoMAX is the punchline.

I know under "conventional" KOF wisdom, putting Mai last sounds kind of crazy or counterproductive. But here's the thing -- it wasn't even my idea. A veteran CvS2 player (and real cheap bastard) proposed it to me at a casuals session one night. I thought he was full of shit and followed his suggestion just to prove him wrong. And a couple of Kyo OCVs (I put him first) and well-placed Mai NeoMAXes later, I ended up proving exactly his point. It finally dawned on me that this is a brand new KOF, not just 2k2UM part 2. Mai is a very different character in this game, both for bad (relative damage output, certain normals) and for good (NeoMAX). New ideas HAVE to be given a fair shot in this weird new world.

Now let's get this straight, I'm not saying Mai anchor is the greatest thing since sliced bread (she's not), or that only fools put her first these days (she's still okay 1st, just not as good as she usually is). I'm just saying it's a new and (IMO) surprisingly valid new way to look at the character for KOF 13, especially if you're like me and like the character, but haven't been getting ideal returns with her as 1st.

tl;dr: Don't knock it till you've tried it. If you've actually given it a fair try like Mastaroth has...knock away.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 04, 2012, 12:14:12 PM
Ya since the game came out, Mai has become my favourite character... I've tried playing her on every part on the team...

I got good AND bad results putting Mai on point... I land LOTS of hits with her... Piss off my opponent to death... BUT I can barely do any damage and I got NOOO reversals without gaining 2 meter and I am FORCED to play carefully...

Mai on 2nd? Totally different story... I got enough meter (2-3 bars and HD is all i need)... Pretty much any mistake by the opponent is an easy 45% Neomax punish or better an 80% HD combo... AND I still get to piss off my opponent to death...

Mai on anchor... I posted about this earlier... It's a high risk vs. high reward game, but then any "anchor vs. anchor" is the same so it's just up to the player's preference...
Title: Re: Mai Shiranui (Console)
Post by: milesw on January 04, 2012, 02:07:35 PM
Heres my view...

I ran Mai first initially.
She is a great battery for sure.
But heres the problems/advantages I encountered....

1ST PLACE
-Poor damage without meter(I would only try to use one bar max in the first round with my point characters)

-no reversal without meter

-if she gets rushed down shes dead
 
+great battery (if you're fightng a zoner and they wanna spam projectiles at you? Reply to them by absorbing them with A ryuenbu for that good meter, Then they'll get pissed off and COME TO YOU)

+great zoner for keeping people out/great rush down
Got an opponent in the corner? far St.C is GOD, and CDxx A fan are great pressure tools for locking down your opponent and forcing them to take risks to get out such as CD roll/counter or reversals that requre meter.

2ND PLACE
+Guaranteed neomax most of the time(opponent will not wanna move)

+enough meter to do damage if you get that hit confirm(if they dont wanna move coz of neomax you can either turtle and spam more or rush down into a nice combo)

++all the previous advantages mentioned above

-if you have used neomax you have crippled your anchor character and mai if the NM didnt kill

3RD PLACE

Never ran her here. But Im unconfident about it because her damage is meh with meter anyway and I dont have faith in her being able to REVERSE OCV better than any other character I would place there.

I prefer having her 2nd.
Title: Re: Mai Shiranui (Console)
Post by: Diavle on January 04, 2012, 03:52:49 PM
Lets take Shen for example. With 1 meter you can do almost 40% damage. With no meter he does over 250 damage. In the corner you can take over 40% with just 1 drive bar. Start adding more bars and drive and this guy's damage is through the roof. With HD you can easily dish aver 65% meterless damage, add in a couple of meters and it goes to over 80%. Even having just one power bar makes him a huge threat to approach or do anything stupid around thanks to his super. Why would I pick Mai over him as 2nd, or 3rd? Why wouldn't I use Mai to build that meter for him while being highly effective as a zoner and footsie character? Same with Chin.

Point is, she's not the only one that's good with meter. I like her because of what she can do without meter, or with very little of it. Everyone becomes better with meter, its not really an argument.
Title: Re: Mai Shiranui (Console)
Post by: hiltzy85 on January 04, 2012, 06:57:42 PM
I tend to run out Andy/Mai/Iori or Mai/Andy/Iori (sometimes EX Iori).  I can't decide who I like coming out first better (between Andy and Mai).  I would say that Andy is probably better with no meter due to cr.B, st.B, st.D xx fireball being so good.  The problem I run into, though, is that I tend to use meter with him when I have it (even when he is first) because I have a hard time remembering not to do qcf+BD combos in to the corner.  He is pretty much good at the same things as Mai is, but I guess slightly better at defense, due to his EX dp being invincible.  I like his air CD better than Mai's, too.
In my opinion, they are kind of interchangeable, but that Mai may be more useful second (in the teams I mentioned, anyway).  I feel like she gets a bigger boost to her output by having some drive bar to use than Andy does, and she still builds meter well if I choose to do so.  Even if I don't have a ton of meter left for Iori at the end, claw Iori can still do a ton of damage in HD with even 1 stock (like 800+ as long as they even remotely near the corner), and he builds meter pretty fast himself
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 04, 2012, 08:21:46 PM
Oh for your team I would say Andy, Mai, Iori is best... Andy builds meter like a beast... On top of that he does NOT need meter to do damage... BTW don't use EX hcf+K in combos, specially in the corner...

j.D, s.C, f+A, hcf+B~AB, d/b~f+A, d/b~f+A, dp+A, DC, hcf+B~AB, d/b~f+A, d/b~f+AC, dp+C = 512 dmg

That builds you more than 1 meter and 25% drive bar... Mid-screen you don't need to spend meter with him in combos since he's your battery cause he already does high damage without it...
Title: Re: Mai Shiranui (Console)
Post by: Blood Feast Island Man on January 04, 2012, 10:07:48 PM
What are Mai's best/most practical midscreen and corner HD combos?
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 04, 2012, 10:32:48 PM
What are Mai's best/most practical midscreen and corner HD combos?
These are what I found out to be most reliable and consistent for me...
KOF XIII - Mai Shiranui HD Combo Goodies (http://www.youtube.com/watch?v=a6CLRadzemc#)
Title: Re: Mai Shiranui (Console)
Post by: mightfo on January 04, 2012, 11:52:51 PM
Lets take Shen for example. With 1 meter you can do almost 40% damage. With no meter he does over 250 damage. In the corner you can take over 40% with just 1 drive bar. Start adding more bars and drive and this guy's damage is through the roof. With HD you can easily dish aver 65% meterless damage, add in a couple of meters and it goes to over 80%. Even having just one power bar makes him a huge threat to approach or do anything stupid around thanks to his super. Why would I pick Mai over him as 2nd, or 3rd? Why wouldn't I use Mai to build that meter for him while being highly effective as a zoner and footsie character? Same with Chin.

Point is, she's not the only one that's good with meter. I like her because of what she can do without meter, or with very little of it. Everyone becomes better with meter, its not really an argument.

Shen's damage isn't a neutral option. It is a result of getting in and landing crouching LK or close HP or jump HK or whatever. Mai's neomax changes the entire situation in neutral. Meter spending isnt just about damage, it is also about options added and removed.
Also, mai can also do over 40% in the corner with just 1 bar, and it is not hard to get someone to the corner in this game.
Title: Re: Mai Shiranui (Console)
Post by: Diavle on January 05, 2012, 12:34:54 AM
You mean like the options Shen gets with his punch super? Or the 2 frame ex version? How you can use 2 or three  of them (3 normal or 1 normal and 1 ex) for less than the price of a neomax? Or how they counter wire on counter? Or how about the invincibility/armor on the ex version of qcf+P? Or the reversal possibilities gained via ex command grab?
Title: Re: Mai Shiranui (Console)
Post by: Kazuhiro on January 05, 2012, 03:58:16 AM
Personally, I think Mai's best placement in a team depends on who she is paired with. If she is paired with characters that can play the battery role, then I'd say that she fits better in the anchor spot. Battery Mai is good, but she's certainly not the best in the department and besides the threat she can create when she has full meter/stocks and played as anchor is pretty much unique to herself, so I would use that ability if another character can fit the battery role slightly better or even a little less effective than Mai's capabilities. In the other hand, if the other two in the team are very meter hungry characters, then I'd put Mai 1st and build meter for the others.
Title: Re: Mai Shiranui (Console)
Post by: mightfo on January 05, 2012, 08:50:01 AM
You mean like the options Shen gets with his punch super? Or the 2 frame ex version? How you can use 2 or three  of them (3 normal or 1 normal and 1 ex) for less than the price of a neomax? Or how they counter wire on counter? Or how about the invincibility/armor on the ex version of qcf+P? Or the reversal possibilities gained via ex command grab?
Yes, those are more like it. However, none of those control space to the extent that mai neomax does, which changes everything, and reversals get safejumped and shit.
Is shen woo EX super punch really 2 frames? I tried punishing things like kyo rekka with it, no luck. I guess traveling that sort of distance takes longer than startup, haha.
also it seems to me that counterhit status is quite rare in this game except for when jcds are involved, as much as i like punch super into punch super
Title: Re: Mai Shiranui (Console)
Post by: Shiranui_ninja on January 05, 2012, 02:17:01 PM
I use Mai in third place if I see my rival is a good one (if not I use Mai as first or second, because if not I can't use her xDD). Why? Well, just because Mai is my main character, what means is the character I use better. My team is Mai, King and Mature. I use King as battery character in first place and because is the one I know less, Mature as a speedy solid character as second and her combos Death Downer > SC > Heaven's Gates is really useful and Mai as my ultimate weapon.

I think Mai has great combos with meter. Some can not belive me, becuase if you search Mai on youtube you only see people using her as battery char in first place and it looks like they don't want to use meter with her, and Mai without meter for me is useless. Ok, is not really useless, she can zoning decently, her weak ryunebu is good and has great normals and CD, but i don't want play with her in that way. I want enjoy her, and to do it you need meters. Her HD combos are pretty easy, not so long and her NeoMAX is one of the most effective in the game. Her EX ryuenbu opens a new world of combos for Mai, in corner with some meter and some cancels you can be deadly with her and her EX DM is really useful too because it has good invencibility to evade fireballs or corner pressures.

What are Mai's best/most practical midscreen and corner HD combos?

Mid Screen:

1 cancel / at least 1 meter
-crBx2
-sA
-hcf+B
-Drive Cancel
-qcf+AC (in air)
and finish it with:
-sC
-ryuenbu A (qcb+A)
-DM or EX DM
-air grab (best option because of no use of meter and good damage)
-NeoMAX if you are in HD mode

-crBx2
-sA
-qcb+AC
-hcf+D
if after hcf+D you get the corner and you has one more cancel you can cancel it into a ryenbu C (qcb+C), another one, and then air grab or EX DM, or just one ryuenbu and normal DM.

-Kachosen A and hcf+B or D can be combo if kachosen hits and you are spaced correctly

-crB x2
-B>D

-crC
-ryeunbu C (qcf+C)
-Super Cancel
-DM or EX DM

-Musasabi Mai
-Drive Cancel
-EX Musasabi Mai
-Super Cancel
-DM or EX DM
(this one is better than just Musasabi > SC > DM, because you never know if Musasabi will impact. But Drive Cancel doesn't go out if rival covers, so better do Musasabi and then cancel it into EX musasabi, if Ex musasabi goes out is the right time to supe cancel it into DM or EX DM)

you even can do the same with first Musasabi going into HD. If you perform qcf+BC in air you will do a Musasabi wich starts HD mode at the same time, if the musasabi hits can be followed by a super cancel and DM or drive cancel > Ex musasabi > super cancel > DM/EX DM, and then NeoMAX. Is a bit risky, and not really damaging, but spectacular xD

Mid Screen HD combos:
the most practical when you are not sure if you will get the corner for me are:

-sC, HD, sD, ryeunbu > HDC > DM/EXDM > MaxCancel > NeoMAX (great damage)
-sC, HD, sC, EX ryuenbu, EX kachosen, NeoMAX (not super damaging for 4 meter HD combo, but useful)
-sC, HD, sC, hisatsu (hcf+D) > HDC > DM/EX DM > MaxCancel > NeoMAX


Corner combos is a big world for Mai:

the most useful for me are:

-crB x2
-sA
-hcf+B > DC > qcb+C (in air)
-ryuenbu
-air grab

-crB x2
-sA
-hcf+B > DC > qcb+C (in air)
-hcf+D > DC > qcb+C (ryuenbu)
-ryuenbu
-air grab / EX DM

-crB x2
-sA
-EX ryuenbu
-ryuenbu
-ryuenbu > DC > Ex ryuenbu
-ryuenbu A
-ryuenbu > DC > Ex ryuenbu
-ryuenbu A
-ryuenbu
-air grab / EX DM

-crB x2
-sA
-EX Ryuenbu
-ryeunbu
-hcf+D > ryeunbu
-ryuenbu
-air grab / EX DM

-crB x2
-sA
-EX Ryuenbu
-ryeunbu
-hcf+D > ryeunbu
-hcf+D > ryeunbu
-ryuenbu
-air grab / EX DM



HD corner combos:


(0 meter or 2 meter, 650 - 700 damage)
-sC, HD, sC, hcf+D > HDC > qcb+C (in air), hcf+D > HDC > ryeunbu C, ryuenbu C, ryuenbu C > HDC > kachosen A, ryuenbu C, ryuenbu C > HDC > kachosen A (here HD mode finishes), ryuenbu C, ryuenbu C, air grab/EX DM.

(4 meter - 750 - 850 damage) (i don't remember exactly the damge for this one)
-sC, HD, sC, hcf+D > HDC > qcb+C (in air), hcf+D > HDC > ryeunbu C, ryuenbu C, ryuenbu C > HDC > kachosen A, ryuenbu C, EX DM > MaxCancel > NeoMAX.

(4 meter - 850 damage) (i don't remember exactly the damge for this one)
-sC, HD, sC, hcf+D > HDC > qcb+C (in air), hcf+D > HDC > ryeunbu C, hcf+D > HDC > ryeunbu C, ryuenbu C, EX DM > MaxCancel > NeoMAX. (third hcf+D could be failed easily if you don't do it just in time)


My most powerful HD combo corner I found with Mai:

(5 meter, 904 damage)
-sC, HD, sC, hcf+D > HDC > qcb+C (in air), hcf+D > HDC > ryeunbu C, ryeunbu C, ryuenbu C > HDC > EX ryuenbu, ryuenbu C, EX DM > MaxCancel > NeoMAX.


