Dream Cancel Forum

King of Fighters XIII => Character Discussion => Mai Shiranui => Topic started by: nilcam on July 27, 2010, 02:51:24 AM

Title: Mai Shiranui (Arcade Version)
Post by: nilcam on July 27, 2010, 02:51:24 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 Moves
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
Post by: Blood Feast Island Man on July 31, 2010, 01:46:53 AM
Combos
(Starters are: d.B, d.A/s.A; s.C/s.D and are interechangeable)

Misc.
- j.D, j.d.B [128]

1 stock/No Drives
- s.C, Ex hcf K, Far D [260]
- s.C, Ex qcb P, hcd D [267]
- (Corner) s.C, Ex hcf K, qcb C, s.C [316]
- (Corner) s.C, qcb+AC, qcb+C, qcb+C, air throw [431]

2 stocks/No Drives
- s.C, Ex qcb P, qcb~hcf+K DM [315]
- (Corner) s.C, Ex qcb~hcf+K, air throw [408]

0 stocks/1 Drive
- (Corner) s.C, hcf+K (2hits), [DC] air.qcb+C, qcb+C, air throw [383]

1 stock/1 Drive
- (Corner) s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] qcf+P, qcb C, qcb C, s.C [497]
- (Corner) s.C, Ex qcb P, qcb C, hcf D [2hits[, [DC] qcb C, qcb C, qcb C, air throw [514]

2 stocks/1 Drive
- (Corner) s.C, Ex hcf K, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C x2, s.C [455]
- (Corner) s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C, air throw [543]
- (Corner) s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C x2, s.C [554]

3 stocks/ 1 Drive
- (Corner) d.B, s.A, Ex qcb P, qcb P, hcf D [2hits], [DC] qcb C x2, Ex qcb~hcf+K  [580]

HD Combos
No stocks
- (Corner) j.C, s.C, [HD] s.D, hcf D, [HDC] air.qcb C, hcf D [2hits], [HDC] qcb C, hcf D [1hit], [HDC] qcb A, hcf D [2hits], [HDC] qcb C, qcb C, air throw [640]
- (Corner) j.C, s.C, [HD] s.D, hcf D, [HDC] air.qcb C, hcf D [2hits], [HDC] qcb C, hcf B [1hit], [HDC] qcb C, (hcf D [2hits], [HDC] qcb C) x2, qcb C, air throw [659]

2 stocks
- (Corner) j.C, s.C, [HD] s.C, qcb C [1hit], [HDC] Ex qcb P, (qcb C, qcb C [1hit], [HDC] qcf A) x2, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C, qcb C, s.C [655]
- (Corner) j.C, s.C, [HD] s.C, hcf D [2hits], [HDC] air.qcb P, hcd D [2hits], [HDC] qcb C, qcb C, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C x2, air throw [711]
- (Corner) j.C, s.C, [HD] s.D, hcf D [2hits], [HDC] air.qcb C, hcf D [2hits], [HDC] qcb C, hcf B [1hit], [HDC] qcb A, (hcf D [2hits], [HDC] qcb C) x2, qcb C, Ex qcb~hcf+ K  [769]

(Corner to corner combo 2 stocks HD)
- j.C, s.C, HD, dash D, (hcf D [1hit], [HDC] qcb C [1hit], [HDC] Ex qcb P) x2, hcf D [1hit], [HDC] qcb A, hcf D [2hits], [HDC] qcb C, qcb C, air throw [619]

3 stocks
- (Corner) s.C, [HD] s.C, hcf B [2hits], [HDC] air.qcb P, hcf D [2hits], [HDC] qcb C, hcf D [2hits], [HDC] qcb C, qcb C, qcb C [1hit], [HDC] qcf A, [MC] qcf~hcb +AC NM [776]
- (Corner) j.C, s.C, [HD] s.D, hcf D, [HDC] air.qcb C, hcf D [2hits], [HDC] qcb C, hcf D [2hits], [HDC] qcb C, hcf D [2hits], [HDC] qcf A, [MC] NM [799]

4 stocks
- (Corner) j.C, s.C, [HD] s.D, hcf D [2hits], [HDC] air.qcb P, hcf D [2hits], [HDC] qcb C, qcb C, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C, Ex qcb~hcf +K DM [808]

5 stocks
- (Corner) j.C, s.C, [HD] s.D, hcf D [2hits], [HDC] air.qcb P, hcf D [2hits], [HDC] qcb C, hcf B [1hit], [HDC] qcb C, qcb C, Ex qcb~hcf +K DM, [MC] qcf~hcb +AC NM [908]


---

I've been watching videos and I like what I see. She seems annoying as ever.
Title: Re: Mai Shiranui
Post by: krazykone123 on July 31, 2010, 07:04:12 AM
Throws
Fuusha Kuzushi: ;bk/ ;fd+ ;c/ ;d

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

Special Attacks
Musasabi No Mai - (charge) does not have an EX, but the air variant does
Title: Re: Mai Shiranui
Post by: 4leaf on August 04, 2010, 08:49:13 AM
Mai's A ver of ryuenbu can't connect with dB, dA but the C ver does.

Also her C+D looks like a flame-less ryuenbu.
Title: Re: Mai Shiranui
Post by: Kane317 on August 06, 2010, 08:56:22 PM
d.B, d.A, hcf+B works too.  I need to mess around with her more.
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on August 06, 2010, 09:13:10 PM
IMO she needed her d/f.B slide & mid-air d.A... can Mai do cr.B, s.B xx qcb.C? also qcb.C is still cancelable on first hit right? would help for DM cancel and her HD combos...
Title: Re: Mai Shiranui
Post by: Kane317 on August 11, 2010, 01:02:07 PM
IMO she needed her d/f.B slide & mid-air d.A... can Mai do cr.B, s.B xx qcb.C? also qcb.C is still cancelable on first hit right? would help for DM cancel and her HD combos...

s.B doesn't cancel but s.A does.
Title: Re: Mai Shiranui
Post by: SAB-CA on August 17, 2010, 12:34:38 PM
With the roll cancel into HD mode brough up in the General section, this got me to thinking; couldn't Mai make good use of this technique? Could she throw a Kachosen, dash roll cancel into HD Hissatsu Shinobi Bachi (hitting around same time as projectile), HD cancel into mid air Musasabi no Mai, aerial/ground Hissatsu Shinobi Bachi, possibly then into Neomax?

I figure that the tactic may work well for her, due to having a great distanced flying elbow, and the fact that tossing the projectile would cancel out the chance for move overlap between Shinobi Bachi and Kachosen.

Also, is it correct that she's the only character in the game who has an aerial and ground version of a DM, with both being able to be EX'd?
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on August 18, 2010, 10:44:08 PM
This could work. I saw her in a vid performing a HSB, cancelling it into a Musasabi no Mai and then her DM in the air, so I guess she can has some nice MAXCancel combo working in this way. Since she has aerials executions for her DM, EXDM and NeoMAX I guess Mai must be a good aerial combo fighter.

Just like to highlight that her complete NeoMAX name is Shiranui Ryuu Kunoichi no Mai, her aerial grab is called Yume Sakura and her Deadly ninja bees is called Hisstatsu Shinobi Baichi in japanese (separatly, not together) :)

EDIT: Fixed -Kane317
Title: Re: Mai Shiranui
Post by: Ash on August 20, 2010, 09:50:41 AM
She has a pretty strong no power gauge corner combo 1 drive cancel combo.

(corner) j.D, d.B, s.A, hcf+B, DC, qcb+A, qcb+C, s.C - 35%

I've done this a couple times and seems to work as a shortcut, d.B, qcb+A (does a s.A since d.B doesn't cancel), hcf+B (super will come out)

Also I'm told by 4leaf that her cross up is j.C, I was trying to use j.B the whole time since that's what her old one was. Also seems like her j.D is pretty damn good.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on August 24, 2010, 04:58:35 PM
She has a pretty strong no power gauge corner combo 1 drive cancel combo.

(corner) j.D, d.B, s.A, hcf+B, DC, qcb+A, qcb+C, s.C - 35%

I've done this a couple times and seems to work as a shortcut, d.B, qcb+A (does a s.A since d.B doesn't cancel), hcf+B (super will come out)

Also I'm told by 4leaf that her cross up is j.C, I was trying to use j.B the whole time since that's what her old one was. Also seems like her j.D is pretty damn good.

I really envy you :D

Some Mai vids:

HD Combo:
http://www.youtube.com/watch?v=bnVGniej59Y

Techincal Reference:
http://www.youtube.com/watch?v=OI1dRG_okQs

Some gameplay (but bad viewing of the screen):
http://www.youtube.com/watch?v=BNflgVBJsSQ

HD combo (649 damage) by kelvindj2008:
http://www.youtube.com/watch?v=JusDCqs2Ihc
(I guess this combo could be finished with NeoMAX)
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on August 31, 2010, 08:39:43 PM
does her fly stance have forward fly movement like XI? and can she control her distance or do different moves besides musabi no mai?
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on September 01, 2010, 05:13:39 PM
does her fly stance have forward fly movement like XI? and can she control her distance or do different moves besides musabi no mai?
Not sure about fly stance foward (I don't think so). About doing something different besides musasabi no mai when charge, no, she can't.

Any reason why they have changed so much Musasabi no Mai angle? Now is more vertical, so as long range attack is useless... Maybe they do it to use as corner combo attack... But I'm not really sure about its efectiveness, besides she can cancel it into DM or NeoMax... But with old angle I guess she could do it too..
So, I don't see the point, i think it was a bad decision....
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on September 02, 2010, 01:03:06 AM
her fly stance needs to return to XI glory... from ass drop to command grab and everything in between... also another DM wouldn't hurt...
Title: Re: Mai Shiranui
Post by: Kane317 on September 02, 2010, 09:41:08 AM
a la 4leaf: (corner) s.C, hcf+D, [DC] air.qcb+P, qcb+C, air throw
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on September 02, 2010, 12:43:21 PM
her fly stance needs to return to XI glory...
Mai in KOF XI was just an extra console char, and they used her NGBC version (the same as robert). I like they depurated her from KOF attacks and fanservices poses, and returned to her FF gameplay, but I think they should add some Real Bout move, like her Kagero no Mai. But yes, her grab from Musasabi no Mai charge was great and I will miss it. And of course only one DM for Mai is sad... she should have 2 at least, her multiple fan through DM it could be a good option as fireball DM.

a la 4leaf: (corner) s.C, hcf+D, [DC] air.qcb+P, qcb+C, air throw

Great! I heard she can use her air throw in a combo but never seen it in a vid or comfirmed, and I thought it was possible in beta test but they finally removed. It will a very stylish combo ;)
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on September 03, 2010, 02:35:05 AM
sweet... this ain't Clark exclusive anymore... still she needs her d/f.B... that would've helped hit confirm hcf.B_D...
Title: Re: Mai Shiranui
Post by: krazykone123 on September 03, 2010, 05:02:00 AM
Moved to first page, thanks for the transcription as usual. -Kane317
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on September 03, 2010, 10:30:04 AM
cool!
do you know the damage for each combo?
Title: Re: Mai Shiranui
Post by: krazykone123 on September 03, 2010, 11:00:42 AM
cool!
do you know the damage for each combo?

No damage mods at the moment sorry, if the BBS/wiki adds them I'll update my other post, I'm gonna add the one's from the training mode videos next
Title: Re: Mai Shiranui
Post by: Kane317 on September 03, 2010, 11:03:59 AM
cool!
do you know the damage for each combo?

I'll do a training mode session with her next time and I'll let you know.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on September 03, 2010, 12:25:59 PM
I'll be waiting then, thnx man :)
Title: Re: Mai Shiranui
Post by: MUSOLINI on September 03, 2010, 05:26:22 PM
loving those combos. that airthrow makes her a lot more interrsting al of a sudden. its a throw thats not rollable after you get throw, right?
Title: Re: Mai Shiranui
Post by: Ben Reed on September 08, 2010, 05:59:08 AM
Nice to hear confirmation of air throw as juggle ender. Nothing says lovin' like untechable knockdown. What's the proration like on the throw damage?

Still really disappointed I don't see more footage of Mai. From what I've seen and read of her I don't think she's that bad as a low-tier character, if only due to the strong fundamental pressure/mixup options available to everybody in KOF. Seems really hard to really suck as a character in KOF unless you have terrible normals like 98 Rugal, and Mai doesn't appear to have that problem.

Her damage output seems low, but of course that's never really been the point of Mai. Spacing seems like it'll be a bit more obnoxious without backdash d + A, but otherwise she looks like a fairly functional battery. Between Ryuu Enbu, EX and her fast j. CD, she seems like she has enough knockdown tools to offset her low damage with fairly regular momentum.

Am I being too optimistic here, or is this the impression that people get who've actually played the game?
Title: Re: Mai Shiranui
Post by: yourmother on September 15, 2010, 08:06:05 AM
Hey guys.  New here, but I was playing a little bit of training with mai before I was challenged, and I got a couple quick things, including a couple damage numbers.  First off, the ( ;dn  ;db ;bk  ;c)x2>air throw combos are really hard.  Timing is really easy to mess up either too early or too late for it to work right.  I eventually stopped going for them since just  ;dn ;db ;bk ;a ;c >  ;dn ;db ;bk ;c air thrown is easy, and I was dropping the other one too much.

ok a couple quick damage numbers, I was hoping to get more but it didn't work out, so feel free to try and extrapolate what this means for better combos.