Title: Re: Mai Shiranui (Console)
Post by: Diavle on January 05, 2012, 03:49:36 PM
You mean like the options Shen gets with his punch super? Or the 2 frame ex version? How you can use 2 or three  of them (3 normal or 1 normal and 1 ex) for less than the price of a neomax? Or how they counter wire on counter? Or how about the invincibility/armor on the ex version of qcf+P? Or the reversal possibilities gained via ex command grab?
Yes, those are more like it. However, none of those control space to the extent that mai neomax does, which changes everything, and reversals get safejumped and shit.
Is shen woo EX super punch really 2 frames? I tried punishing things like kyo rekka with it, no luck. I guess traveling that sort of distance takes longer than startup, haha.
also it seems to me that counterhit status is quite rare in this game except for when jcds are involved, as much as i like punch super into punch super


Sounds like you haven't played Shen much, or against a good one, going by how little you appreciate the punch super. And neither of the options listed blow 3 meters and full HD in one go.

Regardless, this isn't about Shen, he was just an example.

Guess for you guys its about stock piling and neomax or HD (the phsycological advantage), for me its about no meter and whatever meter I have (use ex fan, ex qcb+P, ex dive a plenty). Different strokes for different folks.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 05, 2012, 06:01:05 PM
Sounds like you haven't played Shen much, or against a good one, going by how little you appreciate the punch super. And neither of the options listed blow 3 meters and full HD in one go.

Regardless, this isn't about Shen, he was just an example.

Guess for you guys its about stock piling and neomax or HD (the phsycological advantage), for me its about no meter and whatever meter I have (use ex fan, ex qcb+P, ex dive a plenty). Different strokes for different folks.
Oh I've played 3 good Shen anchors... Also used Shen anchor myself for fun... Opinion? Shen is one of the best anchors in the game... If he hits you with HD anywhere it's pretty much game over... Wayyy better than Mai... Mai is B tier at best AND that's why I love her... lol...

Played against a really good Shen anchor yesterday vs. my Mai, Billy, Saiki anchor... He destroyed me 2 times in a row... Then I switched my team to Ralf, Billy, Mai anchor... He didn't beat me once in the next 7-8 matches...

Ralf most of the time took out both of his characters... Billy finished it off... He got to my Mai 3 times... It was against Shen... He wasn't able to land anything really... Reversal wake up Explosion? Same jumped > HD punish... EX Punch DM? Never hit me with it... EX Grab? Jumped > HD punish... Final time he sadly landed on an A fan and BAM Neomax... lol...
Title: Re: Mai Shiranui (Console)
Post by: Diavle on January 05, 2012, 06:09:54 PM
Uhh, kinda, sorta, sounds like Ralf should get the credit for those wins.
Title: Re: Mai Shiranui (Console)
Post by: mightfo on January 05, 2012, 10:26:45 PM
Sounds like you haven't played Shen much, or against a good one, going by how little you appreciate the punch super.

..Whatever, man, say what you want. I run Shen on anchor. I am well aware of shen's punch super, but it does not completely control all of the air space for the entire screen even when they try to do shit like dives to stop themselves from falling, in addition to everything else that should be obvious.
Title: Re: Mai Shiranui (Console)
Post by: milesw on January 06, 2012, 03:37:15 AM
I made a video for Mai's various HD combos... :D

KOF XIII - Mai Shiranui HD Combo Goodies (http://www.youtube.com/watch?v=a6CLRadzemc#)

yo can you explain how you did the first combo?
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 06, 2012, 01:08:43 PM
I made a video for Mai's various HD combos... :D

KOF XIII - Mai Shiranui HD Combo Goodies (http://www.youtube.com/watch?v=a6CLRadzemc#)

yo can you explain how you did the first combo?
I input the first hcf+D and input the qcb+C right away even before you see it... Then I delay the next hcf+D as much as possible (when she already starts spinning from Ryuenbu)...
Title: Re: Mai Shiranui (Console)
Post by: Diavle on January 08, 2012, 09:21:28 PM
Spent some time in practice and came up with the 2 HD combos I'll be sticking to, one is 2 meters and the other zero.

This is the most damage I have been able to come up with zero meter, can be done from the opponents starting position and beyond:

jC or jD, sB, sD, HD, sB, sD, HCF+D [DC] air QCB+P, HCF+D (2 hits) [DC] qcb+C, QCB+C, QCB+C (1 hit) [DC} QCF+A, QCB+C, QCB+C (1 hit), QCF+A, QCB+C, QCB+C, QCB+C, cr.C (659 dmg, 632 without jump in)

2 Bars:

jC or jD, sB, sD, HD, sB, sD, HCF+D [DC] air QCB+P, HCF+D (2 hits) [DC] qcb+C, QCB+C, QCB+C (1 hit) [DC} QCF+A, QCB+C, neomax (785 dmg, 760 without jump in)

I really like their look, the execution isn't very difficult and both are viable for the position I use her in.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 10, 2012, 06:23:20 AM
I'm putting Mai back on point or second... Ran her on anchor in the last tournament... Every match I won, I had Mai come in the final round with HD + 2-3 meter... Both the matches I lost, I had to have Mai come in either with almost no meter or had to blow it to kill the second character and had nothing against the last character...

So after that I'll clearly state that Mai on point or second is best... She doesn't have the tools to fight an anchor position without Neomax... When Mai has Neomax, she is the scariest character in the game but when you blow it, Mai as anchor is not viable in a tournament...
Title: Re: Mai Shiranui (Console)
Post by: desmond_kof on January 10, 2012, 06:43:31 AM
Made a practical combo video. Nothing too fancy, just practical combos a battery Mai user should be using.

Most of the combos are already noted in this thread, though.

KOF XIII: Mai BnBs & Practical Combos (http://www.youtube.com/watch?v=GiW1JDIx6UE#ws)

This is great, anyway we can use this on our wiki? Plus is there a way you can annotate the combos you did on the video?

Speaking of combos, I want to revamp the combo section at the wiki. Can anyone test all of these combos out to see if they still work?

http://dreamcancel.com/wiki/index.php?title=Mai_Shiranui_%28XIII%29#Combos (http://dreamcancel.com/wiki/index.php?title=Mai_Shiranui_%28XIII%29#Combos)

If they don't, please copy and paste them here. Thanks in advance.

P.S. If anyone has any combos (or anything else) they want to add to the wiki, please contact me or post them here (or at the wiki thread if there is one).
Title: Re: Mai Shiranui (Console)
Post by: Kazuhiro on January 11, 2012, 08:49:42 PM
This is great, anyway we can use this on our wiki? Plus is there a way you can annotate the combos you did on the video?

Yeah, go ahead and use it as you like.

Also yeah, I can annotate the combos directly on the video if it's necessary.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 18, 2012, 01:14:58 AM
In the corner you can do cr.B, cr.B, s.A to get the perfect spacing required for the following combo... If you do it right in the corner then you can still move back before the first qcb+C and get the combo... You'll just be able to do 2 instead of 3 qcb+Cs before the DC...

Counter hit s.C+D, qcb+A, *slight delay* qcb+C, qcb+C, qcb+C, DC, qcb+AC, *slight delay* qcb+A, qcb+C, Air Throw = 567 dmg

You can also do the following combo if you catch someone with a j.C+D near the corner...

Counter hit j.C+D, qcb+C, qcb+C, DC, qcb+AC, *slight delay* qcb+A, qcb+C, Air Throw...

Both of these do over 500 dmg and costs 1 meter + 1 DC... Imo these should be utilized and setup if you ever get them to the corner... You can also do a completely meter less version of these... Just do Air Throw after two qcb+Cs and you'll score about 300-400 damage...
Title: Re: Mai Shiranui (Console)
Post by: MikeIsMyBankai on January 22, 2012, 08:31:40 PM
Some random notes :

d+B works as a cross up in the corner after C Throw. Timing is a little iffy, jump then 1/3 way up do j. d+B. If you dont do it correctly, it wont hit as a cross up (opponent will block if the holds towards the corner).

Risk Reward is of course bad, but might be useful for suprise finishing blow.


Havent seen this simple Combo listed :

(cl/cr. C or cl. D)  hcf D, on last hit DC, air qcb A+C, Airthrow   = 328 Damage. Works anywhere on the screen. Damage not very good but might be abe to set up post Airthrow safe jumps/cross ups w/ Super jump)?


Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 23, 2012, 10:05:17 AM
Ya I know that one... Posted about it in her arcade section... I don't really like doing DC with her usually... Specially mid-screen the damage is pitiful... To me wasting meter with her mid-screen combos aren't even worth it unless it's hit confirm to EX DM or an HD combo...

I run her second now so I'll usually poke around and setup her HD combo... I try not to waste the Drive on a little extra damage when 1 HD combo does near 800 damage wisth 2 meter...
Title: Re: Mai Shiranui (Console)
Post by: sibarraz on January 27, 2012, 06:44:28 AM
What kind of inputs you must do to cancel ryuuenbu into HCF + K without the super appearing?
Title: Re: Mai Shiranui (Console)
Post by: hiltzy85 on February 01, 2012, 06:35:16 PM

jC or jD, sB, sD, HD, sB, sD, HCF+D [DC] air QCB+P, HCF+D (2 hits) [DC] qcb+C, QCB+C, QCB+C (1 hit) [DC} QCF+A, QCB+C, QCB+C (1 hit), QCF+A, QCB+C, QCB+C, QCB+C, cr.C (659 dmg, 632 without jump in)


Is the timing for hitting the cr.C at the end really tight?  I have a hard time hitting a standing A after three qcb+C, which i assume is faster (cl.A vs cr.C).  Will this work if after the last qcb+C, I just hold down and start mashing C, or is it better to try and get it precisely?
Title: Re: Mai Shiranui (Console)
Post by: Diavle on February 01, 2012, 07:18:17 PM

jC or jD, sB, sD, HD, sB, sD, HCF+D [DC] air QCB+P, HCF+D (2 hits) [DC] qcb+C, QCB+C, QCB+C (1 hit) [DC} QCF+A, QCB+C, QCB+C (1 hit), QCF+A, QCB+C, QCB+C, QCB+C, cr.C (659 dmg, 632 without jump in)


Is the timing for hitting the cr.C at the end really tight?  I have a hard time hitting a standing A after three qcb+C, which i assume is faster (cl.A vs cr.C).  Will this work if after the last qcb+C, I just hold down and start mashing C, or is it better to try and get it precisely?

Yeah its pretty tight, I just mash cr.C and hope for the best.
Title: Re: Mai Shiranui (Console)
Post by: hiltzy85 on February 01, 2012, 08:06:30 PM
thanks.  I had been struggling with figuring out what to do at the end of that particular HD combo, and been flip-flopping between qcb+C twice and then air throw (does i think 622 with no jump in) or qcb+C three times and then d~u+A(tap) to get myself away from them and build a little bit more meter (does like 618).

The jump away with d~u+A is kind of cool, but at the same time, I don't really want to be letting them out of the corner with Mai a lot of the time.  I guess it might be an ok set up for me to do a qcf+A or a hyperhop CD or something, but it is mostly just a weird gimmick that builds a tiny bit of extra meter.  If I can manage to get the cr.C at the end of the combo, that'd probably be better.
Title: Re: Mai Shiranui (Console)
Post by: Shiranui_ninja on February 03, 2012, 03:12:29 PM
Havent seen this simple Combo listed :

(cl/cr. C or cl. D)  hcf D, on last hit DC, air qcb A+C, Airthrow   = 328 Damage. Works anywhere on the screen. Damage not very good but might be abe to set up post Airthrow safe jumps/cross ups w/ Super jump)?
Because you didn't read my post T__T Is one of the DC combos I use more :D  It can be started with crB, A, and hcf+B too
Title: Re: Mai Shiranui (Console)
Post by: hiltzy85 on February 06, 2012, 06:39:32 PM
I would imagine that the combo you listed carries them most of the way across the screen, too, so it's good for that.  After the hcf+D [DC] air qcb+AC, can you hit another hcf+D to take them all the way into the corner, or does it come out too slowly?
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on February 28, 2012, 03:57:36 AM
After the hcf+D [DC] air qcb+AC you can hcf+B to take them to the corner... Just to let you know... Mai's damage isn't worth being scared of unless she lands an HD combo on you... DC-ing with her isn't worth it unless you are gonna finish the round... She's my second now...
Title: Re: Mai Shiranui (Console)
Post by: hiltzy85 on February 28, 2012, 05:57:21 AM

HD, s.D, hcf+D *2 hits*, DC, air qcb+C, hcf+D *2 hits*, DC, qcb+C, hcf+B *1 hit*, DC, qcb+A, hcf+D *2 hits*, DC, qcb+C, hcf+D *2 hits*, DC, Neomax...

I'm pretty sure that this combo is pretty close to the max damage you can get with her for 2 stocks...I think if you start it with j.C, cr.C [HD], it does a bit over 800
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on February 28, 2012, 07:25:00 AM
Sorry made a small mistake... It's hcf+D *3 hits* at the end... and yes the second one does a bit more...

HD, s.B, s.D, hcf+D *2 hits*, DC, air qcb+C, hcf+D *1 hit*, DC, qcf+A, qcb+C, hcf+D *2 hits*, DC, qcb+C, hcf+D *3 hits*, DC, Neomax...

HD, s.D, hcf+D *2 hits*, DC, air qcb+C, hcf+D *2 hits*, DC, qcb+C, hcf+B *1 hit*, DC, qcb+A, hcf+D *2 hits*, DC, qcb+C, hcf+D *3 hits*, DC, Neomax...
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on March 07, 2012, 08:30:50 AM
Found a cool hit confirm for Neomax mid-screen...  s.C+D, qcf+C... If s.C+D hits on counter hit then the qcf+C will combo at all ranges... You have plenty of time to hit confirm this into Neomax... It does 555 dmg... The string is also completely safe...
Title: Re: Mai Shiranui (Console)
Post by: Qpunch on March 09, 2012, 05:23:35 AM
Hey, what's up!

I recently tried Mai out and decided to stick with her. Yesterday I made my own combo and wanna know if this is a good BnB to use. It uses HD Mode.

c.LK c.LK LK HK HD HK 41236+K 214+P Air Grab.

How useful would this be for a mai in the 2nd team spot.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on March 09, 2012, 04:15:05 PM
Hey, what's up!

I recently tried Mai out and decided to stick with her. Yesterday I made my own combo and wanna know if this is a good BnB to use. It uses HD Mode.

c.LK c.LK LK HK HD HK 41236+K 214+P Air Grab.

How useful would this be for a mai in the 2nd team spot.
Why would you waste HD by doing that...? Do not waste HD with Mai Unless you have either 0 or 2 bars... Her 0 bar HD does 500ish mid-screen and 640ish in the corner... With 2 bars she does 600ish mid-screen and 800ish in the corner...
Title: Re: Mai Shiranui (Console)
Post by: Diavle on March 09, 2012, 07:37:07 PM
Hey, what's up!

I recently tried Mai out and decided to stick with her. Yesterday I made my own combo and wanna know if this is a good BnB to use. It uses HD Mode.

c.LK c.LK LK HK HD HK 41236+K 214+P Air Grab.

How useful would this be for a mai in the 2nd team spot.

Forget about "214+P Air Grab" and just supercancel the 41236+K into the neomax. Easy and does almost 60% damage. Works anywhere on the screen.
Title: Re: Mai Shiranui (Console)
Post by: hiltzy85 on March 09, 2012, 07:45:13 PM
Yeah, pretty much if you're going to use Mai, don't both using HD unless you're going to take the time to learn the timing on her 41236+HK (HDC) 214+HP loop-style combos in the corner.  They really aren't difficult once you get the hang of it.  Try out her trials 9 and 10, I believe they are good examples that loop.

By the way, is there any sort of consensus on her "ideal" 2 meter HD combo?  The best I can get is 822 in the corner, which is j.C, cr.C [HD] s.D, hcf+D (2 hits) [HDC] qcb+C (air), hcf+D (2 hits) [HDC] qcb+C, hcf+B [HDC] qcb+A, hcf+D (2 hits) [HDC] qcb+C, hcf+D (3 hits) [HDC] qcf hcb+AC.  I think this one is pretty common, and I can't figure out any way to make it better...
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on March 10, 2012, 03:51:19 PM
So far that's the best one... I posted above in this page of the two HD combos that I use... I personally prefer the first one I posted...

If you are going to HD mid-screen for 2 meters then just do HD, s.B, s.D, hcf+D, qcb+C, qcf+A, Neomax...
Title: Re: Mai Shiranui (Console)
Post by: LouisCipher on March 11, 2012, 02:43:55 AM
Dumb question: What is the point of her ABC target combo? From what I've found you can't link into any Supers or Specials, but I'm going to assume you can cancel into HD mode and do whatever. I just don't get why they gave her a target combo that can't be traditionally followed up.
Title: Re: Mai Shiranui (Console)
Post by: Zeromurasame on March 11, 2012, 12:54:50 PM
From what I've seen it's mainly utilized for an HD hit confirm.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on March 12, 2012, 01:40:29 AM
Dumb question: What is the point of her ABC target combo? From what I've found you can't link into any Supers or Specials, but I'm going to assume you can cancel into HD mode and do whatever. I just don't get why they gave her a target combo that can't be traditionally followed up.
You mean s.B, s.D? It's super safe... Yes it would be awesome if you could cancel into specials from it... The main point of it is to confirm into HD... Most of the time I actually just use cr.B, cr.B, s.B, s.D instead of cr.B, cr.B, s.A, hcf+B cause it does the same damage... Only time I really go for the second one is when i cancel into hcf+BD to take them to the corner or qcb+AC when they are in the corner...
Title: Re: Mai Shiranui (Console)
Post by: LouisCipher on March 12, 2012, 05:35:17 AM
Seems like a pretty pointless target combo. Why not just do Meatie into whatever, or end with Ryuenbu? Ryuenbu is safe and has good pressure. Or just do st.A or cr.B, they block and A Ryuenbu? That move and her great pokes seem to be her saving grace ontop of an instant Neo Max that hits anywhere.
Title: Re: Mai Shiranui (Console)
Post by: Diavle on March 12, 2012, 03:29:37 PM
Seems like a pretty pointless target combo. Why not just do Meatie into whatever, or end with Ryuenbu? Ryuenbu is safe and has good pressure. Or just do st.A or cr.B, they block and A Ryuenbu? That move and her great pokes seem to be her saving grace ontop of an instant Neo Max that hits anywhere.

Nope, the target combo/chain has better range and is an extremely useful poking and footsie tool.

One of the main complaints against arcade Mai was her lack of an easy way to confirm into HD so this target combo is pretty much a godsend in that regard.

It is an excellent addition to her arsenal overall.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on March 12, 2012, 07:05:05 PM
Ya imo she still needs a few more improvements... Such as her fire pillar DM to counter jump-ins... If they give her that DM with invincibility then people would be scared to pressure her... She also needs improvements on her "fly"... Right now it has no additional options... In KOFXI her fly was a great move... She could air-grab you from it, to qcb+A at any point, d+B at any point and do her d+D (ass dive which she needs to get back cause it was safe as shit if used properly) at any point... Besides those she doesn't need much more imo...
Title: Re: Mai Shiranui (Console)
Post by: milesw on March 13, 2012, 02:14:59 PM
Heh. Its funny watching people play Mai on anchor. Has anyone noticed people actually use their head when its always down to Mai? I've seen some very close reverse OCVs when people use that character. Myself too.


I just wanna throw out there that too many people are cancelling their cr.C into ryuenbu or kachousen on block too much. Trying to do fancy frame traps and blockstrings.
And they just end up get guard cancel rolled and eating huge damage.

YOU CANT DO THAT IF THE PERSON HAS METERRRR.

And Mai st.A and j.A are really underrated.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on March 13, 2012, 04:59:45 PM
oh i know it's underrated... i frame trap with s.A all day... cr.A/s.A to cr.C is a frame trap... cr.A/s.A is also really good for setting up tick throws... after two s.A you can also hop at them and either do j.C/D or d+B and it'll be a 50/50 cross-up... s.A, s.A, s.B, s.D also combos and lets you get into HD...
Title: Re: Mai Shiranui (Console)
Post by: Aenthin on March 17, 2012, 05:04:23 AM
I just wanna throw out there that too many people are cancelling their cr.C into ryuenbu or kachousen on block too much. Trying to do fancy frame traps and blockstrings.
And they just end up get guard cancel rolled and eating huge damage.
This is why I do cr.C > charge d,u+P instead. Incidentally, has anyone actually cancelled this into d+B to catch people off guard?
Title: Re: Mai Shiranui (Console)
Post by: the7k on March 22, 2012, 04:24:58 PM
Just thought I'd share a vid of Mai taking center stage with an OCV.
http://www.twitch.tv/danstacavesf/b/312098270 (http://www.twitch.tv/danstacavesf/b/312098270)

Mai starts her dance at 9:12.
Title: Re: Mai Shiranui (Console)
Post by: Iyokuu on April 08, 2012, 07:43:01 PM
So as a newcomer to KOF I've always had Mai as my candy. Now that I own the game I figured I should learn her as my first character (Since Leona is a charge character and considered one of the harder ones to learn), but a group member of mine told me Mai was also hard to learn/use properly. Is this true and I should pick someone else like Kula, King, or K' or should is there something I should learn basic with Mai and move on from there?
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on April 09, 2012, 12:04:06 AM
So as a newcomer to KOF I've always had Mai as my candy. Now that I own the game I figured I should learn her as my first character (Since Leona is a charge character and considered one of the harder ones to learn), but a group member of mine told me Mai was also hard to learn/use properly. Is this true and I should pick someone else like Kula, King, or K' or should is there something I should learn basic with Mai and move on from there?
She is rather hard to play effectively... You will suck when you first start using her cause she doesn't play like anyone else... If you actually like using her then don't give up, eventually you will get the hang of it...

If you want to learn how to play the game then use Kyo, Kula, Iori, Shen, K', King, Goro, Andy, Terry, Vice... They are easy to pick up and will teach you different things about the game...
Title: Re: Mai Shiranui (Console)
Post by: Aenthin on April 09, 2012, 09:28:12 AM
Agreed with him on this one. She's hard to play effectively (i.e. dishing out the most cost-effective damage output, etc...) although not a difficult character to learn with.

If you insist on playing as Mai first, I would suggest playing with her normal attacks. She has a good number of pokes, both in the air and on the ground and you'll want to learn which normal to use effectively at certain situations. She doesn't have a lot of combos but she at least has good priority over her pokes.
Title: Re: Mai Shiranui (Console)
Post by: Diavle on April 09, 2012, 02:23:44 PM
So as a newcomer to KOF I've always had Mai as my candy. Now that I own the game I figured I should learn her as my first character (Since Leona is a charge character and considered one of the harder ones to learn), but a group member of mine told me Mai was also hard to learn/use properly. Is this true and I should pick someone else like Kula, King, or K' or should is there something I should learn basic with Mai and move on from there?

I'd say definitely try her out. She has great normals and not much in the way of big combos worth pursuing outside of HD so she favours a more solid zoning/spacing/footsie/poking game.

If you are new to KOF but not to fighting games in general and have good fundamentals then you may be suprised as to how effective you will be with her in no time.
Title: Re: Mai Shiranui (Console)
Post by: Iyokuu on April 09, 2012, 07:04:12 PM
All of this is great info, but whats funny is I came to KOF to learn proper fundamentals. I know SF to an extent, but it's applying it under pressure or consecutively in a match.
Title: Re: Mai Shiranui (Console)
Post by: calibur753 on April 20, 2012, 01:06:57 AM
I way I like to play Mai is to throw her Kachousen run after it and do a s.Lk , s.Hk for a nice 3Hit.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on April 24, 2012, 04:50:18 AM
I way I like to play Mai is to throw her Kachousen run after it and do a s.Lk , s.Hk for a nice 3Hit.
What's better is doing a hop just when it's about to hit... and you can do three things if you timed and placed your hop properly... You can high/low (this is hard to see cause of the FB hitting them)... You can also hop C/D or d+B (if you space this properly then the d+B will cross-up and the regular jump-in will not cross-up)... You can also do hop C+D, s.C+D, qcf+C for a nice chunk of guard damage...
Title: Re: Mai Shiranui (Console)
Post by: marchefelix on May 01, 2012, 05:44:59 PM
Mai combo vid (with some risque images  ;))

KoF XIII : Mai Shiranui Combo Vid (http://www.youtube.com/watch?v=pXAfvuVbK04#ws)
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on May 02, 2012, 08:57:02 PM
Great video... Will add some of those to the wiki...

Found this beast 0 meter + 1 drive corner combo... (builds back 1.35 meters and 31% drive)

Corner combo obviously... Mai needs to be spaced away from the opponent...

Counter hit s.C+D xx qcf+A, qcb+A, qcb+C, qcf+B, DC, qcf+A, qcb+C, qcb+C, qcb+C, cr.C = 556 dmg
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on May 02, 2012, 09:31:34 PM
That sounds pretty cool.

I'm picking up Mai for the upcoming tournament, trying to show RogerDodger that she is quite viable and good. I'm having a little bit of an issue with characters that are more pressure heavy like Iori, Kyo, Shen, and maybe Mr. Karate.

I figure I could do with footsies, but if someone is stronger at it than me, what do you suppose Mai can do to win against some tougher matches? Her only truly invincible move is her EX DM, but I don't want to always depend on meter.

What I have come up with is pretty universal, but I tend to backdash if I know I'm being pressured or mixed up.
Title: Re: Mai Shiranui (Console)
Post by: Sharnt on May 02, 2012, 10:01:02 PM
http://fr.twitch.tv/asso3hitcombo/b/314870040 (http://fr.twitch.tv/asso3hitcombo/b/314870040)

Around 25 min, Louffy is the best french mai player so far (Look for it on the channel there is also a team stream where he plays the finals alongside with FOX).
Title: Re: Mai Shiranui (Console)
Post by: Sharnt on May 05, 2012, 12:33:37 AM
I'm trying to pick the char, but I have trouble with her qcb.AC,(qcb.C)*3 combo into corner, any tips? (I'm bad at timings :<)
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on May 05, 2012, 02:47:54 AM
I'm trying to pick the char, but I have trouble with her qcb.AC,(qcb.C)*3 combo into corner, any tips? (I'm bad at timings :<)

Well, you can land it with varying timing actually so it can get a bit messy explaining so i'd say you're best off testing it out for yourself so you can get an idea of why you hit/miss one or two hits of your ryuuenbu's depending on timing. It is actually a hell of a lot easier to do c.B, c.B, s.A, qcb.A+C, qcb.C*2, air throw, wich nets you just below 400 damage. Ofcourse, these combos are different in that one grants a knockdown and the other an optional reset, so it's probably best learning both just in case, even if you prefer my alternative.
Title: Re: Mai Shiranui (Console)
Post by: Sharnt on May 05, 2012, 12:43:29 PM
I don't understand, the air throw pass after qcb.C*3, so it's always better to do 3 than 2 ...
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on May 05, 2012, 04:18:35 PM
I haven't managed to connect an air throw after qcb.C*3 and have assumed that the opponent ends up too close to the ground, so i just end it with a c.C for reset. I'll try it out at some point because obviously as you say, 3 is better if there are no benefits besides execution to 2.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on May 06, 2012, 01:07:41 PM
Unless u can do 3 every time, Just stick to two... It's wayyy more reliable... Also finishing with air throw gives u the best wake up game...
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on May 07, 2012, 03:44:09 PM
So was fiddling around with the character earlier today and was trying to figure out what you can do with her HD Bypasses.

I found that you can actually carry someone from any point on the map as long as you have 4-5 bars of meter, you can get start this combo from about 75% of the screen.

So here we go.

j.C, d.B, d.A, qcb+ACB (HD Bypass:EX Ryuenbu), hcf+D (1), [HDC] qcb+C, qcb+C, qcb+C (1 hit), [HDC] qcf+A, qcb+C, qcb+C (1 hit), [HDC] qcf+A, qcb+C, qcf, hcb+AC = 780 DMG

It's 3 bars, but it's pretty easy. If you're not really close to the corner, you can also use an extra meter on the first hcf+D and do EX Ryuenbu again. This allows you, if you're fairly close to the corner, to loop another Shinobi-Bachi before starting the combo. Like I said, it's mostly the not needing to be super close to the corner and it's off an HD bypass that's the sweet part. If you can hit confirm d.B, d.A, you can hit confirm into this combo.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on May 07, 2012, 07:52:56 PM
She doesn't really need HD bypass... cr.B, s.B, s.D is all you need... Just hit confirm with that and go into HD and s.B, s.D and continue your combo...