1st off, a midscreen combo to air throw (1 meter, 1 drive):
 ;dn ;b, ;a, ;bk ;db ;dn ;df ;fd ;b, DC  j.;dn ;db ;bk ;a ;c, air throw
292 dmg

2nd, and lastly, a simple corner combo (1 meter, 0 drive, corner):
 ;dn ;b,  ;a,  ;dn  ;db ;bk ;a ;c, ;dn ;db ;bk ;c, air throw
333 dmg
Title: Re: Mai Shiranui
Post by: MUSOLINI on September 15, 2010, 08:18:07 AM
where do you play? ufo or ai?
Title: Re: Mai Shiranui
Post by: krazykone123 on September 15, 2010, 09:16:32 AM
*snip*

Much appreciated, more character notes are always welcome

where do you play? ufo or ai?

Does it really matter?
Title: Re: Mai Shiranui
Post by: Gorehound on September 15, 2010, 10:21:51 AM
Tried out Mai quite of bit tonight.

Her combos seem harder than it looks, especially comboing into her Ninja Bees from weak attacks.

Her Ryenbu didn't seem safe, neither was her air   ;dn  ;db ;bk ;c

Her standing ;d is a great poke

I don't know, it feels like she one of those characters that still doesn't feel complete yet. It would been great if she had her slide kick attack, her Fan special attack, and her butt dive.

I'll try her out some more.
Title: Re: Mai Shiranui
Post by: yourmother on September 15, 2010, 10:52:03 AM
I'm in japan actually.

but yeah, ryuenbu is pretty safe, but only really safe if you space it right.
Title: Re: Mai Shiranui
Post by: MUSOLINI on September 15, 2010, 07:11:45 PM
Does it really matter?

um, yeah? he might be from somewhere else, oh wait, what do you know. he is.

to yomomz. where do you play in japan? hyow is the scene? it seems like 13 is doing pretty well, what do you think about it?
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on September 15, 2010, 08:17:18 PM
but yeah, ryuenbu is pretty safe, but only really safe if you space it right.

Does it work as anti-air?
Title: Re: Mai Shiranui
Post by: Gorehound on September 15, 2010, 10:01:39 PM
I'm in japan actually.

but yeah, ryuenbu is pretty safe, but only really safe if you space it right.

That's good, when I tried it, it left me open for a second.

It doesn't work as an Anti-Air, only the EX-version works as an AA.
Title: Re: Mai Shiranui
Post by: Kane317 on September 16, 2010, 06:33:40 PM
Her Ryuenbu is all about distancing. If spaced correctly, her C version is pretty safe in my experience. Supposedly you should not use it in the corner if blocked but I didn't have a problem. (Best thing is to test it on Reynald or John, they'll punish you if it is punishable :) ). As for anti air her far C and D work well, even down C or down B on a bad jump in due to her being small. Don't forget to use her c.d~u+P as an escape strategy.
Title: Re: Mai Shiranui
Post by: 4leaf on September 16, 2010, 06:54:17 PM
C ver ryuenbu is punishable in the corner. A ver is safe in corner on block.
Title: Re: Mai Shiranui
Post by: yourmother on September 16, 2010, 11:28:06 PM
Yeah C version hits sooner, A version recovers faster.  Neither of them is exactly easy to punish, but C version can be punished if you do it in the corner or right in their face against certain characters. It doesn't work as anti-air though, not even EX version in my experience.  You don't get any invincibility for the EX version or anything like that, so your best bet is just normals, imo.
Title: Re: Mai Shiranui
Post by: Kane317 on September 23, 2010, 08:58:06 AM

2nd, and lastly, a simple corner combo (1 meter, 0 drive, corner):
 ;dn ;b,  ;a,  ;dn  ;db ;bk ;a ;c, ;dn ;db ;bk ;c, air throw
333 dmg

To add to this: d.B, d.A, qcb+AC, qcb C, qcb C, air throw does 391 dmg
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on October 01, 2010, 10:34:32 AM
Looking her in the last vids, it looks like her Musasabi charge is an efective way to escape, and Ukihane looks pretty useful too.

http://www.youtube.com/watch?v=geQLRuJc67s
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on October 09, 2010, 04:46:13 PM
try it in XI... i'm pretty sure it was invisible on the way up... can she still up both ways on the screen? and can she do like other moves besides the dive?
Title: Re: Mai Shiranui
Post by: Kane317 on October 16, 2010, 10:11:38 AM
So I got to play a couple more of hours of straight Mai and I'm starting to get a feel for her, here are my thoughts and some of may have been mentioned before.  

I struggled with her initially because I didn't really "get" her.  She lost both her command attacks, her MaxCancel combo is by far the lowest shown in the technical references (due to damage scaling from her DM) and she even lost her anti-air.  I was about to chalk her off as fan-service.

Then I noticed her pokes; all of her ground pokes near and far are good.  Far C is fast and kinda acts as a pseudo anti air. Far D is meaty, has good range, and has a nice upward slant. Far B has good range and speed.  Far A is fast and cancelable. Next, I realized about her priority.  Sick.  I'll be the first to admit, her priority is pretty disgusting and I think it was designed that way to compensate for what she lacks (I beat Kyo's wake up DP both with her j.B and j.C on different occasions).  She has excellent air normals, in particular her j.CD is real fast and her crossups are good (j.C, j.B, and I think even j.D). Her air throw is extremely threatening when you factor in her sheer speed.  Everything combined makes her have good offensive pressure and helps make her the perfect battery character.

Now the bad.  Once again, I've only a couple hours under my belt with her but it feels like if you can't get your opponent in the corner you can't really do any real damage.  Mai's d.B, d.A/s.A, hcf+D combo is hard to hit confirm as well and we all know what happens if they block your hcf+K.  Her air.qcb+P is not safe either.  Her only mid screen combo that's decent is her jump attack of choice, d.B, d.A/s.A, Ex Ryuenbu, hcf+D (which is cool because you don't need a cancel).  If you do d.C --> C Ryuenbu (qcb+C) spaced even slightly apart, it'll not combo making you look like a super n00b.  Speaking of spacing, her jump arcs needs time getting used to because of her speed, making you miss the opponent when you go for jump-ins if you haven't quite adapted yet.  Other than that you just poke away or j.CD them and overall just zone them until they are in the corner.  Even when you get them in the corner, her Ex Ryuenbu >  C Ryuenbu > C Ryuenbu > air throw is so picky on timing that it's best off skipping the last C Ryuenbu and going for the air throw.  Much like Hwa Jai, she doesn't have much mid screen option but turns in to a monster in the corner (especially in HD).

I want to make special mention that her Ex Kachosen (qcf+P) is extremely fast and catches people off guard.  Even her C Kachosen is fast again (or at least in my memory her old ones were kinda slow), and somewhat abusable despite not having the traditional fireball-uppercut shenanigans. 

In hindsight, I think SNK did a good job taking an cookie-cutter character (jump attack > stand attack > command attack > special attack) and made her gameplay more interesting.  All in all, despite her lows, her highs compensates and I would play her in the mid tier section.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on October 16, 2010, 10:35:12 AM
I'll be the first to admit as a user, her priority is pretty disgusting and I think it was designed that way to compensate for a lack of anti-air.

This part confuses me. So, does she good priority? why is disgusting?

Title: Re: Mai Shiranui
Post by: Kane317 on October 16, 2010, 11:11:18 AM
I'll be the first to admit as a user, her priority is pretty disgusting and I think it was designed that way to compensate for a lack of anti-air.

This part confuses me. So, does she good priority? why is disgusting?



Didn't finish writing lol and pushed post on accident.  Re-read it now.
Title: Re: Mai Shiranui
Post by: JTSNOW6 on October 16, 2010, 11:17:03 AM
So, Kane, you say that she is most effective in the corner.  Is there no way to combo the opponent in the corner (like Mature shenanigans of 1.0)??
Title: Re: Mai Shiranui
Post by: Kane317 on October 16, 2010, 11:23:56 AM
So, Kane, you say that she is most effective in the corner.  Is there no way to combo the opponent in the corner (like Mature shenanigans of 1.0)??

Well her pokes, speed, priority all do a great job getting them into the corner and her d.B, d.A, Ex qcb+P, hcf+D does push them far.  Even if you get her into the corner, without a command attack it's tricky to hit confirm her Ryuenbus and her C version is not safe if you're in the corner on block.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on October 16, 2010, 12:50:02 PM
I didn't expect read this. I'm happy someone is getting closer to Mai's gameplay and read that she is good in corner and her pokes and priors are good. It's great for me. But read that her C KachouSen is good and fast (abusable) and her C RyuEnBu is unsafe is quite surprisingly. I read some time ago that her kachosen couldn't be compared to good fireballs like Venom strike, takuma's one, K's one, etc. And SNKP said they go for FFSpecial gameplay for her, which means good pokes and good Ryuenbus... Anyway, makes me happy someone treating Mai as a fighter, not as just fan-service, and read that she could be mid-tier, not low like everybody is saying :D

About placing her in the team order: How important are EX moves for Mai to combo? Does she have any good combo without EX moves? (I think in mid-screen she needs EX moves, but does she need them in corner too?) From what I see in Tech Ref, Mai needs a lot her EX moves to connect moves and perform combos. So maybe, to have a devasting Mai the best option is place her as third member. What about her Musasabi charge jump as escape tool? Does it work fine?
Title: Re: Mai Shiranui
Post by: Kane317 on October 16, 2010, 08:17:52 PM
About placing her in the team order: How important are EX moves for Mai to combo? Does she have any good combo without EX moves? (I think in mid-screen she needs EX moves, but does she need them in corner too?)

Somewhat important, although her pokes are damn good and help build meter. Come to think of it, her pokes remind me of '98 Yashiro not in how they look but in usefulness.  I suppose you could just use a cancel instead (d.B, d.A, hcf D[2hits], [DC] qcb C...).

From what I see in Tech Ref, Mai needs a lot her EX moves to connect moves and perform combos. So maybe, to have a devasting Mai the best option is place her as third member.

But she's a good battery character remember?   So she works well as first.


What about her Musasabi charge jump as escape tool? Does it work fine?

To a certain degree, yes.  You can't stop mid jump so they can jump attack you if they predict it. What you wanna do when they're waking up throw a slow Kachosen then Musasabi jump behind them to confuse them.  It's not as refined as Athena or Duo Lon's teleport but it adds to the pressure.


---
UPDATE: Big update to combos from first page with damages added.

cool!
do you know the damage for each combo?
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on October 21, 2010, 01:20:08 PM
Great update, Kane! This will be my combo guide when I finally get the game, someday... :) I'm totally loving she can finsih combos with her Yume Sakura (air grab). Super stilish! :D


3 stocks/ 1 Drive
- (Corner) d.B, s.A, Ex qcb P, qcb P, hcf D [2hits], [DC] qcb C x2, Ex qcb~hcf+K

What about this combo damage? It's the unique one where she uses her NeoMAX.
And I wonder if she has some good HD combo with MAXCancel...
In this combo: http://www.youtube.com/watch?v=JusDCqs2Ihc looks like she can finish it with NeoMAX, can't she?

PD: I wish have the game right now to try all these combos... but looks like I have to wait some months yet, damn it  T_T
Title: Re: Mai Shiranui
Post by: Rex Dart on October 21, 2010, 03:43:31 PM
And I wonder if she has some good HD combo with MAXCancel...
In this combo: http://www.youtube.com/watch?v=JusDCqs2Ihc looks like she can finish it with NeoMAX, can't she?
If you watch the HD bar in the video, it runs out a few seconds after the EX DM hits. So you'd hardly get any damage from the DM, and her NeoMax would still suffer from all the damage scaling. So, while it's possible, spending five bars for about 70% damage doesn't seem worth it to me.

Another option would be to just cut the HD combo short and input the DM earlier, but I'd argue that Mai just isn't made for Max Canceling.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on October 21, 2010, 04:27:05 PM
If you watch the HD bar in the video, it runs out a few seconds after the EX DM hits. So you'd hardly get any damage from the DM, and her NeoMax would still suffer from all the damage scaling. So, while it's possible, spending five bars for about 70% damage doesn't seem worth it to me.

Another option would be to just cut the HD combo short and input the DM earlier, but I'd argue that Mai just isn't made for Max Canceling.

Yes, but looking to combo damage list updated today by Kane, I don't see any 5 sotcks combo.  So far her most damaging combo is about 711 with 2 stocks and I'm wondering what she can do with 5 stocks...
Title: Re: Mai Shiranui
Post by: Kane317 on October 21, 2010, 04:30:29 PM
Great update, Kane! This will be my combo guide when I finally get the game, someday... :) I'm totally loving she can finsih combos with her Yume Sakura (air grab). Super stilish! :D


3 stocks/ 1 Drive
- (Corner) d.B, s.A, Ex qcb P, qcb P, hcf D [2hits], [DC] qcb C x2, Ex qcb~hcf+K

What about this combo damage? It's the unique one where she uses her NeoMAX.
And I wonder if she has some good HD combo with MAXCancel...
In this combo: http://www.youtube.com/watch?v=JusDCqs2Ihc looks like she can finish it with NeoMAX, can't she?

PD: I wish have the game right now to try all these combos... but looks like I have to wait some months yet, damn it  T_T

Crap, it was a typo, it was meant to be Ex qcb~hcf+K  =(  Sorry for the blueballz :)

Yes, but looking to combo damage list updated today by Kane, I don't see any 5 stocks combo.  So far her most damaging combo is about 711 with 2 stocks and I'm wondering what she can do with 5 stocks...

Rex Dart is right about her MC, the reason why it suffers so much is damage scaling.  Her NM, like everyone else basically, does the standard 450dmg.  Personally, I'll take the 711 stock combo over any 5 stock; give the other 3 to my other characters but I suppose that's a personal preference.   From experience, you're not going to have 5 stocks by your last character unless your first two characters use none (or maybe 1 stock and builds back up), unless you're just wailing on your opponent NON-stop 5 rounds in a row.

It just goes back to what I wrote about my impressions about her, she just plays totally different than most characters yet it works out well strangely.
Title: Re: Mai Shiranui
Post by: MUSOLINI on October 21, 2010, 06:40:03 PM
you can at least use one dc and 1 dm bar and still have a full one for the next character by the looks of it.

also, leaf: that ryuji rodmanzaki av is pretty sick.
Title: Re: Mai Shiranui
Post by: Kane317 on October 21, 2010, 10:46:17 PM
you can at least use one dc and 1 dm bar and still have a full one for the next character by the looks of it.

also, leaf: that ryuji rodmanzaki av is pretty sick.

Yep, you have to playing sparingly if you want your last character to have 5 stocks.
Title: Re: Mai Shiranui
Post by: MUSOLINI on October 22, 2010, 11:48:57 PM
so its basically like 97/98 with the bar usage if you want to do 70% to 90% sdm combos. cept now you also have a dc bar which should take some stress off the dm bar and have it shared by the dc bar as well. at least for combos and damage. if you have 3 bars and a full dv bar and opponent has 45% life on his last char, punish him with that nm if possible. just as a punish, not even in a combos if your character allows for it.
Title: Re: Mai Shiranui
Post by: Kane317 on October 29, 2010, 11:10:10 AM
Mai's combos got updated yet again.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on October 29, 2010, 12:48:55 PM
Wow! So, she has some powerful combos, after all. She is capable to do 90% of damage, I'm happy :D

With Mai, you really need your rival on the corner... which are the best tools to do it? hcf+K looks pretty unsafe...
Title: Re: Mai Shiranui
Post by: Kane317 on October 29, 2010, 10:53:24 PM
Wow! So, she has some powerful combos, after all. She is capable to do 90% of damage, I'm happy :D

With Mai, you really need your rival on the corner... which are the best tools to do it? hcf+K looks pretty unsafe...

Poke Poke Poke, s.CD/j.CD, and when it does connect, hcf +K does the job nicely.  She does have a corner to corner HD combo that is relatively easy to do with some practice (I suppose that's with any combo).
Title: Re: Mai Shiranui
Post by: ZombiesAteDiana on November 09, 2010, 01:26:57 AM
I was wondering which other version of KOF would be good to practice with Mai so I can get a bit more fimiliar to her XIII build.

Looknig for Terry and Kyo as well.
Title: Re: Mai Shiranui
Post by: Kane317 on November 09, 2010, 02:25:18 AM
I was wondering which other version of KOF would be good to practice with Mai so I can get a bit more fimiliar to her XIII build.

Looknig for Terry and Kyo as well.

Sadly, no version of Mai is quite the same as XIII's Mai.  In that respect, I suppose 2k2UM would be just fine for now.  She doesn't have any command attacks in XIII (f.B or df.B).
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on November 09, 2010, 11:42:22 AM
In terms of movelist KOF'94 is the more similar to XIII's Mai. the movelist is the same, but there Mai has d.A in air, which doesn't have it in XIII, and probably attack and pokes properties are not the same.
Title: Re: Mai Shiranui
Post by: krazykone123 on November 11, 2010, 10:11:05 AM
Template for the wiki page coming soon
Title: Re: Mai Shiranui
Post by: Kane317 on November 11, 2010, 10:28:48 AM
I read this in the Mook ages ago but never quite figured out how to get this to work until today.  Mai can do a j.D or j.B and then wall jump afterwards.  The trick is to land the j.D or j.B on top of a cornered opponent's head (EDIT: It says j.CD as well).  So essentially you hit them (blocked), your foots still touches the wall and you bounce off like normal and you can still cancel into her air dive if you want.  Remember the hit needs to be on top of their head so you can touch the back wall (so deep hits won't work).  The Mook describes how if the opponent see you "mis-time" a deep attack they'll try to punish with a s.C or whatever, by that time you've jump off the wall and started an air dive back at him (plenty of time to confirm) to punish his s.C.

Small tidbit, d.B x2, s.A / s.B, BC (Far C), hcf D works but sometimes the Far C misses so it's safer to do d.B, s.A, BC (s.C), into whatever or d.B x2, s.A, BC (auto dash), s.C...
Title: Re: Mai Shiranui
Post by: krazykone123 on November 11, 2010, 07:09:13 PM
Okay template is up
Title: Re: Mai Shiranui
Post by: Kane317 on November 12, 2010, 11:46:28 PM
Ok it's confirmed that j.B, j.D, j.CD all can be followed up into a wall jump with the aforementioned conditions.

On a separate note, Mai is really becoming a beast IMO and I'm starting to really get the flow with her.  She (sadly) kicked off Leona off my team and is my permanent 3rd.  She zones SO well, vertical D makes up for her lack of an anti air, her walk speed reminds me of '98UM Extra mode coupled with her poke mixups, makes her throws a nasty guessing game.  She's good in and almost unconventional KoF way. =)
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on November 13, 2010, 03:08:38 AM
She (sadly) kicked off Leona off my team and is my permanent 3rd.
That's not sad at all :P  

She zones SO well, vertical D makes up for her lack of an anti air, her walk speed reminds me of '98UM Extra mode coupled with her poke mixups, makes her throws a nasty guessing game.  She's good in and almost unconventional KoF way. =)

cool!
Title: Re: Mai Shiranui
Post by: Shinra Shiranui on November 25, 2010, 10:04:29 PM
I wanted to ask how her matchups are looking. Is there a specific char she has trouble against? or she fair really well against?
Title: Re: Mai Shiranui
Post by: Kane317 on November 26, 2010, 01:16:21 AM
I wanted to ask how her matchups are looking. Is there a specific char she has trouble against? or she fair really well against?

Well the characters that I've had trouble in the past, off the top of my head and but no means a definitive list:  King, Leona, Ralf, Ryo, Mai, K' (but who doesn't lol).

King's j.CD is really effective against Mai because of it's swooping anti-air arc, Leona coz of her air-air normals and her V-Slasher which shuts down Mai real well.  Ralf coz of his huge hit boxes for his j.normals but also coz of his qcb+P stops Mai real well.  Ryo coz of his Parries and his DPs.  Mai coz of her own jump arcs.  K' for being K' lol (ok his qcf+P~f.D).  I suppose Chin would be a pain as well.

Otherwise she holds her own against other players well.
Title: Re: The King of Fighters XIII Video Thread
Post by: Rex Dart on November 26, 2010, 11:41:43 AM
To Mai players:

Do you find the air version of her DM to be very useful?

I ask because in a match I had last week, I playing Mai, low on health and trapped in the corner. I went for a triangle jump, my opponent went for a j. CD to end the match, and I got him with my DM, ending the match.

Now, there was obviously a lot of luck involved in that. But it occurred to me that better players might be able to use this technique to good effect. But I don't usually play Mai, so I'd like other opinions.
Title: Re: Mai Shiranui
Post by: Kane317 on November 27, 2010, 07:42:30 AM
In short, her air DM isn't that good unless done pre-emptively.  Many times I've used it on a chasing opponent when I'm jumping back and he hit me out of the DM.   I suppose if you do it early enough she has invincibility coz in the beginning she has none.

In the same situation, I think the Ex Air Dive would be safer IMO.  The Ex Air Dive also allows for follow ups if done correctly (I use s.C a lot) but hcf K should work too.
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on November 27, 2010, 09:05:07 PM
imo Mai really needs her d/f.B... that would solve ALL her hit confirm dilemma... that and she needs the mix-ups she had in the air... her d.D ass dive, d.B cross-up mix-up... besides that she doesn't need anything else...

and for air-air i guess her EX DM would beat out almost anything else...
Title: Re: Mai Shiranui
Post by: Shinra Shiranui on November 28, 2010, 03:33:00 AM
imo Mai really needs her d/f.B... that would solve ALL her hit confirm dilemma...



I agree with this statement.

When playing 2k2um her df.B allows her to get in closer and the first hit can be canceled into DM's or SDM's. And i personally think that all her problems with hit confirming was solved with this original attack. Question is why would they remove one of her best tools that she use for most of her Bnb?
Title: Re: Mai Shiranui
Post by: Kane317 on November 28, 2010, 10:32:24 AM
and for air-air i guess her EX DM would beat out almost anything else...

Problem is, you can only do her regular DM in the air.  Ex DM is ground only.


I agree with this statement.

When playing 2k2um her df.B allows her to get in closer and the first hit can be canceled into DM's or SDM's. And i personally think that all her problems with hit confirming was solved with this original attack. Question is why would they remove one of her best tools that she use for most of her Bnb?

The only thing I can think of is they wanted to mix her up from the cookie cutter form she used to be in.  I never used her seriously in any of the KOFs before this.  Now, I actually find her interesting, different and now on my permanent team, go figure.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on November 29, 2010, 02:07:23 PM
Problem is, you can only do her regular DM in the air.  Ex DM is ground only.

I didn't know this. Sad to read. Has any other DM of the game which can be done in air too the same properties?

The only thing I can think of is they wanted to mix her up from the cookie cutter form she used to be in.  I never used her seriously in any of the KOFs before this.  Now, I actually find her interesting, different and now on my permanent team, go figure.

Mai seemed to be better in early beta tests. I think they terribly nerfed her during devoloping process. Hit comfirm is not her uinque handicap. I think she need a safer RyuEnBu (flame attack) and speeder Musasabi (air dive, that so vertical angle ruins this move) and more options/combos in mid-screen. And probaly a anti-air could help when she is trapped in the corner. I think Mai is not really complete as char in this game. SNKP announced her to keep fans happy but in terms of gameplay they didn't take care enough of her. I hope to see a better Mai in future titles.
Title: Re: Mai Shiranui
Post by: Rex Dart on November 29, 2010, 02:47:17 PM
I didn't know this. Sad to read. Has any other DM of the game which can be done in air too the same properties?

Yeah, a couple. Kim's EX Hou'ou Kyaku can't be done in the air, same for Kyo's Orochinagi.

In fact, I think the only air-EX DMs in the game are Athena's Shining Crystal Bit and Leona's V-Slasher. Lots of NeoMaxes, though. I do think it was a bit strange that they didn't give every DM an EX version, since almost every special move got an EX version.

SNK may have made her a bit on the weak side, but she's still quite fun. But I especially like her because she's DIFFERENT. Compared to Kula, who feels almost copy-pasted from 2K2UM, I think Mai got better treatment.

Title: Re: Mai Shiranui
Post by: Shiranui_ninja on November 29, 2010, 03:49:55 PM
SNK may have made her a bit on the weak side, but she's still quite fun. But I especially like her because she's DIFFERENT. Compared to Kula, who feels almost copy-pasted from 2K2UM, I think Mai got better treatment.

I totally agree with you. I'm very happy with this new Mai, don't misunderstand me. I love they tried to go back to FF version of Mai, and from now on they could add new moves to her instead of just give her the old ones. i think it's the same case like King. They implemented a new start point for them. It's a change and I like it. but the problem is that in terms of gameplay she quite limited and weak.
Title: Re: Mai Shiranui
Post by: Kane317 on November 30, 2010, 10:49:49 AM
I wanted to ask how her matchups are looking. Is there a specific char she has trouble against? or she fair really well against?

Well the characters that I've had trouble in the past, off the top of my head and but no means a definitive list:  King, Leona, Ralf, Ryo, Mai, K' (but who doesn't lol).

King's j.CD is really effective against Mai because of it's swooping anti-air arc, Leona coz of her air-air normals and her V-Slasher which shuts down Mai real well.  Ralf coz of his huge hit boxes for his j.normals but also coz of his qcb+P stops Mai real well.  Ryo coz of his Parries and his DPs.  Mai coz of her own jump arcs.  K' for being K' lol (ok his qcf+P~f.D).  I suppose Chin would be a pain as well.

Otherwise she holds her own against other players well.

Add Beni to the list.  I explained it on the socal thread but the reason Mai excels so because she has a different jump arc than most ppl; Beni has the same jump arc and he has the air Raijinken (air.qcf P), air throw and air command attack just like Mai, plus, he has a real ground dp.
Title: Re: Mai Shiranui
Post by: MUSOLINI on November 30, 2010, 08:54:54 PM
command move and her old 95/98 dp would have been great additions to mai. an aidtional super wouldnt be too bad, but hers is already pretty much a do it all dm.
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on December 01, 2010, 01:36:25 AM
if i wanted to complete this Mai i would add a few things... cause imo there should be no one left in the 0 ratio... (this includes Clark as well... the rest i think don't belong in the 0 ratio... specially Vice... she is a beast)

XI air options but more re-defined and deadlier... make her the new choi...
d/f.B...
a XI Gato-ish 1 frame qcfx2.P DM... (her FF fire pillar super, but make it scary good)
Title: Re: Mai Shiranui
Post by: Shinra Shiranui on December 01, 2010, 02:22:22 AM
There is various command moves,special moves, and DM's that could easily have made Mai better from her previous appearances. But its just like Kane said, they want Mai to go in a new direction and honestly i feel she was not finished and somewhat rushed.
Title: Re: Mai Shiranui
Post by: ZombiesAteDiana on December 13, 2010, 09:51:59 PM
Really started to get a hang of Mai but when up close what are some good Anti Air moves/normals?
Title: Re: Mai Shiranui
Post by: oinkus on December 13, 2010, 10:07:34 PM

The only thing I can think of is they wanted to mix her up from the cookie cutter form she used to be in.  I never used her seriously in any of the KOFs before this.  Now, I actually find her interesting, different and now on my permanent team, go figure.

i'm with kane317 on this one.  i rarely used her in the older kofs but i find her fun in this one.  she's on my permanent team too. 
Title: Re: Mai Shiranui
Post by: Kane317 on December 13, 2010, 10:27:58 PM
Really started to get a hang of Mai but when up close what are some good Anti Air moves/normals?