To carry them to the corner from 70% away from corner... You can do it with 2 meters if you cr.B, s.B, s.D, HD, s.B, s.D, hcf+D (1 hit), DC, qcb+C (1 hit), DC, hcf+D (2 its), DC, air qcb+C, hcf+D (1 hit), DC, qcf+A, qcb+C, hcf+D (3 hits), DC, Neomax...

An easier version of that (but costs 3 meters) is cr.B, s.B, s.D, HD, s.B, s.D, hcf+BD, qcb+C (1 hit), DC, qcf+A, qcb+C, qcb+C, qcb+C (1 hit), DC, qcf+A, qcb+C, qcb+C (1 hit), qcf+A, DC, Neomax...
Title: Re: Mai Shiranui (Console)
Post by: Sharnt on May 07, 2012, 11:23:11 PM
Why don't you loop qcb.C,hcf.D midscreen to carry into the corner?
It save meter to end with the neomax, it does less damages?
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on May 07, 2012, 11:53:22 PM
shifting back to counter-hit C+D; has anyone noticed that if properly spaced you can do counter-hit C+D, qcf.A*3, qcb.C, airthrow for 422 damage in the corner? funny combo imo since Mai's C+D is so good to begin with.
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on May 08, 2012, 10:12:07 PM
shifting back to counter-hit C+D; has anyone noticed that if properly spaced you can do counter-hit C+D, qcf.A*3, qcb.C, airthrow for 422 damage in the corner? funny combo imo since Mai's C+D is so good to begin with.

The proper spacing can be achieved if you do d.B x2, st.A, and then A Kachousen. It is really good. I made a slight change though. You can actually make this combo a little longer.

Counterhit CD, qcf+A *2, qcb+C, [delay] qcb+C (1 hit), [DC], qcf+A, qcb+C, qcb+C (481 dmg). If I could get the air throw, that'd be about 500 dmg.

EDIT: Got it, about 537 dmg. THe trick is to do qcb+C as early as possible after the drive cancelled qcf+A

EDIT: So, you don't have to keep it at the proper spacing. At any spacing, you can start off with qcb+A and just time your qcb+C's. I've managed to get 3 and then DCed into qcf+A. I can't airthrow, but it's 500 damage without an air throw. That's DIRTY and easy!
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on May 09, 2012, 12:01:05 AM
I'm gonna add that you have to input d.B d.B s.A at a relatively fast pace to get the proper spacing that way, but it is a real good way to go about it. If you do the string at a slower pace you will push yourself back too far, it's important to know because if you know that you did so, you should probably go ahead and skip the third qcf.A as it's probably going to whiff anyways. Or you could just take one small step forward before inputing C+D hehe.

Tacking on an extra 115 damage for just one drive is sweet btw, i guess i'll have to try your extension out.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on May 09, 2012, 05:09:35 PM
Tacking on an extra 115 damage for just one drive is sweet btw, i guess i'll have to try your extension out.
Read at the beginning of this page... Reiki mentioned the one that you don't have to be far for... The one I posted does the most damage and builds the most meter so far...

Why don't you loop qcb.C,hcf.D midscreen to carry into the corner?
It save meter to end with the neomax, it does less damages?
It's a really hard thing to do consistently multiple times in a row... You can get accidental DMs and screw up your combo if you dont have 2 more meters to Max Cancel... Better to be safe than sorry...
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on May 09, 2012, 09:36:36 PM
Read at the beginning of this page... Reiki mentioned the one that you don't have to be far for... The one I posted does the most damage and builds the most meter so far...

What exactly is the issue? Reiki said that c.B c.B s.A gives you good spacing for C+D qcf.A. I added that if you input it slowly you get pushed back further and you have to modify the combo or take a step forward. All those ellipsis' seem to imply frustration, but i honestly don't see what i am supposed to have missed. Your combo does more damage, yes, it is however not quite the same combo and i never implied "mine" was better, i just found it funny that you could juggle with so many projectiles in a row to good effect.
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on May 10, 2012, 01:21:40 PM
KOFXIII Tips & Tricks Volume IV - Corner crossups (http://www.youtube.com/watch?v=TePo-epAmJc#ws)

'Kay, so I thought this information might be useful. Also, publicizing DandyJ's work is fun!

Back on topic, I don't particularly want any credit or what not. The only reason I changed Fluke's combo was because I couldn't do three fans and tried to do something else. For me, I just want to be helpful, not really be the best Mai or greatest source of information. So lets not undercut each other or put each other down, alright? Also, you could do d.B, d.B, st.A or you could do d.B, d.B, d.A. You could also do d.B, d.A and do the CD into qcb+A cancel, but really for that one it doesn't matter. With her corner throw cross up craziness, people REALLY wanna avoid being cornered. It also means the number one goal should be pushing people to the corner and figuring out the best ways to do that.

Anyway, so yeah, Mai can "corner" cross up from her throw. Dunno if it was posted yet, but thought I'd make sure. Not only is her damage increased by almost 200% in the corner, you get mixed up after her throw. Sooo nuts.
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on May 10, 2012, 05:16:33 PM
I skipped to the mai part of that video, had no idea she could do stuff like that. Kind of nasty, but then again, if she puts her own ass against the corner she won't do much damage, so it's a pretty fair mixup imo.
Title: Re: Mai Shiranui (Console)
Post by: calibur753 on May 10, 2012, 05:51:05 PM
As a Mai player this is great new   ;)
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on May 13, 2012, 07:15:50 PM
So, I've struck gold in a most surprising way!

It's a bit tricky, but if you do this combo starter in the corner, you can do 3 C version Ryuuenbus! Even more surprising, it's our established "Get into proper spacing" starter with your CD!

So, in the corner you can do: (Hop C), d.B, d.B, d.A, qcb+AC, (slight delay), qcb+C, qcb+C, (slight delay) qcb+C (1 hit), qcf+A, qcb+C, qcb+C = 488 dmg 455 with the jump attack.

It's very easy to hit confirm since it's 3 hits, it gains a crap ton of meter, (That's a total of 6 special moves), if it's blocked, you're in perfect position to do your CD set up, and best of all, you don't HAVE to do this combo. You can just wait and do your regular 1 EX, 2 C version ryuuenbu combo!

I call it The Yon-bi! (Four tails)

You can also, on counter hit, do st.CD, qcf+A, qcf+A, qcb+C, qcb+C, qcb+C, qcb+C (1hit), qcf+A, qcb+C, qcb+C
as well.

EDIT: I can't get the air throw, but you can hit them with d.C on the way down from the Ryuuenbu for 472 dmg. That's about as much as if you did do an air throw.
Title: Re: Mai Shiranui (Console)
Post by: Sprint on May 15, 2012, 12:44:12 PM
You don't need to delay the first qcb+C if you space it a bit more. Use a slightly delayed standing A instead of a crouching A to create the extra distance. You then delay the second Ryuuenbu instead.

It's also possible to get a bit of extra height to connect with an airthrow after the last qcb+C.

Or alternatively...
Ridiculously impractical 120 Stun combo (2 drive, 2 bars):
Jump C, d.C, qcf+A, s.A, qcb+AC, qcb+C [delay] qcb+C, qcb+C [DC] qcb+AC, qcb[walk backwards]+C, qcb+C, qcb+C [DC] qcf+A, qcb+C, qcb+C, d.C

The delays basically require single frame timing for the full combo to work, i.e. the first possible frame where the Ryuuenbu connects fully. The good thing about it is once you've got it right a few times, you can immediately tell when you've delayed for too long and just switch to a different combo or go for a reset (e.g. d.C, d...uf+C, d.B). Just make sure you don't cut the delays too short or it's a guaranteed combo drop.

Post-stun:
Jump C, d.C, qcf+A, s.A, qcb+AC, qcb+C [delay] qcb+C, qcb+C, d.C or Airthrow
Jump C, d.C, qcf+A, s.A, qcb+AC, qcb+C, j.qcb-hcf+BD, qcb+C, d.C or Airthrow

The entire thing ends up doing around 800 damage, and it builds so much meter that you can end up with nearly as much as you started with. It's just a shame that it's so preventatively hard.
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on May 15, 2012, 07:11:03 PM
Wuuuut, we got stun combos now! It's worth trying to learn. Joe's stun combo is pretty hard too, but it's do-able.
Title: Re: Mai Shiranui (Console)
Post by: Sprint on May 16, 2012, 01:23:15 AM
2 drive cancels and 7 burnt meters later...

King of Fighters XIII - Mai Stun Combo (1047 damage) (http://www.youtube.com/watch?v=-vagMW7J_YA#ws)

To give some perspective as to how hard this is to get down, I also have about an hours worth of footage of nothing but me completely failing it.
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on May 16, 2012, 09:18:29 AM
I'd assume this is actually harder to be consistent with than the Joe stun combo because of the qcf.A s.A parts and the fact that you have to so to say manually time the ryuuenbus. It's also a bummer that it has to start with a jump in. I assume that you don't know of a way to do a variation off of c.B?

Either way, really cool find.
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on May 16, 2012, 10:43:24 AM
This is still so awesome! Pulling this off makes Mai even more dangerous than before! Hell, you could probably set this up from the counter hit stuff we were doing!

I didn't think Kachosen did so much stun. It's like 6! I guess you have to do it this way or else! It probably won't work the same, but since you can easily do the same setup for this from d.B, d.B, d.A, qcb+AC =>, you might as well go for it 'cause any hit confirm after will be a stun anyway.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on May 17, 2012, 06:07:43 PM
@ Sprint - Best Mai combo ever... That was soo epic... Good job man...
Title: Re: Mai Shiranui (Console)
Post by: Saitsuofleaves on May 25, 2012, 10:08:59 PM
I'd suggest any Mai players to watch the Week 3 Kohaku matches.
Title: Re: Mai Shiranui (Console)
Post by: calibur753 on May 26, 2012, 12:39:37 AM
As a Mai player I'm hyped I must learn how to play like this
Title: Re: Mai Shiranui (Console)
Post by: BioBooster on May 29, 2012, 01:59:24 AM
Good lookin out saitsu

'dernGod's Mai (dernShin) right on the front page:

http://dreamcancel.com/2012/05/25/drive-cancel-radio-japan-podcast-3/ (http://dreamcancel.com/2012/05/25/drive-cancel-radio-japan-podcast-3/)

That shit is off the hook...
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on June 07, 2012, 01:00:33 PM
Well so now we got new corner combos... It's a one frame link one but well it's cool as hell...

0 meter - j.C, cr.C, qcf+A, cr.C, qcb+A = 301 dmg

1 meter - J.C, cr.C, qcf+A, s.A, qcb+AC, qcb+C, qcb+C, Air Throw = 502 dmg (468dmg if you start from cr.C)

2 + 2 HD - j.C, cr.C, qcf+A, cr.C, late HD~far C, hcf+D, DC, air qcb+C, hcf+D, DC, qcb+C, hcf+B, DC, qcb+A, hcf+D, DC, qcb+C, hcf+D, DC, Neomax = 869 dmg
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on June 12, 2012, 04:25:55 AM
After a lot of testing for corner counter hit s.C+D follow ups, these seem to be the most reliable and consistent... If the first qcf+A connects then the rest will always work no matter the range... Also in the corner s.C+D, qcf+A can't be jumped out of... If they try to jump it then they will get hit and Mai can link s.D into an HD combo...

s.C+D, qcf+A, qcb+A, qcb+C, qcb+C, air throw = 450 dmg (0 meter)

s.C+D, qcf+A, qcb+A, qcb+C, qcb+C, qcb+C, DC, qcf+A, qcb+C, air throw = 541 dmg (0 meter + 1 drive)

s.C+D, qcf+A, qcf+A, qcf+AC, qcb+C, qcb+C, qcb+C, DC, qcf+A, qcb+C, air throw = 612 dmg (1 meter + 1 drive)
Title: Re: Mai Shiranui (Console)
Post by: Amedø310 on June 21, 2012, 11:25:40 PM
I don't know if this was mention, but Mai's qcb+A can become +1 or +2 on block if the last tip of the move is blocked. It's works the same way as K''s qcf+C, Claw Iori's qcb+C and XIII Kyo's qcf+B in the similar's situations. So far,  I've only been able to make the move work with frame advantage by doing it immediately after hcf+B, neaer the corner, while the oppoent quick rises/ recovery roll. I'm not sure how useful this can be, but i thought it was something that should be known.
Title: Re: Mai Shiranui (Console)
Post by: Sprint on June 28, 2012, 03:13:35 PM
Just been messing around with the corner crossup and realised if you time it properly, you can do this:

Corner throw > Dash jump LK (dash immediately and very slightly delay the jump)
- If timed properly, you can hit with a safe(?) crossup jump LK before landing.
- If done a fraction later, it hits from the front instead.

Good luck blocking something when even I don't know where it's going to hit.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on June 29, 2012, 03:25:35 AM
Ya that's been mentioned before... It's really good against wake ups... I've baited Shen's CABC and punished him... Sometimes i'll just roll... It gives you the same mix-up but it's susceptible to wake up command throws... What is best is after someone knows about the mix-up they tend to try to roll out on wake up... I'll do the cross-up a couple times... Then they will want to roll back... Then i'll intentionally not cross-up... Then they roll themselves into the cornr and i get a full corner HD...
Title: Re: Mai Shiranui (Console)
Post by: NeoTrinity on July 02, 2012, 07:41:23 AM
So I've decided to add Mai to my arsenal of characters.  My question is as a beginning Mai player, what are some things I need to familiarize myself with?  I am already familiar with the game and consider myself Adept in it, so I don't need help with Ultra basic things.  Thanks.