Close C is probably your best bet, if they're a step away, s.B works, and even further away, far D.  You were there yesterday? 
Title: Re: Mai Shiranui
Post by: MUSOLINI on December 13, 2010, 10:31:40 PM
kof 95 and 97 mai where the best imo. she lonly needed 1 command move, an extra dm and her old dp to make her perfect in this one.
Title: Re: Mai Shiranui
Post by: ZombiesAteDiana on December 14, 2010, 09:36:22 AM
Really started to get a hang of Mai but when up close what are some good Anti Air moves/normals?

Close C is probably your best bet, if they're a step away, s.B works, and even further away, far D.  You were there yesterday? 

I went to play on Saturday after the MvC3 Food Fight Event. Black Tee with White print.
Title: Re: Mai Shiranui
Post by: Aenthin on January 04, 2011, 02:56:27 AM
Musasabi no Mai notes:
Charge version can be DC'd from Ryuenbu. If you think you made a mistake doing a C Ryuenbu and might be punished for it, you can cancel that to Musasabi no Mai to run away, provided you charged down beforehand.

Musasabi no Mai now homes toward the opponent. In previous games, she would do the Musasabi no Mai towards wherever she's facing. This particular info also affects forward charge Musasabi no Mai. If the opponent's on the far corner, Mai will face towards the opponent and hit him on the corner.

Tactics:
You can mess people's timing by throwing in Ukihane every once in a while. I caught someone off-guard around four times because of that.
Title: Re: Mai Shiranui
Post by: krazykone123 on January 04, 2011, 05:49:05 AM
Musasabi no Mai notes:
Charge version can be DC'd from Ryuenbu. If you think you made a mistake doing a C Ryuenbu and might be punished for it, you can cancel that to Musasabi no Mai to run away, provided you charged down beforehand.

Musasabi no Mai now homes toward the opponent. In previous games, she would do the Musasabi no Mai towards wherever she's facing. This particular info also affects forward charge Musasabi no Mai. If the opponent's on the far corner, Mai will face towards the opponent and hit him on the corner.

Tactics:
You can mess people's timing by throwing in Ukihane every once in a while. I caught someone off-guard around four times because of that.

This may come off as crass but do you think you could do a write-up for Mai next time you get your hands on XIII? hopping into training mode (the lab) or playing against people and taking mental notes should be good because I'd like to get her wiki page up to speed.
Title: Re: Mai Shiranui
Post by: Kane317 on January 04, 2011, 05:56:37 AM
Musasabi no Mai notes:
Charge version can be DC'd from Ryuenbu. If you think you made a mistake doing a C Ryuenbu and might be punished for it, you can cancel that to Musasabi no Mai to run away, provided you charged down beforehand.

Only if you're in hyperdrive, you can't drivecancel if the move is blocked. 
Title: Re: Mai Shiranui
Post by: Aenthin on January 04, 2011, 09:26:33 AM
Only if you're in hyperdrive, you can't drivecancel if the move is blocked. 

Really? Didn't know that. Granted, I only tried it on practice mode. I guess this makes it pointless to DC without the Hyperdrive.

This may come off as crass but do you think you could do a write-up for Mai next time you get your hands on XIII? hopping into training mode (the lab) or playing against people and taking mental notes should be good because I'd like to get her wiki page up to speed.

Sure, though Kane would probably have more notes for Mai than I do.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on January 04, 2011, 11:31:04 AM
Musasabi no Mai now homes toward the opponent. In previous games, she would do the Musasabi no Mai towards wherever she's facing. This particular info also affects forward charge Musasabi no Mai. If the opponent's on the far corner, Mai will face towards the opponent and hit him on the corner.

Wow, I didn't know that... it sounds great.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on January 10, 2011, 11:36:33 AM
Mai combo demostration from snkgameHK:

http://www.youtube.com/watch?v=LvJsHUl1qX8
Title: Re: Mai Shiranui
Post by: Kane317 on January 10, 2011, 09:31:54 PM
Mai combo demostration from snkgameHK:

http://www.youtube.com/watch?v=LvJsHUl1qX8

I liked this one it particular, it's smart they didn't opt for any [MC] combos since her NM damage scales horribly:

j.C, s.C, BC, s.C, hcf D [2hits], [HDC] air.qcb P, (hcf D [2hits],[HDC] qcb C) x2, hcf D [2hits], [HDC] qcf P, qcf~hcb+AC NM (http://www.youtube.com/watch?v=LvJsHUl1qX8#t=0m14). (Approx. 740dmg)
Title: Re: Mai Shiranui
Post by: venusandeve on January 12, 2011, 10:17:36 AM
i wonder what the properties on her NM are, since it seems to connect full screen.
ALSO: did anyone see how the flames write "onna" (woman in JP) in the background of her NM? ^^
http://www.nihongodict.com/kanji/%E5%A5%B3
Title: Re: Mai Shiranui
Post by: SAB-CA on January 12, 2011, 10:53:18 AM
i wonder what the properties on her NM are, since it seems to connect full screen.
ALSO: did anyone see how the flames write "onna" (woman in JP) in the background of her NM? ^^
http://www.nihongodict.com/kanji/%E5%A5%B3

Note that if you break down the Kanji for "onna", you also get the 3 strokes that form "Kunoichi". It's a nice collection of wordplay!
Title: Re: Mai Shiranui
Post by: venusandeve on January 12, 2011, 10:54:58 AM
well spotted! didn't see that far tbh.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on January 12, 2011, 11:34:33 AM
I liked this one it particular, it's smart they didn't opt for any [MC] combos since her NM damage scales horribly

What is really sad is her second combo. both King and Yuri finish their second combo with EX DM, but Mai doesn't use even her regular DM. I think the same combo could be done canceling Hisatsu (hcf+K) into a Musasabi (air qcb+P) and then super canceling it into her EX DM in air, instead of cancel Histatsu into a RyuEnBu (qcb+P) and then s.C.

I guess that combo could be more damging and obviously more spectacular, doesn't it?


If I could play that game... I would record a grateful combo guide of Mai!!
Title: Re: Mai Shiranui
Post by: Aenthin on January 12, 2011, 01:35:15 PM
I dunno. Her DM is easily subject to damage scaling. Not to mention, the aerial version of her DM doesn't have an EX, kinda like Kyo's Orochinagi. Besides, this corner combo is very damaging as it is.

If she was to super cancel into her EX DM, it would be from her Kachosen.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on January 12, 2011, 01:44:39 PM
the aerial version of her DM doesn't have an EX, kinda like Kyo's Orochinagi.

If she was to super cancel into her EX DM, it would be from her Kachosen.

I see, I didn't remember that.. What about super cancel RyuEnBu into her EX DM instead of stand C?

In the first combo, is it the light version of Hisatsu? I think stronger version does 3 hits, instead of 2, right? So maybe use strong Hisatsu could have been better for this combo...?

I like the video, but I think the second combo could be the first one, and they should finished second combo with DM or EX DM in some way.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on February 12, 2011, 10:37:43 PM
MAI - 74% combo (http://www.youtube.com/watch?v=_VBRaWz27ME)
Title: Re: Mai Shiranui
Post by: FreeRunner on February 13, 2011, 02:02:52 AM
Tried her out....

Now I'm conflicted x_x. MUST...RESIST....MAINING...

MUST...MAIN.....RANDOM..... 
Title: Re: Mai Shiranui
Post by: Kane317 on February 13, 2011, 04:23:56 AM
Tried her out....

Now I'm conflicted x_x. MUST...RESIST....MAINING...

MUST...MAIN.....RANDOM.....  

DO IT! /Starsky&Hutch. Why say no when it feels so good to say yes :)
Title: Re: Mai Shiranui
Post by: JTSNOW6 on February 13, 2011, 12:03:52 PM
Quote
I did not like the combo

10 Ryuuenbu

I agree with this YouTube comment.

What happened to the Mai we saw from the first few loke tests!?  It's as if once all the other characters were added everyone just dropped her ass.  I wanna see more HCF-K [DC] j.QCB-P into whatever.  I totally remember genuinely creative combos like that and miss them.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on February 13, 2011, 09:46:20 PM
Tried her out....

Now I'm conflicted x_x. MUST...RESIST....MAINING...

MUST...MAIN.....RANDOM..... 

Succumb to her! LOL

Quote
I did not like the combo

10 Ryuuenbu

I agree with this YouTube comment.

What happened to the Mai we saw from the first few loke tests!?  It's as if once all the other characters were added everyone just dropped her ass.  I wanna see more HCF-K [DC] j.QCB-P into whatever.  I totally remember genuinely creative combos like that and miss them.
Is a just a corner combo. Ok it's not very creative, but at least is finished with her DM, we haven't seen this in many videos... But you have to keep in mind that is only one corner combo, she has other ones more varied, combining her Hisatsu, her Musasabi or even her air throw (I think is the first time Mai can finish combos with her air throw, excepting MI series). But RyuEnbus seems the easier way to combo in the corner, thanks to its juggle properties, and is not the only character that has this (Yuri's Saiha, for example, or Ash's fireball).
Title: Re: Mai Shiranui
Post by: FreeRunner on February 14, 2011, 08:58:41 AM

Succumb to her! LOL

NEVER XD!!! I blame KOF02um, CVS2 & NGBC for this. She won't stop haunting me, she keeps outshining my characters.

On a gameplay note, I gotta experiment on a few things the next time I go to Chinatown Fair. I best look up the rest of her combos for when that time comes.
Title: Re: Mai Shiranui
Post by: Aenthin on February 14, 2011, 01:55:38 PM
Quote
I did not like the combo

10 Ryuuenbu

I agree with this YouTube comment.

What happened to the Mai we saw from the first few loke tests!?  It's as if once all the other characters were added everyone just dropped her ass.  I wanna see more HCF-K [DC] j.QCB-P into whatever.  I totally remember genuinely creative combos like that and miss them.
Is a just a corner combo. Ok it's not very creative, but at least is finished with her DM, we haven't seen this in many videos... But you have to keep in mind that is only one corner combo, she has other ones more varied, combining her Hisatsu, her Musasabi or even her air throw (I think is the first time Mai can finish combos with her air throw, excepting MI series). But RyuEnbus seems the easier way to combo in the corner, thanks to its juggle properties, and is not the only character that has this (Yuri's Saiha, for example, or Ash's fireball).

Agreed. Even Kula's and K's combos are pretty much the same loop over and over again. And then there's Elisabeth's.

Succumb to her! LOL

NEVER XD!!! I blame KOF02um, CVS2 & NGBC for this. She won't stop haunting me, she keeps outshining my characters.

On a gameplay note, I gotta experiment on a few things the next time I go to Chinatown Fair. I best look up the rest of her combos for when that time comes.

Go use her still anyway. xD
Title: Re: Mai Shiranui
Post by: Kane317 on February 24, 2011, 02:26:36 AM
Did some c&p'ing to her wiki (http://www.dreamcancel.com/wiki/index.php?title=Mai_Shiranui_(XIII)), please give some feedback and let me know if there's any grammar or spelling correction and any general aesthetics ideas.

Title: Re: Mai Shiranui
Post by: Aenthin on February 27, 2011, 11:57:27 AM
Dunno if someone pointed out already or not but, Mai's NeoMax doesn't always home to her opponent. I suppose it has the minimum range of D version Musasabi no Mai. If the opponent on the ground is too close to the wall she jumps into, she'll miss.
Title: Re: Mai Shiranui
Post by: Kane317 on February 28, 2011, 03:12:22 AM
Dunno if someone pointed out already or not but, Mai's NeoMax doesn't always home to her opponent. I suppose it has the minimum range of D version Musasabi no Mai. If the opponent on the ground is too close to the wall she jumps into, she'll miss.

Did you mean minimum range of D version Hisstatsu Shinobi Baichi; no I did not know it'll miss but I seldom use it anyways.
Title: Re: Mai Shiranui
Post by: FreeRunner on February 28, 2011, 07:43:24 AM
Quote
I did not like the combo

10 Ryuuenbu

I agree with this YouTube comment.

What happened to the Mai we saw from the first few loke tests!?  It's as if once all the other characters were added everyone just dropped her ass.  I wanna see more HCF-K [DC] j.QCB-P into whatever.  I totally remember genuinely creative combos like that and miss them.
Is a just a corner combo. Ok it's not very creative, but at least is finished with her DM, we haven't seen this in many videos... But you have to keep in mind that is only one corner combo, she has other ones more varied, combining her Hisatsu, her Musasabi or even her air throw (I think is the first time Mai can finish combos with her air throw, excepting MI series). But RyuEnbus seems the easier way to combo in the corner, thanks to its juggle properties, and is not the only character that has this (Yuri's Saiha, for example, or Ash's fireball).

Agreed. Even Kula's and K's combos are pretty much the same loop over and over again. And then there's Elisabeth's.

Succumb to her! LOL

NEVER XD!!! I blame KOF02um, CVS2 & NGBC for this. She won't stop haunting me, she keeps outshining my characters.

On a gameplay note, I gotta experiment on a few things the next time I go to Chinatown Fair. I best look up the rest of her combos for when that time comes.

Go use her still anyway. xD
You guys win. I can't fight this bouncy ninja anymore XD.

Still a bit sad that CF closed down. As soon as I know where it's gonna be relocated, I can get back to the lab.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on May 29, 2011, 11:39:54 PM
Well, well, well. I finally played Mai :D

Oh, man. I really love her new sprite, her fastness, her voice... Her victory winquotes, her intro dialogues...

About her gameplay. Let's see. I think Mai is a pretty good character, not the low tier some said. She's fast, her jumps are quite highs. And she really does have very good regular hits. C and far D are great. Ukihane (down B on air) is a very nice tool to enter aerial combos (could be followed by a qcb+P in air, then you can cancel it into EX version or/and DM). Not really big damage but nice, and unexpected. The bad thing is that Ukihane is very punishable if it misses, so better follow up it with a Musasabi Mai (it's safer). The rest is just Ok, her kachosens are good for zoning, her EX version is great because is very very fast. Ryuenbu and Hisatsu are good, but you must be careful, if your opponent guards... it could be your end.

The worst thing Mai has, for me, and what makes me anger a lot with SNKP... is her Musasabi. It's too vertical this time. In old kofs, Mai was able to cross the screen with her Musasabi (somebody said she still can... well, she CAN'T). So, when your are in front your enemy, let's say in the middle of the screen, and you scape from him with a back jump, if you perform a Musasabi in the middle of that jump you FAIL. It was a great tool for Mai, and they removed to gain verticality. Why? I really don't know. But it's a mess.
Title: Re: Mai Shiranui
Post by: Aenthin on May 30, 2011, 02:42:35 AM
Verticality? What do you mean? Are you talking about her ground version of Musasabi?
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on May 30, 2011, 11:13:52 AM
Verticality? What do you mean? Are you talking about her ground version of Musasabi?

No, I'm talking about qcf+P in air. I'm refering to the angle. She doesn't cross the screen and the attack is not self-directed (I mean,she doesn't go to the enemy whereever he is, she always has the same angle when she launches herself) and it's a very close angle. You need to stay very close of your enemy to impact him.
Title: Re: Mai Shiranui
Post by: Aenthin on May 30, 2011, 11:50:44 AM
Ah. When I said it "homes" to the opponent, what I meant was if Mai did a crossup jump and did Musasabi no Mai, she'll turn backwards and try to hit on which side the opponent is. In previous games, she didn't and kept moving forward. The more vertical angle actually helps in hitting them a bit, at least. As you said, it isn't much of a great way to cross the screen anymore but she has the speed and her ground Musasabi, I thought she doesn't really need it in the first place.

Oh and there's also the issue of having a wider screen. What used to be a full screen in older KoFs is now around 3/4ths of the screen in XIII. That could also have made Mai look like she was diving even more vertically than intended.

At least the NeoMax homes unless the opponent is too near the corner where she's jumping.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on May 30, 2011, 12:12:59 PM
Ah. When I said it "homes" to the opponent, what I meant was if Mai did a crossup jump and did Musasabi no Mai, she'll turn backwards and try to hit on which side the opponent is. In previous games, she didn't and kept moving forward. The more vertical angle actually helps in hitting them a bit, at least. As you said, it isn't much of a great way to cross the screen anymore but she has the speed and her ground Musasabi, I thought she doesn't really need it in the first place.
aaah, ok now I get it. I missunderstood you :P  Musasabi charge is good. Is nice to see how you confuse your enemy with a cross up jump, but the problem was that I get confused too xDDD

Oh and there's also the issue of having a wider screen. What used to be a full screen in older KoFs is now around 3/4ths of the screen in XIII. That could also have made Mai look like she was diving even more vertically than intended.
Yes, that could be an explanation I guess, but they need to readjust it. Or maybe is just a matter of get used to new Musasabi angle...

At least the NeoMax homes unless the opponent is too near the corner where she's jumping.

True! Her neomax is good, easy to enter it. What I like is that at the beginning looks like a Musasabi charge, like if you were running away, but then... SURPRISE! NeoMax is coming! xD
Title: Re: Mai Shiranui
Post by: Rex Dart on May 30, 2011, 02:16:21 PM
Did you play with her aerial Super Ninja Bees DM at all? Most people tell me it's pretty useless, but it's definitely a unique addition to XIII-Mai.

It seems like it might be a good way to cross the screen too, if you were willing to spend the one meter. How long is its recovery? (Part of me really wants to find a purpose for that move.)
Title: Re: Mai Shiranui
Post by: Diavle on May 30, 2011, 02:43:12 PM
^Yeah, too bad they didn't make it (by the looks of it so far) as useful as Kyo's air Orochinagi.
Title: Re: Mai Shiranui
Post by: Aenthin on May 30, 2011, 04:17:32 PM
Did you play with her aerial Super Ninja Bees DM at all? Most people tell me it's pretty useless, but it's definitely a unique addition to XIII-Mai.

It seems like it might be a good way to cross the screen too, if you were willing to spend the one meter. How long is its recovery? (Part of me really wants to find a purpose for that move.)

Pretty sure you could super cancel it from Musasabi no Mai. Haven't really gotten to using it but I'll try it next time I play.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on May 30, 2011, 08:22:04 PM
Did you play with her aerial Super Ninja Bees DM at all? Most people tell me it's pretty useless, but it's definitely a unique addition to XIII-Mai.

Is not useless. If you perform aerial Super Ninja Bees DM when somebody jumps in the right moment,I think it damage as in the ground. It's not a real damage when you try combo it from Muasasabi. The problem, I think, is that Ororchinagi is just one blow, SuperDeadlyNinjaBee is various hits with displacement, and there's a point that your opponents falls on the ground and you don't finish the move on him. You need to be super fast to enter DM after canceling a Musasabi.  I tried just one time to do Ukihane>Musasabi>EX Musasabi>DM, and is what I say, you lose your opponent in some point who falls in the ground, so not really big damage, but super cool combo anyway xD Maybe this combo has an a very strict timing to not lose the rival, I'm not sure, but aerial tools of Mai is definitely something that I want to explore when I have the console version.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on June 27, 2011, 04:52:16 PM
Did you play with her aerial Super Ninja Bees DM at all? Most people tell me it's pretty useless, but it's definitely a unique addition to XIII-Mai.
In response to this, I think aerial DM is better when you super cancel regular Histatsu than cancel a Musasabi Mai (we have to keep in mind that she can only perform regular DM on air, not EX version). Some mid-screen non HD combos with aerial DM which I like:

-EX Ryuenbu, Histatsu [Super Cancel] DM (1 stock, 1 cancel)
-Hisatsu [Drive Cancel], EX Ryuenbu, Hisatsu [Super Cancel] DM (2 stocks, 2 cancels)

One question to those who played her. Is it me or it's terrible difficult connect Hisatsu after [EXryuenbu, >ryuenbu] on corner? Looks like you must perform the second ryuenbu not too late because doesn't juggle enough to connect Hisatsu but not so soon or fire of second ryuenbu will not hit, so you loose juggle... I just could connect Hisatsu 2 times in 10 attempts... U___U
Title: Re: Mai Shiranui
Post by: Kane317 on June 27, 2011, 08:39:57 PM
Did you play with her aerial Super Ninja Bees DM at all? Most people tell me it's pretty useless, but it's definitely a unique addition to XIII-Mai.
In response to this, I think aerial DM is better when you super cancel regular Histatsu than cancel a Musasabi Mai (we have to keep in mind that she can only perform regular DM on air, not EX version). Some mid-screen non HD combos with aerial DM which I like:

-EX Ryuenbu, Histatsu [Super Cancel] DM (1 stock, 1 cancel)
-Hisatsu [Drive Cancel], EX Ryuenbu, Hisatsu [Super Cancel] DM (2 stocks, 2 cancels)

One question to those who played her. Is it me or it's terrible difficult connect Hisatsu after [EXryuenbu, >ryuenbu] on corner? Looks like you must perform the second ryuenbu not too late because doesn't juggle enough to connect Hisatsu but not so soon or fire of second ryuenbu will not hit, so you loose juggle... I just could connect Hisatsu 2 times in 10 attempts... U___U


Mai's juggles are very particular in distance and in height.  They're not as easy as they look but I wouldn't call them hard either.  IMHO, it's coz of her consistency with her juggles which has deterred so many players to try her or continue to play her competitively--it's not like she doesn't have challenges already to keep up with the group.

Having said that, The Answer seems to fare pretty well with her so maybe he could give you some input.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on June 28, 2011, 09:59:19 AM
Mai's juggles are very particular in distance and in height.  They're not as easy as they look but I wouldn't call them hard either.  IMHO, it's coz of her consistency with her juggles which has deterred so many players to try her or continue to play her competitively--it's not like she doesn't have challenges already to keep up with the group.
Yes, I can see why. Her juggles are something you really need to put some practice on, and get used to her timings. I think there's something wrong with her ryuenbu. It has too lag at the beginning and that's why sometimes you don't connect it, also looks like flame's hitbox disappears before flame extints, so sometimes, even your flame is "touching" the enemy it doesn't hit and enemy falls on the background. But at the same time she has some powerful combinations, for example 1 stock/2 drives combo about 501 of damage:

-On corner: jC > sC > Hisatsu [DC] Musasabi > Ryuenbu [DC] EX Ryuenbu > Ryuenbu (light) > Ryuenbu > sC
(not sure if it could be finished with air throw but probably it could if last juggle is high enough)

But then has some EPIC FAIL combos like:
-HD mode (no corner): Hisatsu [HDC] EX Ryuenbu, Hisatsu [HDC] Ryuenbu [HDC] Kachosen [HDC] NeoMAX > she doesn't connect NeoMAX. Too bad... Mai needs corner to combo like fishes need water to swim...lol
Title: Re: Mai Shiranui
Post by: THE ANSWER on June 28, 2011, 06:18:55 PM
Like Kane said her combos depend a lot on distance, corner, height, character (Maxima compare to Yuri, Ash)

At the beginning I had the same problem that you had with EX Ryuenbu in the corner and not being able to do follow up with Ryuenbu. What I came to find out is that if you do 5C, 214AC in the corner and you are too close to your opponent it will be really hard to follow up with 214C. There needs to be a small gap in between you and your opponent for this to work. If you do 2B, 2B, 5A, 214AC instead of 5C, 214AC you will get the perfect spacing between your opponent and you and you will be able to follow up easily with another 214C.

Your corner combo is using too much Drive, do this instead:

CORNER
2B, 2B, 5A, 214AC, 214C, 41236D, [DC] 214C, 214C, 9C(airgrab). This combo does 498 damage and it only uses 1 Super 1 Drive.

Mid Screen:
5C, 41236BD, 214C, 9C.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on June 28, 2011, 06:55:00 PM
Like Kane said her combos depend a lot on distance, corner, height, character (Maxima compare to Yuri, Ash)

At the beginning I had the same problem that you had with EX Ryuenbu in the corner and not being able to do follow up with Ryuenbu. What I came to find out is that if you do 5C, 214AC in the corner and you are too close to your opponent it will be really hard to follow up with 214C. There needs to be a small gap in between you and your opponent for this to work. If you do 2B, 2B, 5A, 214AC instead of 5C, 214AC you will get the perfect spacing between your opponent and you and you will be able to follow up easily with another 214C.

Your corner combo is using too much Drive, do this instead:

CORNER
2B, 2B, 5A, 214AC, 214C, 41236D, [DC] 214C, 214C, 9C(airgrab). This combo does 498 damage and it only uses 1 Super 1 Drive.

Mid-screen:
5C, 41236BD, 214C, 9C.

Thanks The Answer! I will keep it in mind. My most terrible challenge is connect 41236D after second ryuenbu, but probably starting from 5B is the good way. That corner combo looks great. My intention was try to find the most powerful non-combo with 2 drives but not so much power bar (it means, without EXDM), but looks like I can do the same damge with just 1 drive, lol.
Title: Re: Mai Shiranui
Post by: Para Para Pony on July 06, 2011, 03:42:27 AM
Typically, in previous Mai incarnations, her musasabi no mai (air) was pretty safe if you aimed at the lowest point on the feets (jab version was safest), is that the case still or not really anymore... I'm SOOO DYING to play! >.<
Title: Re: Mai Shiranui
Post by: SAB-CA on August 01, 2011, 04:53:33 PM
My Mai notes for console release:

Ok, after continual abuse of her new target combo ( ;b , ;d ), I think it's safe to say it's not cancelable. It can be preformed at any distance, even without hitting, however, which is kinda interesting, it's a nice double-poke at times.

So it's also easy to make a combo out of [crouch ;b, crouch ;a, stand ;b, stand ;d]. Talk about a nice, lengthy hit confirm for an HD combo!

As mentioned, the command normal drop seems to come out and recover quicker.

Musasabi no Mai also seemed pretty safe to me, on block. Throws would probably still get her, but I tried pretty hard to punish her afterwards, and she was generally able to block before I could. I liked landing normal Musasabi into EX; very nice air afterwards, though I rarely took advantage of it :(

For me, her jumping ;d felt REALLY good; Hwa's jumping ;d felt like I had to do it really late, in order to land the hit after a hop, or after a full jump; Mai's felt like I could do it at varied times, and her jump arc + hit box would MAKE it hit, no matter my timing. Also, I think her Jump ;b is one of the most solid weak attack cross-ups I used; It seemed just as good as Elisabeth's, and that seems to be saying something, with the new hitbox/crossup modifications.