SN: I kind of find myself trying to master the Cr.  ;b -> Cr.  ;a -> Cr.  ;c link.  I like the feel of it and it nets good damage if I can consistently hit confirm it in to Hcf. ;d.  Just wondering it mastering that link is imperative, especially since I've seen it miss due to spacing.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on July 02, 2012, 04:39:02 PM
Dont bother... It's a one frame link... cr.B, cr.B, s.A and cr.B, s.B, s.D are your hit confirms... They are consistent and you will never drop them... To learn her, learn how to use all her normals first... She heavily relies on them in every match-up... Also dont waste drive with her... She should only waste drive on HD... Learn the different FB usage... As they will help you with your spacing... Also keep things simple mid-screen... She only lands damage in the corner...
Title: Re: Mai Shiranui (Console)
Post by: NeoTrinity on July 08, 2012, 02:56:46 AM
Okay so I took her in a set locally and it did not go so well(Naturally as it being my first time using her in a real match).  My opponent ran Andy/Iori/Benimaru in that order while I ran Mai/Mature/Vice(three characters I'm currently in the process of learning) and it took all I had to get past Andy.  I managed to land a couple HD combos when I could but for the most part she died and my Mature and Vice had to clean up.  

So a couple more questions.   What are a few of her mixups?  I hit him with that knee drop a couple times as well as a few empty hop lows/grabs.  I found myself abusing Mai's ground CD alot as it goes over lows, and all Andy does is Cr.  ;b xx Elbow.  Is this recommended?  Also is there a specific way to time her EX Ryuu Enbu combo to where I'll always get the 3 following Ryuu Enbus.  I'm starting to get the hang of it but I drop it more often than hit.  And getting the air throw at the end, should I get 3 Ryuu Enbus, seems f*$king impossible atm.   :(

I'm really trying to learn this character but I'm starting to see that she is pretty damn difficult(And I thought that I had it bad with Leona being on my main squad).  I'm not going to drop her but I'm kinda trying to get her up to speed with my Mature and Vice so I can learn all three together without one being too much dead weight.  Thanks!
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on July 08, 2012, 09:01:42 PM
It's alright if you do terrible at first playing her... She plays differently than most of the cast... Her jump arc also needs time for adjustment... You also can't do high/low mix-ups regularly because her jump arc is too easy to react to... Also against grapplers you can't do knee drop mix-ups or air qcb+C recklessly because they can always punish you with 1 frame command grabs...

Also for her qcb+AC combo in th corner, just do two ryuenbus... Don't bother with stuff that are too hard and only nets you small rewards... It's better to land solid damage than to chance messing up... Mainly she just pokes from close/mid range and runs away when pressured... Also her meta game changes if you play her as battery or second... As second i am more aggressive with her cause i'm trying to push them near the corner so i can land a damaging HD... As battery you wanna play more of a footsie game and build meter...
Title: Re: Mai Shiranui (Console)
Post by: sibarraz on July 20, 2012, 04:37:57 AM
How do you cancel qcb + p  into hcf + k without pulling the dm?
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 22, 2012, 09:44:22 PM
How do you cancel qcb + p  into hcf + k without pulling the dm?

When you using Mai's Ryuuenbuu, leave the control stick neutral immediately afterwards and then quickly (I mean SUPER quickly) input the command notations (HCF + K). You need to be quick on this so be careful.
QCB + P > slight delay > and then QUICKLY input the HCF + K to put the finish on your combo and you will be succesfful!
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 22, 2012, 09:48:14 PM
I notice that a lot of people do not utilize Mai's ground Musasabi too much. So if it is permitted here, I will post a video tutorial on the ground Musasabi no Mai - Mai herself will guide you through it...!  ;)

KOF XIII - Mai Shiranui - Musasabi no Mai - Combo starters and movement (http://www.youtube.com/watch?v=MvqrIEpN_U8#)

There might be some more good information here for everyone here too so feel free to check it out.
Source: http://orochinagi.com/forums/viewtopic.php?f=78&t=2851&sid=f8918eed32731c8e34df14a0e790860c (http://orochinagi.com/forums/viewtopic.php?f=78&t=2851&sid=f8918eed32731c8e34df14a0e790860c)

I am also building a thread discussion on Mai here on SRK for those who are interested - if there are any discrepancies please inform me so that we can make the follow corrections:  http://shoryuken.com/forum/index.php?threads/kof-xiii-mai-shiranui.161286/ (http://shoryuken.com/forum/index.php?threads/kof-xiii-mai-shiranui.161286/)
Title: Re: Mai Shiranui (Console)
Post by: Glenburg89 on July 22, 2012, 10:01:05 PM
Thanks for posting that video, GDH.
I'm gonna spend some time messing around with that.
Title: Re: Mai Shiranui (Console)
Post by: sibarraz on July 25, 2012, 06:24:57 PM
Not a big fan of those combos, since it's incredible hard to see an skilled opponent eating that fan, now if you could work that into some kind of 50/50 could be awesome
Title: Re: Mai Shiranui (Console)
Post by: choysauce on July 26, 2012, 01:43:01 AM
Just been messing around with the corner crossup and realised if you time it properly, you can do this:

Corner throw > Dash jump LK (dash immediately and very slightly delay the jump)
- If timed properly, you can hit with a safe(?) crossup jump LK before landing.
- If done a fraction later, it hits from the front instead.

Good luck blocking something when even I don't know where it's going to hit.

what could you do besides HD after crossing them up in the corner? i know by establishing that mixup you can keep them in the corner to get the big damage

but what would you do for a followup after actually crossing them up since her midscreen dmg is so ass?

*edit*

thinking about it, i would probably save this mixup for an early character kill. and what do u guys think of using her wall cling move after crossing up after doing a cr.B, cr.B, cr.A? not worth it to keep them closer to the corner?
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 26, 2012, 10:30:04 AM
Not a big fan of those combos, since it's incredible hard to see an skilled opponent eating that fan, now if you could work that into some kind of 50/50 could be awesome

Those are just samples of what she can do when the time comes. Should there be another skilled opponent, the player will just have to plan carefully and buffer the ground Musasabi in case she needs to change positions or attack from certain angle.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 26, 2012, 11:05:54 AM
Here is a recent video on Naoki's Mai game play during a tournament session. Please pay attention and look at the video very closely - Many tier lists have been recently constructed! Every now and then some of them place Mai as a bottom tier character (i.e. seemingly useless) - this video will contradict that theory GREATLY...

KoF XIII : Nishinippori Versus (2012/5/19) [Part 3] (http://www.youtube.com/watch?v=u2povwB9MaA#ws)
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on July 26, 2012, 01:15:22 PM
Mai is my main character... I play her second also and she is my best character... I even put her on the lowest tier... Being on the lowest tier however doesn't make her unusable... I can deal with pretty much any character with her better than i can with Billy... She also has the best neomax in the game...
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 26, 2012, 01:37:18 PM
Mai is my main character... I play her second also and she is my best character... I even put her on the lowest tier... Being on the lowest tier however doesn't make her unusable... I can deal with pretty much any character with her better than i can with Billy... She also has the best neomax in the game...
Ah, well... then again, this isn't MVC2 and this is probably one THE most balanced fighting games of this generation. Mai is viable through and through... But, we should speak about which characters can go well with Mai on a team.
What team members can Mai have? What character suit themselves for her?
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on July 28, 2012, 06:50:51 PM
Mai is completely viable... In a tournament though, Mai is best played second... She just gets out done as a battery against some characters cause her damage without meter is pitiful... As an anchor she just doesn't have the power to do a massive comeback... It's possible but not practical... Without meter you can't really expect to take out a Benimaru/Karate/Hwa/Kim/Kyo with a ton of meter... Specially if their on their first character...

I think any battery that can give her Neomax is good with her... She will most likely blow meter so someone that doesn't need HD like Benimaru/Yuri/Takuma/Hwa can act as anchor with her...
Title: Re: Mai Shiranui (Console)
Post by: sibarraz on August 01, 2012, 04:09:01 AM
Mai is best at second, I do this

With Andy I got 3 meters, don't waste any with him (maybe one according to the context)

Then, mai with meter is scary, since her neomax changes completely her playstyle, some people say that is stupid to spend 3 meters and her HD just to do her neomax, but IMO she justs need that, since my game with her is zoning, and rushing with her searching for long combos is really risky. I can pull one or even 2 neomaxes for matches, since she gains meter REALLY fast

The third character is yuri, since she can make meter fast, and with her I don't need much meter I'm fine

btw, mai vs kyo matchup is like 9-1 for kyo lol
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on August 01, 2012, 01:08:05 PM
It's not that bad... You can stop Kyo from spamming j.d+C by throwing out far C... Without that the poking game is still in Kyo's favour but not that bad... just be careful when he has 2 meters... Mai's safe jumps are no longer viable...
Title: Re: Mai Shiranui (Console)
Post by: sibarraz on August 02, 2012, 06:23:03 AM
It's not that bad... You can stop Kyo from spamming j.d+C by throwing out far C... Without that the poking game is still in Kyo's favour but not that bad... just be careful when he has 2 meters... Mai's safe jumps are no longer viable...

My biggest problem is jumping cd

With raiden I had the same problem
Title: Re: Mai Shiranui (Console)
Post by: Shiranui_ninja on August 02, 2012, 10:09:13 AM
My team is King, Mature and Mai. There's no reason for that, they are just my favourite characters since I play KOF. And I use Mai as anchor. I know is not the best position for her but she's the character I know better and I use better (and I like more) and this is why I safe her as third member, to use HD combos/Neomax/meter with her. Usually I use King as point, to zone and pressure in corner without meter and cancels. Then I use Mature to keep pressing, filling up meter if its' needed or using simple combo qcb+C x3 > super cancel > qcb, hcf + C. then i use Mai to go crazy on pressure, zoning, corner combos and HD combos if I have the chance and finish the job :D

Another order I use often is Mature as point, Mai as battery and King as anchor, but I never do it good with King in third position. Mai is more deadly in my hands than King (it has to be said I'm not a great player, just a casual one :P)
Title: Re: Mai Shiranui (Console)
Post by: sibarraz on August 07, 2012, 04:18:22 PM
Today Chilean Player Gutts will make a video review of mai (REN TIME), for 30 minutes

This will start at 9pm chilean time (now we are at 10:18 am, so calculate yourself)

I will put the link soon
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on August 07, 2012, 04:50:29 PM
Mai does have a few options for HD combos without the use of super meter stocks (0 stocks). Mai is also capable of following up after the HD meter disappears. 

Mai problem (http://www.youtube.com/watch?v=QIo82dayupQ#ws)

[corner] s.B, s.D [HD] s.D, hcf D [HDC] air.qcb C, hcf D [2hits] [HDC] qcb C, hcf D [2 hits] [HDC] qcb C, hcf D [2 hits] [HDC] qcb C, qcb C, air throw [597]
This was sample of what "can" do after she the HD combo. An air throw results in a hard knock down and she benefits from hard knockdowns.
If you wish to save meter, than this should be a good HD combo to use. But, there are plenty of methods of following up "after" a HD combo. Instead of an air throw you can do a reset with s.C and the continue your assault with some sort of high/low mix up.

If you have some meter to burn (if you want to finish a match quickly) you can one more EX move or DM to keep your cycle going.

If you have two meters at your disposal, you can use the EX Chou Hissatsu Shinobi Bachi (Her EX DM) instead of the Air Throw. This will result 680 damage.

If you have three meters at your disposal, you can use the Neo Max which will result in 784 damage. You need to do this on the very last Ryuenbuu loop and input the Neo Max notation when her arm smacks the opponent.



Title: Re: Mai Shiranui (Console)
Post by: Shiranui_ninja on August 08, 2012, 11:40:55 AM
My HD combo 0 meter:

b>D, HD, C, hcf+D >HDC> in air qcb+c (corner) > hcf+D > HDC > ground qcb+C > qcb+C > qcb+C > HDC > qcf+A > qcb+C > qcb+C (HD mode off) > qcb+C > air grab or DM if i want to spend some meter. about 600-650 of damage


Amazing video with great HD combos, non hd combos and stun combos.

KOF XIII MAI SHIRANUI COMBOS (http://www.youtube.com/watch?v=VIIq5iwyiu0#ws)
Title: Re: Mai Shiranui (Console)
Post by: Sprint on August 12, 2012, 11:00:13 AM
My HD combo 0 meter:

b>D, HD, C, hcf+D >HDC> in air qcb+c (corner) > hcf+D > HDC > ground qcb+C > qcb+C > qcb+C > HDC > qcf+A > qcb+C > qcb+C (HD mode off) > qcb+C > air grab or DM if i want to spend some meter. about 600-650 of damage

Change the ending. You can get an extra DC in there before the gauge runs out.

b>D, HD, C, hcf+D >HDC> in air qcb+c (corner) > hcf+D > HDC > ground qcb+C > qcb+C > qcb+C > HDC > qcf+A > qcb+C > qcb+C > HDC > qcf+A > qcb+C > qcb+C

Then either do:
- airthrow
- qcb+C > d+C > cancel into walldive > cancel into d+B for an overhead (definitely do it if you think they're close to stun... it does 10 stun)
- Instant air qcb,hcf(uf)+BD > qcb+C > airthrow
You can get a bit more damage with a neomax combo, but you build a ton of meter doing this instead.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on August 15, 2012, 05:50:35 PM
Here is another HD combo for 0 stock: 630 damage (it is possible to get 645 damage, but that would require the player to late cancel into HD mode, then use two Ryuenbuu's after hcf+D, instead of one). If you replace the very last Ryuenbuu with Mai's Neo Max, then you get 809 damage for two stocks. The video goes by the assumption that you chose Mai for battery purposes but it is possible in all team positions (the timing of this combo is a bit tricky but become easy after a couple tries).
KOFXIII - Mai Shiranui Ideal HD combo (http://www.youtube.com/watch?v=lmDdRvmab-c#ws)
Title: Re: Mai Shiranui (Console)
Post by: Sprint on August 16, 2012, 11:30:34 PM
I'd hardly call that 'ideal'. When started the same way as in your video, the combo I gave in the post immediately before does 671 damage (using the qcb+C,d+C ender) and doesn't require any tricky timing at all. It's stupidly easy.

If you do the instant air super ender I mentioned, it does 802 damage for 2 bars and builds about 70% of a meter at the end just like the meterless combo. It's really hard to do, but worth it for that extra bar (unless you already have max). If you have 4 bars you can chain 2 of them (example (http://www.youtube.com/watch?v=-vagMW7J_YA)).

For just raw damage with 2 bars (after the airdive):
- hcf+D(1hit) (DC) qcf+A, qcb+C, hcf+D(2hit) (DC) qcb+C, hcf+D(2hit) (DC) qcb+A, hcf+D(1hit) (DC) Neomax
826 damage when using the same starter. This is incredibly easy, but doesn't build you a ton of meter like the aforementioned combo.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on August 17, 2012, 01:36:21 PM
I'd hardly call that 'ideal'. When started the same way as in your video, the combo I gave in the post immediately before does 671 damage (using the qcb+C,d+C ender) and doesn't require any tricky timing at all. It's stupidly easy.