Oddly enough, Mai was one of the character I had an easy time pounding people with, even with minimal practice. I didn't play her a huge amount of the time (That fell to Maxima, Robert, Takuma, Leona, Vice, and HWA), but I enjoyed playing her when I did. I sucked at comboing with her (I didn't play her enough to get comfortable with her newer combos and such), but she just seemed really solid in a fundamental way.
Title: Re: Mai Shiranui
Post by: Sharnt on August 01, 2011, 05:13:23 PM
Musasabi no Mai also seemed pretty safe to me, on block.
It can be help you someday, in training mode pick the same character for both training bot and player. Set the bot on guard "1 guard jump", do your move then hold jump, both character will jump, the higher the differences between the time of the two jumps the higher the difference in frame advantage.

Sorry if i'm not clear, english isn't my main language :/
Title: Re: Mai Shiranui
Post by: PurpGuy on August 01, 2011, 05:36:31 PM
It took me a second to figure it but you were pretty clear.  That's a great trick!  I never would have thought of it.
Title: Re: Mai Shiranui
Post by: SAB-CA on August 01, 2011, 06:04:07 PM
Sorry if i'm not clear, english isn't my main language :/

I really wish I still access to the game now, I'd test it out! :( That is a good way to test, however! Thanks for putting it out there!

Now to wait months before actually getting to try these things out again... :(
Title: Re: Mai Shiranui
Post by: Sharnt on August 01, 2011, 06:34:25 PM
It took me a second to figure it but you were pretty clear.  That's a great trick!  I never would have thought of it.
I should share it earlier :/
To let you test as much as you want.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on August 02, 2011, 10:51:26 AM
My Mai notes for console release:

Ok, after continual abuse of her new target combo ( ;b , ;d ), I think it's safe to say it's not cancelable. It can be preformed at any distance, even without hitting, however, which is kinda interesting, it's a nice double-poke at times.
What do you mean is not cancelable? Can you combo after this new target combo, like Andy does, for example?


As mentioned, the command normal drop seems to come out and recover quicker.
command normal drop? you mean her knee dive? (ukihane)

Musasabi no Mai also seemed pretty safe to me, on block. Throws would probably still get her, but I tried pretty hard to punish her afterwards, and she was generally able to block before I could. I liked landing normal Musasabi into EX; very nice air afterwards, though I rarely took advantage of it :(
Yes, this is something I saw on vids, her Musasabi looks pretty safe. Cool. Normally an EX Musasabi can be followed by something if you are fast enough, normal Musasabi can't, so yeah, you can take some advantge if you hit with EX Musasabi :)


Thank you SAB.CA! :)
Title: Re: Mai Shiranui
Post by: Aenthin on August 02, 2011, 11:04:15 AM
My Mai notes for console release:

Ok, after continual abuse of her new target combo ( ;b , ;d ), I think it's safe to say it's not cancelable. It can be preformed at any distance, even without hitting, however, which is kinda interesting, it's a nice double-poke at times.

So it's also easy to make a combo out of [crouch ;b, crouch ;a, stand ;b, stand ;d]. Talk about a nice, lengthy hit confirm for an HD combo!

Glad they made this. Mai is one of the hardest characters in the arcade version to enter into HD mode safely, having no hit-confirm and all.

As mentioned, the command normal drop seems to come out and recover quicker.
command normal drop? you mean her knee dive? (ukihane)

Yeah probably.

Oddly enough, Mai was one of the character I had an easy time pounding people with, even with minimal practice. I didn't play her a huge amount of the time (That fell to Maxima, Robert, Takuma, Leona, Vice, and HWA), but I enjoyed playing her when I did. I sucked at comboing with her (I didn't play her enough to get comfortable with her newer combos and such), but she just seemed really solid in a fundamental way.

I think SNKP finally nailed what they were supposed to do with Mai, yeah? She was supposedly similar to her Fatal Fury version but when I tried to use her in the arcade, she felt a bit like her KoF version more with a more limited moveset (though still fun to play with).
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on August 02, 2011, 12:33:47 PM
I hope they fixed a bit ryuenbu corner juggles properties and timing, because some corner combos were too hard to connect (like EXryuenbu>ryuenbu>hisatsu), and being Mai a low damage character, I don't see the need of this tight timing, and I think just a faster start up for hisatsu, or less recovery lag for ryuenbu could be the solution. And I had the impression hisatsu is faster now watching atlus moveset videos, but I can not assure it just with that vid.
Title: Re: Mai Shiranui
Post by: SAB-CA on August 02, 2011, 03:03:31 PM
Glad to have helped :) A Safer Musasabi should really bring a lot to her game; if you miss, no big deal now, aganist many of the cast. If you hit, though, it's easy to go for the EX to gain additional float, and set up those combos!

Speaking of those combos, really wished I tried for more Ryuenbu combos. I don't even think I USED the EX version once, and that's a shame, as good as it seems to work.

Her Air throw also seemed suprisingly great. It was stuffing so much, even anti-air attempts at the right angle. I wonder if that means it had a range buff or something?

And yeah, by "Command normal drop", I mean Ukihane, aye.

And yup, by not cancelable, I mean that she can't combo anything after the Target Combo. After seeing that Hwa has 2 now, though, I wonder if she does as well? A cancelable stand ;a , ;dn ;c would be fantastic, for example.

I'll really enjoy making a proper, Leona-colored Mai in the console release, haha. (The one I had in NGBC was a bit off, due to palette restrictions...) They'll each cover some features I wish the other had, complimenting each other well, for my purposes...
Title: Re: Mai Shiranui
Post by: X_Factor on August 02, 2011, 03:33:39 PM
Her Air throw also seemed suprisingly great. It was stuffing so much, even anti-air attempts at the right angle. I wonder if that means it had a range buff or something?

Just curious, was it stuffing a lot of moves doing the throw early or later after they were almost at the ground?  And did it feel like a decent air to air option to you as well?
Title: Re: Mai Shiranui
Post by: SAB-CA on August 02, 2011, 03:54:28 PM
Just curious, was it stuffing a lot of moves doing the throw early or later after they were almost at the ground?  And did it feel like a decent air to air option to you as well?

I think it was one of the Gamespot vids where I saw it eat the early rising frames of Joe's tiger kick. For me, it shut down a lot of my Hwa Jai air/anti air game, grabbing VS attack frames that you'd THINK she'd be dead-to-rights aganist. It might have required an early/simultaneous jump from her in some situations, but she was one of the few to really limit my "get the hell outta this corner!" options rather well.

Her jump ;c for general purpose / air throw option select w/throw was very solid, to me. Jump/Hop ;d for jump in's felt much heavier than people like Hwa's or Terry's, closer to something like Maxima's. The hitbox persisted much better, so I wasn't getting missed hops and full-screen jumps with her nearly as much as I was with Hwa and Terry. Crossups have been tightened a bit VS the arcade version they say; Hwa's jump ;b looked similiar to Mai's, but his back leg seems to have no real hitbox, and if it DID hit on crossup, it worked more often off full jumps than hops. Mai's, however, seemed as abuseable as K' or Betty's were in the arcade version, when used as from a Hop, or full jump. It was nearly 100% reliable during hops, which made the other characters I played feel pretty poor, in comparision.
Title: Re: Mai Shiranui
Post by: X_Factor on August 02, 2011, 04:26:52 PM
Crossups have been tightened a bit VS the arcade version they say; Hwa's jump ;b looked similiar to Mai's, but his back leg seems to have no real hitbox, and if it DID hit on crossup, it worked more often off full jumps than hops. Mai's, however, seemed as abuseable as K' or Betty's were in the arcade version, when used as from a Hop, or full jump. It was nearly 100% reliable during hops, which made the other characters I played feel pretty poor, in comparision.

Interesting.  So you feel the hop ;b is more abuse-able and a bigger, heftier hit box than it was in the arcade version?  Sorry to keep prying for information, but I didn't get to play the game more than a handful of times and want to learn more since I might get to play it again this weekend.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on August 02, 2011, 05:34:03 PM
And yup, by not cancelable, I mean that she can't combo anything after the Target Combo.
Oh man, then that really sucks.. I thought the good news were that now she has a hit confirm for combos... Don't see the use of this new target combo :/

I'll really enjoy making a proper, Leona-colored Mai in the console release, haha. (The one I had in NGBC was a bit off, due to palette restrictions...) They'll each cover some features I wish the other had, complimenting each other well, for my purposes...
I envy you! I love color edit :D
Title: Re: Mai Shiranui
Post by: SAB-CA on August 02, 2011, 05:59:38 PM
Interesting.  So you feel the hop ;b is more abuse-able and a bigger, heftier hit box than it was in the arcade version?  Sorry to keep prying for information, but I didn't get to play the game more than a handful of times and want to learn more since I might get to play it again this weekend.

Well, I mean it like this: The crossups properties have changed a bit since arcade (so says those who played it; I never had a chance to legitimately play it :( ), and we've heard that some don't work as well as they used to. I'm not sure how Mai console compareds to Mai Arcade in this specific reguard, but just judging it VS the other character I played, she seemed amongst the best with Hop/Jump B crossups.

No probs about the info-pry, I'm happy if I can help! Where might you play it again this weekend? I'd love to be able to play again before October, lol.

Oh man, then that really sucks.. I thought the good news were that now she has a hit confirm for combos... Don't see the use of this new target combo :/

Great for HD confirms, general safer blockstring off light attacks, good at pressuring for guard break, and gives a long string of attacks at which you could magically drop the input of 1 or 2 of them, and go for a mixup. And there might be some special situation I didn't test (such as jump cancelling, or super cancelling), so don't get too worried yet! Even as it is now, I find it a nice tool to her arsenal, that pulled me towards playing Mai on occassion.

Quote
I envy you! I love color edit :D

I look forward to seeing everyones Edits once console gets released! The amount of character refrences, team colors, and unique clothing pieces that we should be able to make, should be quite interesting. And if SNKP really runs with it, who knows what kind of customizations we could be making by, say, this time next year! It'd be great to see console tourneys with personalized characters.
Title: Re: Mai Shiranui
Post by: X_Factor on August 02, 2011, 06:16:12 PM
No probs about the info-pry, I'm happy if I can help! Where might you play it again this weekend? I'd love to be able to play again before October, lol.

There is said to be a KoF XIII tourney at a con I will be going to around my area.  This means the game should be there.  Don't know what version it will be though.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on August 02, 2011, 08:08:37 PM
Mai not only have a second voice for Ryuenbu, it has a different voice for EX Ryuenbu. She shouts "Hooo!", what remembers me a lot her fan hurricane/shoryuken DM, but isn't the same. Maybe because her gameplay and combos are based a lot on her ryuenbus they added different voices.. I like it!

YasakaniX13: Otakon 2011 King of Fighters XIII Tournament Match #2 (http://www.youtube.com/watch?v=8TmX66L9UOM#ws)
Title: Re: Mai Shiranui
Post by: Kane317 on August 03, 2011, 01:21:46 AM
I already feel an influx of Mai users coming, she's really strong now and with her quicker NM (according to The Answer he said it was 1-3 frames and it caught someone on a back dash) she'll be a force to be reckoned with.
Title: Re: Mai Shiranui
Post by: SAB-CA on August 03, 2011, 02:10:51 AM
Shiranui: Yeah, I saw that Mai vid, she had a pretty nice showing there. Bring them down with those Air throws! I'm embarassed that my (ground) combos were not as ambitious as that guys, haha; the more I talk about her, the more I wish I could go back and play her more.

Kane: Ahhh, so her Neomax has sped up, eh? That's good to know (I never used it once, hadn't even looked over the motion for it...) So, you think her Neomax being buffed might actually keep people in check, eh? After (abusing) Maxima Laser and Final Dragon Kick all weekend, I grew a great appreciation for how much certain Neomax's can mean to a character...
Title: Re: Mai Shiranui
Post by: FreeRunner on August 03, 2011, 02:48:35 AM
Console buffs look good so far.

Load times were killing me though, oh well should be fixed later.

Title: Re: Mai Shiranui
Post by: Sharnt on August 03, 2011, 09:26:51 AM
Console buffs look good so far.

Load times were killing me though, oh well should be fixed later.


Game wasn't installed on the xbox HDD i guess.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on August 03, 2011, 10:38:26 AM
I already feel an influx of Mai users coming, she's really strong now and with her quicker NM (according to The Answer he said it was 1-3 frames and it caught someone on a back dash) she'll be a force to be reckoned with.
Oh, great! So Mai really get the buff she deserved. Mai can be a very solid character even with her basic moveset she has in 13, it was just a matter of buffing it.
More people playing her will be very very good for her sake. Looks like SNKP is seeing that Mai is loved and played, and they must take good care of her like K', Kyo or Iori.

I can not hide it, I'm really happy. This console version is going to have all what I was hoping, even things I didn't really expect like Mai buffed. If it has a good online, I think I'm not going to play any other game xD


Shiranui: Yeah, I saw that Mai vid, she had a pretty nice showing there. Bring them down with those Air throws! I'm embarassed that my (ground) combos were not as ambitious as that guys, haha; the more I talk about her, the more I wish I could go back and play her more.
I see you maining Mai in a few months... Once you fall in her kunoichi trap, you can't escape  xDD
Title: Re: Mai Shiranui
Post by: PurpGuy on August 03, 2011, 05:31:28 PM
Mai is going to be my first.  Seconds and Thirds are still up in the air.  It's good to have her back!
Title: Re: Mai Shiranui
Post by: FreeRunner on August 03, 2011, 11:07:07 PM
I see you maining Mai in a few months... Once you fall in her kunoichi trap, you can't escape  xDD

I escaped :P.. Wait, why am I back here?