If you do the instant air super ender I mentioned, it does 802 damage for 2 bars and builds about 70% of a meter at the end just like the meterless combo. It's really hard to do, but worth it for that extra bar (unless you already have max). If you have 4 bars you can chain 2 of them (example (http://www.youtube.com/watch?v=-vagMW7J_YA)).

For just raw damage with 2 bars (after the airdive):
- hcf+D(1hit) (DC) qcf+A, qcb+C, hcf+D(2hit) (DC) qcb+C, hcf+D(2hit) (DC) qcb+A, hcf+D(1hit) (DC) Neomax
826 damage when using the same starter. This is incredibly easy, but doesn't build you a ton of meter like the aforementioned combo.
If I paid attention. I see where the problem is! That hcf+D towards the beginning is a better start than Kachousen. I didn't think that would actually connect after an HD cancelled air-dive (I was kind of decieved by the Musasabi dive recover, but now its clear to me that you connect for two hits after a Musasabi). This combo is FAR easier and damaging than the one I displayed. I'm also amazed at your stun combo video - especially sense you linked a s.A after a Kachousen... Very nice.  I'll make corrections to that video momentarily. Thanks again for your help.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on November 02, 2012, 03:44:57 PM
This might already be common knowledge at this point, but you can also use Mai's ground Musasabi no Mai for waking up and getting out of harms way.
Jumping regularly during a d.B frame trap will result in Mai getting caught in a combo. A Musasabi no Mai, however, will cause the opponent to whiff the incoming d.B's altogether the start up is so absurdly quick and it is a good way of adding distance between you and the opponent in order to keep up a decent keep away game until you can capitalize with a BnB.
I am also starting to realize just how underrated Mai's st.A and j.A really are.... Just a reminder, Mai's s.CD and her d.D are both whiff cancelable into special moves.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on December 10, 2012, 11:56:25 PM
Here is another update:

Mai's d.D is also whiff cancelable. So if your opponent blocks Mai's d.D but then tries to hop towards you, you will probably have Kachousen (projectile) or A version Ryuenbuu prepared. Both of the moves are pretty safe, especially due to push back and you are likely to hit your opponent if they try to attack you after block a d.D.

Also came in contact with a particularly good HD combo for Mai. All for 920 damage. (If you omit a super here, you will end up with 803 damage instead - courtesy to maizuruW).

j.C>st.BD>HD>st.BD>HK bachi>air qcb.P>HK bachi(2hits)>qcb C> x3>DC qcf A>qcb C x2>DC qcf A> (HD mode ends)qcb C x2 >TK ex super x2>qcb Cx2> cr.C

When you are playing Mai, try to keep yourself out of the corner as much as possible, unless you have meter. To get out of the corner, you can resort to GC rolling, GC blowback to stop block strings for getting back on the offensive, walk jumping (you either do a j.d.B, air Musasabi, a normal, a air throw, or just land from a wall kick), or by doing the ground Musasabi no Mai to get to the other side real quick. Mai should be the one cornering the opponent. Mai's j.B is also a very underrated tool and is VERY easy to conduct combos off of.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on December 12, 2012, 12:26:18 AM
Here is a short video on two HD combos. One is meterless and the other is for 2 meter stocks.
The meterless HD combo is 655 damage.
The 2 meter HD combo is worth 801 damage.
KOFXIII Mai Christmas Combo - GDH/DarkIceSaiko (http://www.youtube.com/watch?v=KmSdSbYquAk#)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on December 22, 2012, 02:52:11 AM
Here is some recent footage on Mai Shiranui game play in an event.

WNB Episode 47 (December 12th 2012) (http://www.youtube.com/watch?v=CNFRAe4hCBI#ws)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on December 24, 2012, 08:27:49 PM
Mad_KOF plays Mai as well... and a very good one.
KOF XIII Part 1 - MadKOF vs Poongko Casual Match at CafeID (http://www.youtube.com/watch?v=Kd71XMY5DjA#ws)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on January 05, 2013, 07:25:48 PM
Feast your eyes on Naoki's Mai!

Kof13 - KCE646 - Naoki vs. FumiFumi (http://www.youtube.com/watch?v=IxkGIknXKqw#ws)
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on January 07, 2013, 07:44:58 AM
That's one nice mai indeed.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 10, 2013, 01:17:38 AM
So I've been testing out Mai's frames... This is what I got so far...

cl.A is 3 frames...

s.A, cr.A, cr.B, cr.C are all 4 frames...

cl.C and NEOMAX is 5 frames...

s.B is 6 frames...

cl.D, cr.D and far D, EX Ryuenbu and EX DM are all 8 frames...

far C is 10 frames...

s.C+D is 13 frames...
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on January 10, 2013, 07:10:33 AM
According to the frame data from Arcade, cr.A was 3F. Unless it got worse, I'm pretty sure it's her most fast nor.

I usually test it out against something I know is -3 on block. Kyo's Kototsuki You (qcf+D) is -3 on block. Short of normal grabbing and command grabs, 3F normals can hit him before he does anything. If you make a dummy do it and then do cr.A before it does another, maybe invulnerable move, you can see if it's 3F fast. Other 3F normals in the game are Kyo's close st.C.

Test it with that, then come back to the move and see if it punishes it.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 10, 2013, 07:22:01 AM
Another awesome Mai corner combo... 3 meter HD combo from counter hit s.C+D...

counter hit s.C+D (has to be spaced away), qcf+A (hit confirm)

tk qcb+ABC, *wait* qcb+C (has to hit very low), DC, qcf+A, qcb+C, qcb+C, DC, qcf+A, qcb+C, qcb+C, DC, qcf+A, qcb+C, qcb+C, DC, NEOMAX = 784 dmg

Same combo can be done if you land counter hit j.C+D near the corner but timing is very situational based on height and distance...
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 10, 2013, 07:56:12 AM
@Reiki.Kito - ok i checked again... only her cl.A is 3 frames... not cr.A... also added s.B which is 6 frames and s.C+D which is 13 frames... haven't figured out how much +/- they are on block/hit yet...
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on January 10, 2013, 09:49:21 AM
The neomax is 5 frames? I thought it was 2 or 1.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 10, 2013, 05:12:32 PM
Sadly it is 5 frames... I had it safe jumped a couple of times so i started to check it out... It's great none the less... Also Yuri can kind of do the same thing with her Neomax but her's is usually great only against grounded opponents...
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on January 10, 2013, 08:35:14 PM
Those of you who intend to play Mai seriously, please keep in mind that Mai's reversal options will become available when she has at least one meter. With two meters Mai become far more dangerous. Continue to build meter by successful connecting normal moves Ryuuenbu (preferable the A version - use the C version when conducting a combo - the A version has a little less recovery). Mai also builds meter with Hitssatsu Shinobi Bachi (hcf+K) but that move is not safe at all so avoid using that move (unless you conducting a combo).
Make sure you guys got some two meter HD combos - save your meter up for something else or for Mai's next buddy (the anchor). If Mai is the anchor leave her with at least two meters and play keep away, keep you distance, and poke the opponent.
Also, note that every one of Mai's EX moves are much safe(er) on guard and leaves the opponent in a juggle state. EX Kachosen (qcf+P) does this too, but it is difficult to follow up afterwards, unless you super cancel into her DM.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 11, 2013, 07:07:16 AM
Those are pretty right... Also drive cancel combos with her are a complete no no unless you are going to kill your opponent... Rather spend the meter... She can still do a full screen HD combo for about 500 dmg with no meter... However, she can't really ever do high damage without HD... Unless she lands counter hit s.C+D in the corner her usual damage isn't going to exceed 400-450 without HD... So save up for it... The most satisfying time of playing Mai (or just playing KOFXIII) is her with raw Neomax at disposal with the opponent at below 45% health... She becomes such a troll...
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on January 11, 2013, 02:10:47 PM
Dunno if this was posted, but Mai has a midscreen HD combo that's demonstrated in this video for 1 bar. It does 500+ after the C Ryuenbu. It can be customized a bit more so that the ender, in the corner, can follow into a full corner combo.

http://www.youtube.com/watch?v=aqOBXbtzGkA#t=2m24s (http://www.youtube.com/watch?v=aqOBXbtzGkA#t=2m24s)

Begins at 2:24
Title: Re: Mai Shiranui (Console)
Post by: Diavle on January 11, 2013, 02:49:17 PM
Dunno if this was posted, but Mai has a midscreen HD combo that's demonstrated in this video for 1 bar. It does 500+ after the C Ryuenbu. It can be customized a bit more so that the ender, in the corner, can follow into a full corner combo.

Begins at 2:24

Its known about but nobody does it because there is an extremely high chance of having the motions for QCB+P and HCF+K overlap and have her super come out.

That vid is the first time I've seen someone do it in a real match.
Title: Re: Mai Shiranui (Console)
Post by: Reiki.Kito on January 11, 2013, 11:02:33 PM
In a match, with tensions high, I can understand that. But performing it is actually pretty easy. If you let go of the stick after doing qcb+C, you can do hcf+D without super canceling.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on January 13, 2013, 07:31:34 PM
I usually go for one rep of it... It lets her do the same damage from quite far... I've done it enough to not screw up if i do it once... Also been practicing her corner 1 frame link combo... It does 500 damage for 1 bar so i think it's worth it to try to go for if you get the chance... Even if you screw up, it's safe none the less...
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on March 08, 2013, 02:14:57 AM
Two practical HD combo samples -

KOFXIII Mai Shiranui 2 Bar HD Combo Variant (http://www.youtube.com/watch?v=yPrHhM4tMTg#)
KOFXIII Mai HD combo Revised P2 (http://www.youtube.com/watch?v=3VTBj2UPKmk#)

There will be more videos to come, consisting of actual game play. Also, Mario E actually decided to play Mai as a main as of Winter Brawl! That makes me quite excited.
I've also been paying more attention to Luffy's Mai game play. Pretty nice if you ask, taking advantage of all of the good things that make Mai an annoying character to fight against.
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on March 08, 2013, 08:11:34 AM
I played around with mai some a while ago and realised that she can use her her d~u(up forward).P to cancel into air d.B to combo off of d.C. It can be used effectively if you for example do two d.B's and see that the opponent is blocking, you can do a d.C into air d.B, the opponent will have to stand up to block and it's pretty quick so it should be an efficient overhead mixup. If you think the opponent is going to block the overhead you can cancel it into qcb.A+C wich could potentially catch said opponent pressing buttons, if so, you get ryuuenbu into air throw in the corner, or from opponents starting position you can wallcarry with hcf.B DC qcb.C and then follow up with the same qcb.C into air throw as you would if you where already in the corner. I do not recall how much damage you actually get, but the damage is solid and the meter usage is far from high so i think it's worthwhile to play around with, especially if you usually run mai on anchor like i do and have some bars to spare.

Eripio told me that he has already mentioned this to some of you so i thought i should take the time to write it down.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on March 08, 2013, 05:50:55 PM
Made a video about the said mix ups - Shout outs towards the end (make sure annotations are ON)
KOFXIII - Mai Tech Update - Natural Mix Up Combo (http://www.youtube.com/watch?v=1iGwtWrbbNw#)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on March 24, 2013, 04:45:02 AM
Here are two HD combos I made:
KOFXIII Mai Combo by DarkIceSaiko/GDH (http://www.youtube.com/watch?v=zJ_8T4Pxej0#)
The first combo for no meter is 656 damage.
The second combo for 2 bars is 802 damage.

Also, here is another noteworthy HD combo to exploit:
j.C, s.C [HD activate] s.C, hcf+D [HDC] air qcb+C, hcf+D (FIRST HIT) [HDC] qcf+A, qcb+C, qcb+C, qcb+C [HDC] qcf+A, qcb+C, qcb+C > Neo Max = 811 damage
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on March 24, 2013, 09:36:05 PM
Another Mai combo - making use of one frame links = 2 bars 820 damage.
KOFXIII Mai Shiranui 1 frame link HD combo (http://www.youtube.com/watch?v=wVtJFEhNAY0#)
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on March 26, 2013, 02:33:33 AM
Anyone has link to the winter brawl top 3? There was a Mai in the top 3... I've looked around but couldn't find the link...
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on March 26, 2013, 04:31:42 AM
Anyone has link to the winter brawl top 3? There was a Mai in the top 3... I've looked around but couldn't find the link...

Here are a couple matches from Winter Brawl present Mario E playing as Mai...
KOFXIII AGE Romance vs AGE Mario - WB 7 Part 73 (http://www.youtube.com/watch?v=YvEFo6T1nbY#ws)
KOFXIII AS Reynald vs AGE Mario - WB 7 Part 75 (http://www.youtube.com/watch?v=vl4GsOyq6NA#ws)
http://www.youtube.com/watch?v=f8vtVmaDe08&feature=player_embedded#t=0s (http://www.youtube.com/watch?v=f8vtVmaDe08&feature=player_embedded#t=0s)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 01, 2013, 05:00:38 PM
Get a load of Louffy's Mai!
KOF XIII - MaxMode Champions League 21/10/12 - Grand Final - eLivepro|Frionel VS WDM.MCZ|Luffy (http://www.youtube.com/watch?v=FYxbqul-xiw#ws)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 01, 2013, 06:51:30 PM
Time for an update.
Mai's EX air qcb+AC does NOT have invincibility properties, thus it should be used as an offensive maneuver. Three hits and 0 frames on block. Sense Mai is neutral on block from using EX air qcb+AC, she will have plenty of options available. Should EX air qcb+AC hit successfully however, get ready to combo afterward.
From mid screen, you can input in a hcf+B and then drive/super cancel after the last hit.
Use EX air qcb+AC for mid air mix ups, set ups, keeping things safe (again, this move is 0 frames on block), and starting combos.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 07, 2013, 09:27:14 PM
Here are some noteworthy Mai videos - found these in the Orochinagi wiki section!
KCE 408: Mai part 1 of 2 http://www.nicovideo.jp/watch/1340369006 (http://www.nicovideo.jp/watch/1340369006)
KCE 409: Mai part 2 of 2 http://www.nicovideo.jp/watch/1340369013 (http://www.nicovideo.jp/watch/1340369013)

Title: Re: Mai Shiranui (Console)
Post by: marchefelix on May 08, 2013, 08:30:56 PM
Here are some noteworthy Mai videos - found these in the Orochinagi wiki section!
KCE 408: Mai part 1 of 2 http://www.nicovideo.jp/watch/1340369006 (http://www.nicovideo.jp/watch/1340369006)
KCE 409: Mai part 2 of 2 http://www.nicovideo.jp/watch/1340369013 (http://www.nicovideo.jp/watch/1340369013)



MMCafe is being a bitch.