...

crap...
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on August 04, 2011, 09:49:39 AM
thanks to Mai's buffs in the console verison... it makes her worth using... she'll most likely end up in my alt. team of Mai, Saiki and Joe/Beni...

still wish she was like her XI version though... her fly stance was soo good... and mid-air attacks ruled... plus d/f.B was necessary... still i like her new cr.B, cr.A, s.B, s.D link...
Title: Re: Mai Shiranui
Post by: SAB-CA on August 04, 2011, 04:53:18 PM
I see you maining Mai in a few months... Once you fall in her kunoichi trap, you can't escape  xDD

This would be quite interesting, lol. I haven't attempted to main Mai since like... Real Bout Special (And part of that was because I loved her music in that game!) But hey, if I've gotta fall into a trap, Mai's ain't such a bad one to land in! (Regardless of what Andy would lead one to believe!)
Title: Re: Mai Shiranui
Post by: TheRook on October 04, 2011, 02:11:11 AM
hey guys, im pretty new here but i wanted to ask a few general question about Mai in this game. First being where can i find a list of changes from her AC version to her Console Version? also since i used mai alot in KOF 02' i found that shes forgot most of her normals and she forgot a special or two, so i was wondering how is she played in this incarnation then her 02 counterpart...its too bad she lost her peach blossom bounce~
Title: Re: Mai Shiranui
Post by: SAB-CA on October 04, 2011, 08:42:51 AM
For info on how she places, look through this thread. We have lots of discussion here!

For her Known console changes, last few pages of this thread, and the first post in the Main XIII Forum -> Console Info thread.

If something is still not clear after looking through what's available, don't worry, ask away!
Title: Re: Mai Shiranui
Post by: TheRook on October 04, 2011, 06:20:30 PM
ahh thanks, well i actually read the whole thread up to this point now and i have a way better understanding of her now...its just now putting the knowledge to work is the problem...
Title: Re: Mai Shiranui
Post by: marchefelix on October 06, 2011, 07:03:02 PM
Would it be a good idea to use her DM to catch someone unaware in the air? Or should it be limited to following up air combos like Kyo's air Orochinagi (I've never seen him use it to catch someone mid-air)?
Title: Re: Mai Shiranui
Post by: Rex Dart on October 06, 2011, 08:20:16 PM
Would it be a good idea to use her DM to catch someone unaware in the air? Or should it be limited to following up air combos like Kyo's air Orochinagi (I've never seen him use it to catch someone mid-air)?
I asked the same question earlier in the thread, actually. The answer I got was that the recovery time on her air DM makes it a very risky move. The console version could change that. At the very least, the EX version might be a bit safer.

A safer aerial punish move would be her EX Musabi no Mai (air qcb+AC).

A new question: On counter hit against a jumping opponent, does EX Musabi no Mai lead into any combos?
Title: Re: Mai Shiranui
Post by: Saitsuofleaves on October 06, 2011, 09:25:29 PM
Well from what someone said about Console (can't remember who, might've been Frionel", apparently her Air DM is near Leona V-Slasher good.
Title: Re: Mai Shiranui
Post by: TheRook on October 07, 2011, 09:25:09 PM
from the tech reference it seems you can only get another squirrel dive. 

Edit: i didnt know EX Squirrel dive goes in to her air DM...thats hype if you Max Cancel it too....
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on October 27, 2011, 03:50:02 PM
Would it be a good idea to use her DM to catch someone unaware in the air? Or should it be limited to following up air combos like Kyo's air Orochinagi (I've never seen him use it to catch someone mid-air)?
Yes, it can be used. I use it often for this. But you need a prudent distance. DM regular can be punished easily at the beginning. Also, in air is less damaging than in the ground. Most of time, I prefer an EX Musasabi as Musasabi follow up than her DM, because DM's damage scale is horribly in air and EX Musasabi can be follow up by her air grab in most of situations (which doesn't scale). EX air DM will be a great addition for Mai in console version.

A new question: On counter hit against a jumping opponent, does EX Musabi no Mai lead into any combos?
I must confess I'm not really sure about this... Maybe you need to be close to corner, because in mid-screen I don't see Mai catching a countered flying opponent with her EX or regular Musasabi (because of different trajectories), but I couldn't say it 100% sure.

Title: Re: Mai Shiranui
Post by: Kane317 on November 01, 2011, 05:53:42 AM
A new question: On counter hit against a jumping opponent, does EX Musabi no Mai lead into any combos?

I must confess I'm not really sure about this... Maybe you need to be close to corner, because in mid-screen I don't see Mai catching a countered flying opponent with her EX or regular Musasabi (because of different trajectories), but I couldn't say it 100% sure.

I dunno how I missed the question Rex:  Yes, on counter hit it does lead to her normal corner combos but it of course depends on the height.

---

First page has been updated with 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
Post by: mightfo on November 16, 2011, 09:40:45 PM
It seems to me from footage that her ryuenbu is a bit better on block than it was in arcade. Unsure though.
Also, i like how she can use wallleap to combo after kachousen, haha, though thats probably not practical.
Title: Re: Mai Shiranui
Post by: darkTown2 on November 18, 2011, 03:08:18 AM
didn't they make  ;a ryuenbu's startup faster in some of the older changes before the ones with videos too? that plus a better hit box makes it better for block strings.
Title: Re: Mai Shiranui
Post by: Ben Reed on November 19, 2011, 02:05:22 AM
I played a bit with console Mai the other night.

I'm not sure HOW they changed the trajectory on j. d + B (Ukibane) from the arcade version, because I'm not sure how exactly it behaved in that version, but it seems fairly serviceable in this version. The hitbox seems decent for stuffing many whiffed wakeup DPs, but the trajectory is still hard to control compared to, say, the 2k2 version. The minimum height and the point at which it will auto-correct if you cross someone up with a jump is difficult to eyeball. The move seems to have forward projection almost like the 2k2 version, but the changes to animations/hitboxes and movement speed in this game will make it weird to adjust to at first.

The move definitely seems safer on block, though, but it's still decidedly negative on block, even when spaced safely. You land too deep and you're definitely 1-frame throw punishable at minimum. Against opponents who don't know/don't have good fast punishes for the move, watch out for normal throws at that range.

The charge Musasabi no Mai cancel into Ukibane seems decent for an occasional mixup. It's certainly not ST Vega shenanigans, but you can do the move pretty early in the jump (not sure what the minimum height on Ukibane is), and the increased cancellable window on c. C makes it easier to confirm hit or block to switch to C/EX Ryuu Enbu or something if you hit from a jump-in.

In case it wasn't clear from the official video, the trajectory, frame data, and hitbox of Ukibane don't seem to change at all when cancelled from the charge d, u + P jump. As a result, its utility as a feint or an attack off the wall is pretty poor compared to just empty walldive or loaded walldive. Its best use seems to be early in the jump as a ghetto Flying Barcelona Attack. Seems like a good trick to have in your back pocket, but definitely not one to abuse.

A version Kacho Sen is really great in console. New recovery's great, but the startup is AMAZING. Much easier and safer to use for late fireball nullification and long-range anti-air now. The opponent is gonna need something serious stocked in order to blow up random Kacho Sens now.

A version Ryuu Enbu's new hitbox seems about the same as 2k2 version. Good times of mid-to-long-range anti-air are here again.

I didn't get to play much with her new s. B s. D chain, but one thing I can say is that it's pretty ass on whiff (if you CAN even whiff cancel it). No footsie fakeouts like Terry c. D (whiff) xx df + C here. A combo tool/blockstring and that's basically it.

I don't think she's gonna be beastly, but she definitely seems better than the arcade version now. Not much return for spending meter with her, but her zoning/runaway/general battery game seems to be back up to snuff. Still a strong 1st character to use to provoke and analyze your opponent so as to better blow them up with your later characters.

I think she might also be helped indirectly by the guard meter/defensive super meter changes in console. With the nerfs to huge guard crush strings like Andy's and the increased meter for defending, it seems like she'll be able to both block a little longer (important because her super-close-range anti-air is still pretty poor) and gain more regular access to CD/roll counter for when she's really in a tight spot. You'll still wanna sit on meter with Mai, I think, but you can afford to spend at least a little more to keep her alive longer if you're on a hot streak. She's still one of the most slept-on characters in KOF IMO.
Title: Re: Mai Shiranui
Post by: Diavle on November 19, 2011, 04:37:00 AM
^Thanks very much for the impressions man, can't wait to use her.
Title: Re: Mai Shiranui
Post by: Ben Reed on November 20, 2011, 07:05:47 AM
Played a bit more tonight. Finally beginning to understand why not many people play as Mai (not that I agree with this decision, mind you). Whether or not she wins many normal exchanges, particularly air-to-air and close-range anti-air, seems very spacing-dependent. In many cases I found it was far more consistent to evade close-range low jump attacks by doing c. B to make the opponent whiff, rather than risking a close C, getting a spacing/timing error, and losing the exchange outright.

She still seems to benefit immensely from the A Ryuu Enbu and A Kacho Sen buffs, though. A Ryuu Enbu in particular surprised me; I had to actually prove to people trying the game that A Ryuu Enbu didn't have low invincibility because I kept blowing people's c. Ds up with it when they tried to sweep me out of my corner pressure. The vulnerable hitbox at her feet seems to be a pretty safe distance behind her giant wall of flame. This was mostly tested against Kula and Kim's sweep. I'll have to wait for my copy to see if sweeps with a higher hitbox are stupid enough to trade with it (I'm looking at you, Terry). This seems good to know, because the move itself seems fairly safe to reaction rolls (if only because neutral rolls are so ludicrously slow), although I suspect that even spaced to beat sweeps, the move may lose to jump-ins from disadvantage.

Her NeoMAX is a LOT faster than I expected. I guess I should have figured that out when the video demonstrated it comboing from a c. C...but it's still pretty boss to blow up successful Kula fireball reflections on reaction with it. Pretty much any whiff more serious than a light attack seems fair game for a full-screen punish.
Title: Re: Mai Shiranui
Post by: Ironreaver on November 20, 2011, 08:06:42 AM
meed help with the timing on Mai's cr.lk x cr.lp x cr.hp   the timing between the cr.lp into cr. hp is really tight...i havent been able to get pass trial 3 or 8 since they start with that.  any pointers/tip on executing that link.

thanks
Title: Re: Mai Shiranui
Post by: Kane317 on November 20, 2011, 09:24:43 PM
meed help with the timing on Mai's cr.lk x cr.lp x cr.hp   the timing between the cr.lp into cr. hp is really tight...i havent been able to get pass trial 3 or 8 since they start with that.  any pointers/tip on executing that link.

thanks

The d.A, d.C is a link, you just have to time the d.C after pressing the d.A.  Another way you can look at it is staring at the opponent, basically press d.A, watch as your opponent goes into hit stun and just before the recover, press d.C.  That visual cue has helped me with a lot of the harder links such as DL's f.AC into d.A in the arcade (which is super easy now).
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on November 21, 2011, 04:05:29 AM
wow that's amazing... cr.B, cr.A, cr.C xx w/e is viable now? so Mai can finally hit confirm properly? along with all the other buffs... she seems to be an amazing battery now...
Title: Re: Mai Shiranui
Post by: Ironreaver on November 22, 2011, 06:01:24 AM
meed help with the timing on Mai's cr.lk x cr.lp x cr.hp   the timing between the cr.lp into cr. hp is really tight...i havent been able to get pass trial 3 or 8 since they start with that.  any pointers/tip on executing that link.

thanks

The d.A, d.C is a link, you just have to time the d.C after pressing the d.A.  Another way you can look at it is staring at the opponent, basically press d.A, watch as your opponent goes into hit stun and just before the recover, press d.C.  That visual cue has helped me with a lot of the harder links such as DL's f.AC into d.A in the arcade (which is super easy now).

Thanks Kane I was actually trying to look for good visual cues and looking to get it consistently but I'll definitely try that tip out.  Thanks

been practicing it and getting the timing down...i notice that  cr.lp, cr.lp cr.hp links alot easier tho ^_^  back to work in the trng mode thanks again Kane
Title: Re: Mai Shiranui
Post by: Kazuhiro on November 23, 2011, 12:13:35 AM
Been playing her since this morning and I also had trouble with this particular link. In matches, if I want to go for this link, I usually cancel the cr.C with either A Ryuenbu or C Kachosen to make the whole string safe at the end (C Shinobi Baichi is the most damaging move to cancel into, but if you miss the link it's really unsafe). By doing this, I either get a bootleg frame trap if I miss the cr.A, cr.C link or I get a full combo with A Ryuenbu/C Kachosen. This is only until I can get that link down 100% of the time, but it's not a bad thing to do.

Right now, my main meterless BnB is cr.B, cr.B, cr.A/st.A xx A Shinobi Baichi for 154 damage. Anyone has something better that is hit-confirmable? I sometime go for the simple cr.B, cr.B, st.B, st.D but it does less damage (1 point lower and doesn't carry the opponent to the corner).
Title: Re: Mai Shiranui
Post by: Ironreaver on November 23, 2011, 02:29:20 AM
Been playing her since this morning and I also had trouble with this particular link. In matches, if I want to go for this link, I usually cancel the cr.C with either A Ryuenbu or C Kachosen to make the whole string safe at the end (C Shinobi Baichi is the most damaging move to cancel into, but if you miss the link it's really unsafe). By doing this, I either get a bootleg frame trap if I miss the cr.A, cr.C link or I get a full combo with A Ryuenbu/C Kachosen. This is only until I can get that link down 100% of the time, but it's not a bad thing to do.