Are these vidoes mirrored in YouTube?
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 08, 2013, 10:03:16 PM
Here are some noteworthy Mai videos - found these in the Orochinagi wiki section!
KCE 408: Mai part 1 of 2 http://www.nicovideo.jp/watch/1340369006 (http://www.nicovideo.jp/watch/1340369006)
KCE 409: Mai part 2 of 2 http://www.nicovideo.jp/watch/1340369013 (http://www.nicovideo.jp/watch/1340369013)



MMCafe is being a bitch.

Are these vidoes mirrored in YouTube?

No they aren't - The individual would have to actually sign up to watch these videos (for some odd reason).
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 08, 2013, 11:29:19 PM
Now this is interesting. Mai can actually net 522 damage for just one bar!
[spoiler]
Mai Shiranui 522 Damage 1 stock (http://www.youtube.com/watch?v=1aezTQvLkok#ws)
[/spoiler]
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on May 09, 2013, 06:26:05 PM
Getting 3 ryuenbus is pretty tight... I just go for 2... More reliable...
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 11, 2013, 11:12:17 PM
Just so everyone knows... it is possible to get 4 hits on Mai's EX air qcb+P (Musasabi) instead of 3. Here is some brand new technology to explore for a moment.
KOFXIII Mai Technology Update - 4 hit Air Musasabi (http://www.youtube.com/watch?v=JSUEJMATabk#)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 16, 2013, 10:15:22 PM
Here is a video of Mai Shiranui on the prowl again... Starting at 3:27 - I actually implement Mai's natural combo overhead mix up.
[spoiler] KOFXIII - Casual Match - (Me) Claw Iori/Mai/Leona VS Kim/EX Kyo/Kensou (http://www.youtube.com/watch?v=rVPogv1m-pM#) [/spoiler]
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on May 17, 2013, 04:59:25 PM
thanks mightfo for your explanation on how to loop hcf.D qcb.C. Just decided to try it and your version "A" works perfectly for me. gotta get more used to it, but at last i know how to do it.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 30, 2013, 01:12:03 AM
Something I made a long while ago: 
A small time combo presentation, and various match skits from both offline and online sessions. This isn't anything important but should be fun to watch...
[spoiler]  KOFXIII Mai Shiranui Combo and Game Play - Mai Space (http://www.youtube.com/watch?v=lNvnJJkJjNg#) [/spoiler]
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on June 06, 2013, 09:26:58 PM
Mario E is definitely becoming one of the more notorious Mai players. Just did a podcast with him and Desmond today. Mario E is a player who has KOF fundamentals DOWN. You gotta love his Terry and Iori, too. Take a glance at this video.
[spoiler] Counter! KOFXIII Winners' Finals - AGE | Mario E(Mai/Terry/F.Iori) vs. James Jr.(Kyo/Karate/Kim) (http://www.youtube.com/watch?v=1QyzgkTJvro#ws) [/spoiler]
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on June 29, 2013, 05:46:09 PM
KOFXIII Mai Shiranui Tech Phase 3 (http://www.youtube.com/watch?v=9OUUHDRTbsQ#)

Found a few more things to utilize...
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 18, 2013, 07:07:36 PM
Feel free to use this as a reference!!
KoF XIII : Mai Shiranui Combo Vid (http://www.youtube.com/watch?v=pXAfvuVbK04#ws)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 19, 2013, 07:03:00 PM
Now, let's take a look at Shin Kensou's Mai:
[spoiler] KoF XIII Kensou vs TofuSoup FT10 pt.1 (http://www.youtube.com/watch?v=hduTkr1nDLo#ws) [/spoiler]
[spoiler] KoF XIII Kensou vs TofuSoup FT10 pt2 (http://www.youtube.com/watch?v=0wdQu-XXGuk#ws) [/spoiler]

There is Sprint's Mai... who's play style with Mai is eerily similar to mine...
[spoiler] Sprint vs Lord Tenrai - losers semi EGL 8 KOFXIII (http://www.youtube.com/watch?v=9_Q-3ekNHtI#ws) [/spoiler]
[spoiler] Sprint vs Giga D - losers final EGL 8 KOFXIII (http://www.youtube.com/watch?v=n5Nz6oXccwY#ws) [/spoiler]
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 22, 2013, 05:20:35 AM
I've recently added some big time information of Mai's game plan:
http://dreamcancel.com/forum/index.php?topic=1659.180 (http://dreamcancel.com/forum/index.php?topic=1659.180)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 23, 2013, 03:50:59 PM
Mai's Guard Break sequence:
KOF XIII Mai - Guard Break: 2 Stock, 0 HD (Corner Only) (http://www.youtube.com/watch?v=qlZne-VVW5U#ws)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 26, 2013, 03:34:20 AM
[spoiler] KOF XIII Morocco : Mouad vs AtmanGARRA 6 (http://www.youtube.com/watch?v=Of3WJPkYIP4#) [/spoiler]
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on August 02, 2013, 10:48:14 PM
[spoiler] KOF XIII Nishinippori 37th Event(2013 July 6th) Part 2 (http://www.youtube.com/watch?v=2SB8GmvE7yk#) [/spoiler]
Start at 03:56
Notice that Mature is building meter on Mai's behalf. Mai pushes her way through EX Kyo to save as much meter she can. All it really takes is her mobility and her normal to take care of a lot of problems. Notice that the Mai player continues using j.B against a grounded Saiki - the hit box on the move very nice and it is relatively easy to follow up with. REMEMBER: Mai can only cancel into her j.d.B (Ukihane) from NORMAL or HIGH jumps -NOT hops/hyper hops. 06:10 - This is how you use d~charge~u+P as an offensive maneuver - punish those badly timed projectiles. Mai vs Saiki is an even match up, but she needs to stay a little more towards the ground, especially if Saiki has meter because he has a lot of anti-air options (close st.C, vertical j.CD, qcf+C, preemptive/back dash qcfA, qcfx2+K DM, DP+B, cr.C, and even his st.A)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on August 06, 2013, 04:59:07 PM
Woo apparently IS known for having a competent Mai. A rather passive aggressive/smart Mai at that. Japanese are known for playing a little more passively than... say U.S. or Mexico for instance.
[spoiler] http://www.youtube.com/embed/uwe9Z7K4A4c?feature=oembed (http://www.youtube.com/embed/uwe9Z7K4A4c?feature=oembed) [/spoiler]
Woo's Mai seems to utilize a basic air mix ups and hit confirms. Uses st.B as a method of stopping hop pressure from EX Kyo.
Woo also plays Mai as an anchor - hence he will usually have around 1 or 2 meters leftover if the second character is KO'd. He will frequenly make use of wall jumps, NOT so much as to get out of pressure but to attempt another form of offensive
(POST wall jump, j.d.B Ukihane, then air qcb+P. j.d.B Ukihane into qcb+P is NOT a natural block string even if you use the EX version. The EX version is safe on block - The regular air qcb+P is only safe if you aim towards the opponents legs, so the Mai would probably best go with air qcb+A (light punch version). j.d.B used in FRONT of the opponent will cause the opponent to be pushed back a further distance. Just enough for her to be safe... (safer).
Woo will also press a button while being further away from Reynald (something you might see in a CVS2 match up) to draw out a mistake on the opponent behalf.
Mai appears at 8:25, 20:49, and 41:42. Pay attention to how Woo plays her. His play style matches the general consensus of Japanese KOF game play.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on August 07, 2013, 08:21:17 PM
Luffy's Mai is back with a vengeance! Versus Dojo - Summer Ranbat!
KOF XIII - Versus Dojo - Summer Ran'Bat #2 1/8 Finals - Gwak.fr | JPK VS WDM | Luffy (http://www.youtube.com/watch?v=xD-rRSbJclg#ws)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on August 25, 2013, 06:52:12 PM
Discovered some new Mai technology:
Shout outs to MKSWOLF.
KOFXIII Mai Shiranui Cross Up Tech (http://www.youtube.com/watch?v=-S-VS2FEVIk#)

Also, this is my signature corner HD combo:
KOFXIII Mai Shiranui - Signature GDH 2 Bar HD Combo (http://www.youtube.com/watch?v=WmFxtXriZUE#)
Title: Re: Mai Shiranui (Console)
Post by: Hyun Sai on August 25, 2013, 07:46:05 PM
As requested by GDH, I post this here.


Heeh, I just put this online this morning, not the same starting move though. The non crossup (with the b hisatsu) is safe on block too ^^


Mai mix up (http://www.youtube.com/watch?v=l4G7-1Gqm-g#)

By the way, you can also do it after a simple jump CD on a grounded opponent. Timing is the only problem.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on August 27, 2013, 07:08:25 PM
That's pretty sweet... Btw have you guys been practicing her corner 1 frame link combo? Her damage is really high if you can do it consistently... With practice I believe its possible to hit confirm d.C as I've seen the Japanese do so with her...

(0 bar + 1 drive) j.C, s.C, qcf+A, d+C (hit confirm), hcf+D, DC, qcb+C, qcb+C, air-throw = 504 dmg

(1 bar + 0 drive) j.C, s.C, qcf+A, s.A, qcb+AC, qcb+C, qcb+C, air-throw = 502 dmg

(2 bar + 1 drive) j.C, s.C, qcf+A, d+C (hit confirm), hcf+D, DC, qcb+C, TK EX DM, qcb+C, air-throw = 609 dmg

Also I found pretty good ways to carry pretty much full screen with her HD with 1 bar... (of course she can carry full screen if you don't have any bar...but if you do then it is pretty hard not to get accidental DMs)

j.C, cr.B, s.B, s.D, HD, s.D, hcf+D, DC, qcb+C, DC, hcf+D, DC, qcb+AC, hcf+D, DC, qcb+C, hcf+B, DC, qcb+A, hcf+D, Neomax (carrys pretty much full screen)

Also if you are about 70% screen away then this combo is easier...

j.C, cr.B, s.B, s.D, HD, s.D, hcf+D, DC, qcb+AC, hcf+D, DC, qcb+C, hcf+B, DC, qcb+A, hcf+D, DC, qcb+C, hcf+D, Neomax
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on September 17, 2013, 06:16:22 PM
^ Those are some sweet combos.

I've been watching the KOF SE Edition on stream quite a bit. I haven't actually gotten around to playing online as of yet.
I've been noticing that the majority of Mai players really enjoy using her hcf+K for some reason.... I wouldn't mind if it was the EX version but... if a player is going to use Mai's hcf+K, then they need to atleast hit confirm into it. Otherwise, they should only go for QCB+A instead. Soft knockdown, low invincibility, a good combo ender at a distance, and safer (The first hit of QCB+C will whiff at certain distance, which is why I use QCB+A a lot instead to avoid that issue. Only use QCB+C when you're completely in the opponents face during the combo).

To speak a little more about those combos, Mai's mid/almost full screen wall carry combo will usually require her to use one bar (either her EX QCB+P or her EX air QCB+P).   
I like how Mai's options are generally safer when she uses meter for EX moves.

Keep in mind that when you guys use d~charge~uf/ub+P, Mai will build meter, as demonstrated on the last combo video posted here.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on September 18, 2013, 07:23:25 AM
KOF XIII - Mai Shiranui 1 bar near full screen carry HD (http://www.youtube.com/watch?v=myS9rXkJlvI#)
Title: Re: Mai Shiranui (Console)
Post by: marchefelix on September 22, 2013, 07:13:42 AM
KOF XIII - Mai: corner drive cancel combos (http://www.youtube.com/watch?v=3WSHH7KUKoQ#)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on September 22, 2013, 12:27:15 PM
Thank you for posting that HD combo video, t3h mAsTarOth...!
That HCF+D [HDC] QCB+C loop is a bit difficult at first but it will really help Mai's offensive mid screen damage output with HD mode.

@marchefelix...
Ah yes. Thank you for posting that video. Apparently, Mai's damage output is a lot better if you can link into her standing A or her crouching C consistently after scoring a QCF+A up close in the corner. Those links are so good if the player can get them down. I'm in the process of trying to implement such a link for starting HD combo, or after confirming into a HD mode and then using the link within the corner.
Title: Re: Mai Shiranui (Console)
Post by: t3h mAsTarOth...! on September 23, 2013, 09:05:08 PM
The trick to doing that near full screen HD is "hcf+D~qcb+C" really fast... Then delay a little bit before inputting the second hcf+D... So wait a little bit and then quickly input hcf+D~qcb...but don't press A+C or you will get a Neomax instead... Then when the next hcf+D connects, press A+C and you'll get the drive cancel... The rest is easy...
Title: Re: Mai Shiranui (Console)
Post by: 210 Nem on October 22, 2013, 05:06:03 PM
Mai's QCB+A move has lower invincibility? I've been using CD to hit lows, but if qcb+a has that as a legitimate wake up option if I know the opponent will go low then I haven't been using her to the fullest extent. Need to start mixing that in, along with her super to punish things like blocked rekka.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on October 24, 2013, 05:28:28 PM
Short term Mai combo:
KOFXIII Mai Shiranui 2 Bar HD Corner Carry Combo (http://www.youtube.com/watch?v=yCxZqXFXARo#)

Shout outs to t3h mAsTarOth...!
Title: Re: Mai Shiranui (Console)
Post by: Dark Chaotix on November 02, 2013, 06:32:29 AM
King of Fighters XIII CMV - Mai Shiranui : Bouncy Edition (http://www.youtube.com/watch?v=lgUuF80xTEc#ws)
Title: Re: Mai Shiranui (Console)
Post by: marchefelix on November 02, 2013, 08:30:47 AM
^So you went ahead and called it "Bouncy Edition" xD

Man, this video... is your greatest yet. I loved everything about it: the music, the combos. I had to do a double take on some of them to see if I was really looking at all those touch of death combos. The 4-bar one in particular was insane! And you make it all look so effortless.

Keep up the great work!
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on November 02, 2013, 05:43:13 PM
Very well done, Dark Chaotix!
Nippon Ichi!
Title: Re: Mai Shiranui (Console)
Post by: Dark Chaotix on November 03, 2013, 03:05:56 AM
Very well done, Dark Chaotix!
Nippon Ichi!
Thanks!

You have been an  poster for her, so hopefully you find something that helps your game or gives you ideas.

^So you went ahead and called it "Bouncy Edition" xD

Man, this video... is your greatest yet. I loved everything about it: the music, the combos. I had to do a double take on some of them to see if I was really looking at all those touch of death combos. The 4-bar one in particular was insane! And you make it all look so effortless.

Keep up the great work!

Thanks!

yeah I did end up calling it that. Couldnt think of a better name and she is known for "that feature" anyways haha.

There are heaps of other variations to her stun combos, I just kept the ones that I made up. And I think because there are things in the vid that havent been seen yet, maybe its why people like it?

Anyways, she is fun to use, and I would be lying if I said I didnt get frustrated at times haha.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on December 24, 2013, 12:46:40 PM
Hey guys, I in the process of creating a Mai tutorial.
In the meantime, here is some more XIII Mai game play by Naoki himself towards the beginning of the video. He pulls off of a very cool HD combo on Mai's behalf - Mai's meter-less corner carry! (HCF+D, QCB+C loops):
 KoF XIII : KCE 476 "5th KCE Cup qualifying rounds" [2] (http://www.youtube.com/watch?v=aqOBXbtzGkA#ws)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on January 01, 2014, 06:11:40 PM
Happy Birthday, Mai Shiranui!
Mai tutorial still in progress!
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on January 27, 2014, 03:53:29 AM
Mai Tutorials Part 1 and Part 2 are up and ready to go. Part 3 coming soon:
KOFXIII Mai Shiranui Tutorial Part 1 (http://www.youtube.com/watch?v=rI0eSjv7r_w#)
KOFXIII Mai Shiranui Tutorial Part 2 (http://www.youtube.com/watch?v=xnJjD0TgdLY#)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on February 03, 2014, 05:49:51 PM
The KOFXIII Mai Tutorial is complete!
Part 3, Part 4, and the conclusion are all uploaded.
KOFXIII Mai Shiranui Tutorial Part 3 (http://www.youtube.com/watch?v=cRwcTqauc3k#ws)
KOFXIII Mai Shiranui Tutorial Part 4 (http://www.youtube.com/watch?v=nO98KcbS-T4#)
KOFXIII Mai Tutorial Part 5 Conclusion (http://www.youtube.com/watch?v=Cvr-GRoRc7M#)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on March 03, 2014, 04:32:01 PM
How could I overlook this...? Mai showed up again in EVO2013:
Please check out Romance vs Hee San Woo:

KOF XIII AGE Romance vs Hee San Woo - EVO 2013 (http://www.youtube.com/watch?v=TlRs-QOEyEo#ws)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on April 11, 2014, 11:46:21 AM
[spoiler] https://www.youtube.com/watch?v=7LTeDeObCU4&feature=player_embedded (https://www.youtube.com/watch?v=7LTeDeObCU4&feature=player_embedded) [/spoiler]
Start at points 30:44, 1:12:01 and 1:26:06

Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 06, 2014, 02:34:31 AM
Guttscl himself has a Mai Shiranui safe jump set up for us! Check this out!
http://dreamcancel.com/2014/05/05/kofxiii-mai-shiranui-3f4f-safejump-by-guttscl/ (http://dreamcancel.com/2014/05/05/kofxiii-mai-shiranui-3f4f-safejump-by-guttscl/)
Title: Re: Mai Shiranui (Console)
Post by: The Fluke on May 06, 2014, 06:48:11 AM
Nice with safejumps that are this easy to set up.

Another funny thing you can do after air throws is immediately hop and air d.B right above the ground wich gives you a little frame advantage if done right. You get just enough to make a follow up d.B unjumpable. In the corner you get to hitconfirm with a full d.B d.B s.A string so that's neat. I suppose that's a good way to fake a safejump and beat an anti safejump ex grab against some characters, but aside from that it's just funny.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 09, 2014, 07:20:01 AM
Luffy vs Luis Cha
https://www.youtube.com/watch?v=6BY6zkpMyS0&feature=youtu.be&a (https://www.youtube.com/watch?v=6BY6zkpMyS0&feature=youtu.be&a)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 11, 2014, 05:10:52 AM
https://www.youtube.com/watch?v=TKbcc6b3_5I (https://www.youtube.com/watch?v=TKbcc6b3_5I)
Getting three Ryuenbuu's after EX Ryuenbuu in the corner.
The Four Ryuenbuu trick. It is easier to do from cr.Bx2, cr.A.
One you will visually be able to tell if the opponent is blocking or and if you're getting in a few hits before continuing the combo. If you do get the confirmer, fire away with EX qcb+P... then IMMEDIATELY follow up with another qcb+C. Make a slight delay on the next qcb+C then fire off another qcb+C.
After then, you can either do a drive cancel off of the last qcb+C or simply end the combo. Either way, Mai will be the one with the advantage.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 20, 2014, 04:55:09 AM
To combo after Mai's air version EXDM, the opponent needs to be on the ground. In the corner, this means Mai can get a lot of damage if she has drive meter and she build more meter during the combo follows after hitting the opponent with the air EXDM. Use the air to your advantage when applicable.

Another thing to remember is that Mai's ground CD attack is also very nice.
CH CD attack (whiff cancel) qcf+A, qcb+C, qcb+C, qcb+C, Air Throw will net Mai 466 damage for meter less. Try to capitalize off of counter hit CD/j.CD attacks in the corner. If you get a counter hit CD/j.CD in the mid screen, Mai can similar dash forward and perform an air throw to get the hard knockdown.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on May 28, 2014, 08:52:40 PM
Mai offensive strategy from up close:
 There is a pretty proficient method of continuing offense with Mai: Notice that Mai is plus frames on her j2C (in front) and 0 frames on block from EX air qcb+P while cr.C comes out quickly and whiff cancels. Basically, you're like a loop in a way. cr.C, d~charge~uf+P, j2B, air qcb+A (or EX), then cr.C or cr.D into d~charge~uf+P again. cr.D WILL cancel into special moves... cr.D into d~charge~uf+P, j2B for low overhead. Relatively safe on block if you use j2B as early as possible during d~charge~uf+P. As you mix the opponent up this way, you can also try visually confirming into a combo or run-up throws.
 Always remember that Mai's j2B will hit the opponent overhead and that it is plus frames at lower heights.
 Air qcb+A is safe if you aim towards the opponents legs. EX air qcb+P is safe altogether (at 0 frames on block).
 cr.C comes out very quickly. You can also resort to her cr.B or st.A for confirming into a combo.
 You can also whiff cancel her cr.D into her special moves.
 Try to maintain a degree of discretion while applying the offense. Because, Mai has quite a few moves that are, in fact, plus frames or neutral on block. Don't be afraid to go for mix ups.

 The player also needs to remember that they don't always have to play a certain way either. If something is not working, try something else. Be creative. A intermediate player is not going to fall for generic tricks, unless they are ignorant of the match up (i.e. bad at the game) altogether. Play keep away or passive aggressively when the situation calls for it, so that you can win. Mai is very good at that sort of thing, even supporting the concept of "Yomi", and/or dealing with players who are desperately aggressive or like to auto-pilot too much.

 #ShiranuiNinja. (^ That's what ninja's do).
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on June 07, 2014, 01:27:03 PM
Take a look at Louffy's Mai! This is very recent!
https://www.youtube.com/watch?v=YAi8hCa6cMM (https://www.youtube.com/watch?v=YAi8hCa6cMM)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on June 15, 2014, 03:39:02 AM
Here is a small sample of Mai's crouching heavy normals canceled to Musasabi (down~charge~up+P) then j2B.
As implied in the Mai tutorial THIS CAN BE A BLOCK STRING if you are quick enough with the j2B input after ground Musasabi. The j2B is still going to be an overhead (and cr.D can be whiff cancelled in to her ground Musasabi or other special moves as well).
j2B used in front of the opponent is plus frames on block. Most of Mai's light normals, close heavy normals and her cr.C will come out quick enough to keep the pressure going.

(cr.C/cr.D, ground Musasabi > instant j2B, (land) cr.C...
you can repeat this to confuse or continue on with block strings... or she can pressure the opponent with crouching light normals, stand A... and tick throws/running throws - low/throw games are general dangerous in this game.

https://www.youtube.com/watch?v=AsSrfNQmulk (https://www.youtube.com/watch?v=AsSrfNQmulk)

Note that EX Iori can not mash DP or normals between Mai's crouching heavy normals into ground Musasabi instant j2B.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on June 15, 2014, 08:51:54 PM
Here are some new matches: Shout outs to Paulo (Totiiilla)!
https://www.youtube.com/watch?v=Q5ps5aIPyT0&index=2&list=UU0QouTp7m99Q7Fala8L-Grg (https://www.youtube.com/watch?v=Q5ps5aIPyT0&index=2&list=UU0QouTp7m99Q7Fala8L-Grg)
https://www.youtube.com/watch?v=8X5G2MO_6oQ&index=1&list=UU0QouTp7m99Q7Fala8L-Grg (https://www.youtube.com/watch?v=8X5G2MO_6oQ&index=1&list=UU0QouTp7m99Q7Fala8L-Grg)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on June 26, 2014, 06:48:33 AM
Winners Bracket Finals for Imperium KOFXIII:
https://www.youtube.com/watch?v=tDosZtrQLTA (https://www.youtube.com/watch?v=tDosZtrQLTA)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on July 22, 2014, 07:33:23 AM
Just some things to keep in mind:

Mai's cr.C, cr.D, and her CD attack are all whiff cancelable. From here you can extend your block strings or attempt a good mix up. To elaborate a little more on the subject of offense... Be careful about using C Ryuuenbu in block strings because it CAN actually be punished. Tested this out a few months ago - If I'm a Mai player using qcb+C and I am playing Mai in a mirror match, I can punish with EXDM. Mai's EXDM is has invincibility start up and has 7 frame start up. Make of that as you. Either finish your block strings with a normal, qcb+A, or a whiff cancelled normal. 
Also when you corner the opponent, fish for CH CD/j.CD attacks. Mai will get 500+ (a.k.a. half life) damage from CH CD attack in the corner. Also... be sure to know how to move around the stage in the way it best suits you. SHE IS A NINJA. Notice the quick walk speed, high jumps and unique mobility options, please. And, when you are up close to the defending opponent, be sure to confirm your crouching B's carefully...
cr.Bx2...
cr.Bx2, st.A (st.A will cancel into special moves).
cr.B, cr.A...
After either of those block strings, you can attempt a tick throws, go for a frame trap set up (frontal j2B, hop j.A, st.A to cr.C etc).
If the opponent has a flash kick or a DP and if you corner them, keep a safe distance and bully them as if you were a King player. Mai can also go for meaty j2B or cr.C towards the grounded opponent to mess them. Use those light normals to throw off their offense/defense.
A lot of people complain about Mai not having a DP or a orthodox invincibility move. Well... neither does Duo. Or Chin. Or Ralf. Or Elisabeth. They need meter for that sort of thing just like Mai does. As for combos... Mai's air EXDM can also help you extend your juggles IF YOU HIT THE OPPONENT WHILE THEY ARE STANDING.

Next. We also have some other Mai Shiranui related matches.
https://www.youtube.com/watch?v=BcRFT-KoFy4 (https://www.youtube.com/watch?v=BcRFT-KoFy4)
https://www.youtube.com/watch?v=5BQqeNFYen8 (https://www.youtube.com/watch?v=5BQqeNFYen8)
https://www.youtube.com/watch?v=0wdQu-XXGuk (https://www.youtube.com/watch?v=0wdQu-XXGuk)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on September 29, 2014, 08:20:27 PM
New KOFXIII matches presenting Mai.
https://www.youtube.com/watch?v=PYECf7MlUZ0 (https://www.youtube.com/watch?v=PYECf7MlUZ0)
https://www.youtube.com/watch?v=X7uCNZulxcA (https://www.youtube.com/watch?v=X7uCNZulxcA)
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on November 08, 2014, 04:44:57 AM
More Mai Combos / Reminders
1 bar 1 drive
1). [Corner] cl.C / cr.C, qcb+AC, qcb+C, qcb+C [DC] qcf+A, qcb+C, qcb+C, Air Throw = 522 DMG

2). [Near the mid screen to corner] cr.C / cr.C, qcb+AC, hcf+D, qcb+C [DC] qcf+A, qcb+C, qcb+C, qcb+C, st.C = 500 DMG

3). [Corner] cr.B x2, cr.A, qcb+AC, qcb+C, qcb+C, qcb+C [DC] qcf+A, qcb+C, qcb+C, st.A = 472 DM

CH CD Combos
1) CH CD, Air Throw

2) [Corner] CH CD, qcf+A, qcb+C, qcb+C, qcb+C [DC] qcf+A, qcb+C, qcb+C, st.C = 524 1 bar 1 drive

Things to remember:
j2B is a devious cross up. Mai is PLUS FRAMES ON BLOCK if this was used on opponent that blocked on wake up. Please do not let Mai's opponent get up for free.

Press j.A as early as possible in the air. It stays active for long periods of time.

When the opponent has meter, play or more solid ground game and jump only when necessary. DO NOT LET THE OPPONENT SCARE YOU.

For a quick hard knockdown combo, use cr.C, d~charge~up+P, j2B. THIS WILL COMBO AND IT IS SAFE ON BLOCK IF YOU USE j2B EARLY ENOUGH.

Use Musasabi to build meter as you move around and play keep away. Mai's end game is mobility, annoyance, keep away, universal rush down on okizeme/cornered opponents and the HD combo.

Condition yourself to use Mai's HD combos from ANYWHERE on the screen. If you can do this, Mai is far more dangerous with a full HD meter. Always remember this.
Title: Re: Mai Shiranui (Console)
Post by: Great_Dark_Hero on December 19, 2014, 02:14:25 AM
KOFXIII Mai Shiranui Hit Boxes
Shout outs to Amedo for updating the Mai wiki.
Shout outs to Desmond and Lazie for providing information.
Mai Hit Boxes (http://www.youtube.com/watch?v=T0YAodX-GpY#ws)