Right now, my main meterless BnB is cr.B, cr.B, cr.A/st.A xx A Shinobi Baichi for 154 damage. Anyone has something better that is hit-confirmable? I sometime go for the simple cr.B, cr.B, st.B, st.D but it does less damage (1 point lower and doesn't carry the opponent to the corner).

I like cr.lk cr.lk st.lk st hk...st.lk to hk is a target combo...can add a jump HP or HK also
Title: Re: Mai Shiranui
Post by: Kazuhiro on November 23, 2011, 05:45:11 PM
Yeah, that's basically the last combo I noted in my previous post. I like it too because it's guaranteed damage off a low since there's no way someone can miss this combo.

But yeah, I guess the most damaging meterless BnB would be the cr.A into cr.C link, so I need to practice that to at least make my Mai a little bit scary once she lands a hit.
Title: Re: Mai Shiranui
Post by: SAB-CA on November 24, 2011, 04:27:23 PM
So, her Ukihane can pretty much be used as an instant-crossup hard knockdown on anyone of height, now. She gets into it so fast, that her knees are pretty much IN the opponenet as soon as the move activates!

I also love her pokes. Standing D is one of the best jump punishes I've seen in this game, it rarely ever trades, so it seems very high priority.

Her A's and B's leave oppoenets in such a great range to get stand D'd. Mai overall just seems great at poking, escaping to full screen using her charge Musasabi jump, and then forcing opponents into a dangerous game of trying to get close to her again.

I think she pairs with Leona well, as the change in playstyle between the 2 will force the oppoenet to approach you differently. A quick projectile VS a slow one, easy jump normals for ground combos VS more difficult ones, strong, single hit ground normals VS double hit, more open ones... 2 flavors that go great together! XD
Title: Re: Mai Shiranui
Post by: Diavle on November 24, 2011, 04:59:12 PM
A very nice hit and run style character, not very orthodox I would say so the character overall tends to feel unpredictable.

The new target combo is great, fast and does very decent damage. Too bad you can't cancel it into a super etc., I would have gone all Hokutomaru on people's asses.

Her movement speed is nice and swift. I think regular, tick etc throws are a good part of her plan as well. Haven't experimented with her air throw yet but if its anywhere near as good as a lot of the ones in MOTW then watch out.
Title: Re: Mai Shiranui
Post by: Shiranui_ninja on November 24, 2011, 08:56:40 PM
To see some changes in console version of Mai you can watch this. It's in french but youtube videos are quite understandable, I think. As you see NeoMAX is a lot of faster now, and can be comboed after cr.C, probably now will enter in a lot of combos where it couldn't before. Crouching C and then cancel Charge in Ukihane is a nice ninja trick too :D

http://www.signedbyr.com/fr/videos_i/kof-xiii-les-changements-de-la-women-fighters-team-par-frionel-sur-elive/ (http://www.signedbyr.com/fr/videos_i/kof-xiii-les-changements-de-la-women-fighters-team-par-frionel-sur-elive/)

(the same goes for Yuri and King, but well, that's Mai's thread :D)
Title: Re: Mai Shiranui
Post by: FreeRunner on November 24, 2011, 09:09:37 PM
I been playing her alot ever since I got the game.

She's so fun to use, think I might pick her up officially (Still main random XD).
Title: Re: Mai Shiranui
Post by: Diavle on November 25, 2011, 05:00:29 AM
Okay, just played a butt load of matches with her starting off each time.

So.freaking.fun.

Standing D is a godly poke. They are coming towards you? Standing D. They are jumping towards you? Standing D. You think they might breathe? Standing D.

You know what else is godly? The chain combo you can do thanks to the new target combo. Instead of just doing sB, sD you do cB, cB, sB, sD for a 4 hit combo. It is really fast and has excellent range, a wonderful poking combo. Starts low and very safe (from what I saw), excellent for catching rolls as well. Love and abuse.

To see some changes in console version of Mai you can watch this. It's in french but youtube videos are quite understandable, I think. As you see NeoMAX is a lot of faster now, and can be comboed after cr.C, probably now will enter in a lot of combos where it couldn't before. Crouching C and then cancel Charge in Ukihane is a nice ninja trick too :D

http://www.signedbyr.com/fr/videos_i/kof-xiii-les-changements-de-la-women-fighters-team-par-frionel-sur-elive/ (http://www.signedbyr.com/fr/videos_i/kof-xiii-les-changements-de-la-women-fighters-team-par-frionel-sur-elive/)

(the same goes for Yuri and King, but well, that's Mai's thread :D)

Thanks but those elive vids never work for me, the picture gets stuck.
Title: Re: Mai Shiranui
Post by: Blood Feast Island Man on November 25, 2011, 07:37:15 AM
Does her cr. C still eat lesser normals?
Title: Re: Mai Shiranui
Post by: Ben Reed on November 25, 2011, 08:40:50 PM
Crouching C is still pretty nuts. Not sure exactly how fast it is, but since it links from c. A, and advantage on hit isn't very big in this game, it's gotta be damn fast.

More than the frame data, I'd kinda like to see the hitbox data on that move. How soon is the vulnerable hitbox projected forward? How soon does it retract on whiff? How high does the vulnerable hitbox extend? Spaced properly, the move still seems like a really great bully move, both for blockstrings into A Kacho Sen/A Ryuu Enbu and for whiff cancelling to bait an approach. Honestly, the move is so fast and relatively safe I'd rather use it than her crouching B for ground offense. c. B will open people up, but it's really hard to convert to good damage. c. C won't break low guards, but it's a good safe pressure tool to make the opponent try to respond to it, and if you get a random or not-so-random hit, it's trivial to convert to a real combo.

Far D is good but I don't think it's godlike. Nice active frames, decent height, but a little slow to start and recover on block. Not really a spammable move, but it seems like it might ultimately beat s. B in the same anti-air situations just for the more favorable trade, and the recovery is fine on hit. s. B seems to have a bad habit of getting stuffed if you don't do it predictively. Far D seems marginally slower for much greater reward if you succeed.

For spaced-out anti-air, far C is growing on me. You have to be careful of the spacing so you don't get a whiffed too-early close C, but the vertical range and speed still seem pretty damn good. So much better than her far Cs from older games (the crappy backfist with no speed AND no range) that it's not even funny. Definitely the best stand C she's had since, uh...CvS2.
Title: Re: Mai Shiranui
Post by: Diavle on November 25, 2011, 10:47:03 PM
She seems kind of um... infectious? Either I'm very annoying with her and ppl want to get back at me by picking her as well or they really like what they see, hopefully its the latter.

I definitely prefer sD to sC, I don't like the range on sC. sD is good but not stupid good (i.e. broken) so of course you gotta time it, but time it right and its pretty amazing.

Tried cC on above suggestions and pretty damn good, nice priority and a sweet low hit box (gets Mai all nice and low to the ground).

Her standing and jumping CD is pretty sweet too.

As suspected her air throw is really good, excellent for meeting ppl in the air. If they jump at you you can super jump into a throw, making it a good anti-air.

Playing her like a footsie character overall and its been highly effective, not big combos thanks to my pad skills but she has been winning a ton of matches for me. I really feel in control with this character between her fast movement speed and safe pokes. I feel that I get on my opponent's nerves though lol.
Title: Re: Mai Shiranui
Post by: Judge Fudge on November 26, 2011, 01:40:03 AM
Mai has always been most effective as a footsie character, so I don't really think that busting out crazy big combos would be worth it for her.  She can do some damaging stuff sure, but the meter she would use would be better spent by a Kyo or a Liz.  More bang for your buck.

Anywho, I share Diavie's sentiment.  sD, chain combo, cC, A Ryu Enbu, and air throws all day, erryday.
Title: Re: Mai Shiranui
Post by: mightfo on November 26, 2011, 06:34:11 AM
mai's neomax is insane for punishing jumps, fireballs, and sometimes rolls. i feel like when she has 3 bars her zoning suddenly becomes really strong
Title: Re: Mai Shiranui
Post by: Ben Reed on November 27, 2011, 08:34:20 PM
Her raw NeoMAX is insane. Really fast, tracks well, and completely invincible once she's off the wall. It's expensive, but if Mai's lived long enough to build that much bar, you should definitely consider it. Full-screen 50% damage because your opponent threw a random fireball can be a powerful psyche-out.

The only things it seems to lose to are other moves that are completely invincible until Mai lands on the ground (at which point her invincibility instantly goes away). For example, if Athena does a NORMAL Shining Crystal Bit, you can just blow right through her shield with your NeoMAX. But if Athena does an EX Shining Crystal Bit, you have to wait until the shield goes down to punish, because Athena is completely invincible until the shield goes away. Mai will just fly right through her, and usually land right inside the shield for a faceful of deadly sparkles.

EDIT: Whoops. Forgot about autoguard, too. Tested raw NeoMAX on reaction against Maxima C Vapor Cannon and it lost. So watch out for that, too.

Lost cleanly to Maxima s. CD and C Vapor Cannon (hit on landing recovery, I had Mai recorded to block down-back all through the NeoMAX animation). I tried to hit it with EX Blitz Cannon (dp+AC), but it seemed inconsistent. The autoguard activated, but Maxima didn't seem to be in a good position to grab her (and possibly COULD not because Mai was probably invulnerable to throws as well as strikes).
Title: Re: Mai Shiranui
Post by: sage on November 28, 2011, 06:36:17 AM
I'm going to be honestly and say I'm an absolute scrub at the KOF
series but I really want to get into XIII.

I haven't even progressed far into the mission trials...

Nonetheless, does Mai have kara-moves?
And would kara-moves even have in impact? Possibly in drive or punish pokes?

http://youtu.be/kLzfszhGQp4 (http://youtu.be/kLzfszhGQp4)
Title: Re: Mai Shiranui
Post by: Ben Reed on November 28, 2011, 08:14:32 AM
"Kara" moves do exist in KOF as whiff cancels, but they're generally not used the same way as in Capcom games. You generally don't get a massive immediate forward projection like a good Capcom kara-cancel, and you can't generally exploit the range boost on command throws due to the lower projection and stricter rules on tick-throwing. (There are very few moves in KOF where your character's axis suddenly leaps forward if you cancel the normal before the active frames.)

Whiff cancels in KOF are mostly used as baits (and possibly ghetto option selects, depending on the character). You can whiff Mai's c. D, for example, and whiff-cancel it into Kacho Sen or Ryuu Enbu to catch the opponent's reactive (impulsive) jump. Or you can whiff-cancel c. C at range into Kacho Sen when zoning, teach the opponent to expect the whiff cancel, and take advantage of them when they try to jump in on an imaginary fireball.

So yeah, same concept, but very different practical applications in KOF.
Title: Re: Mai Shiranui
Post by: Kazuhiro on November 28, 2011, 04:32:32 PM
In Mai's case, cr.C is a better move to whiff cancel because it gives her more ground and distance. I find whiff cancelling cr.C into A Ryuuenbu very useful if you want to apply corner pressure your opponent when you're just out of her st.D's range. It pins your opponent down to place and A Ryuuenbu is pretty safe on block.
Title: Re: Mai Shiranui
Post by: Ben Reed on November 28, 2011, 09:30:47 PM
In Mai's case, cr.C is a better move to whiff cancel because it gives her more ground and distance. I find whiff cancelling cr.C into A Ryuuenbu very useful if you want to apply corner pressure your opponent when you're just out of her st.D's range. It pins your opponent down to place and A Ryuuenbu is pretty safe on block.

Yeah, that's my favorite dog-training Mai trick too. Mix up the spacing and timing on crouch C to try and bait whiffs or rolls, and just needle them with safe qcb+As until they decide to jump or do something else desperate. Plus if you space it out to tip range, qcb + A will avoid pretty much every sweep in the game. You're usually out of CD counter range, regular rolls are total crap even when psychic, and guard cancel rolls can be easily baited with the cancel window on c. C (if they roll, don't cancel and throw them back into the grinder). About the only things you have to watch out for are jumps and reversals (mostly jumps, because you can space out many reversals).
Title: Re: Mai Shiranui
Post by: Ironreaver on November 29, 2011, 01:57:40 AM
Mai is probably my favorite character next to Andy and Yuri, thats my team atm.  anyway I like her aerial pressure also.  you can jp.Hk into Ukihane then slightly delayed Musabi no Mai such trickery and sometimes I only do jump HK into Ukihane.  most ppl arent aware she can pull off 2-3 moves in the air so they stop blocking and once they do know you can switch between 2-3 moves they get confused since they dont know what you gonna do. empty jumps into whatever BnB u want or free throws.
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on December 01, 2011, 10:36:06 PM
after my first session yesterday with a lot of people playing the game, Mai became my favourite battery in the game... she might not be top-tier... but damn she is a bitch...! and a really sexy one at that... lol... i got a few OCVs with her... favourite freaken corner combo...

j.C, (cr.C or cr.B, cr.A), qcb+AC, qcb+A, qcb+C *1 hit*, DC, qcb+AC, qcb+A, qcb+C, air throw = 578 dmg

man she's freaken awesome... she has so many fun tricks... favourite things about her...

- s.A or s.B or cr.B or cr.C or s.D or cr.D or C+D as standing pokes... j.C+D or j.D or air throw in the air... her normals win sooo often it's not funny...

- A Ryuenbu and A Kachoshen is freaken amazing... soo good...
- qcb~hcf+BD is completely invincible and punishes really well... the jump version is also sick...
- man that j.B into Ukihane into qcb+A in the air is also tricky as shit...
- d~u+A/C is awesome for running away...
- cr.B, cr.B. s.B, s.D target combo is such a sick ass poke...
- j.B cross-up is godly... cause you know the amount of mix-ups you can from after it...

best hit confirms i've been getting with her is cr.B, cr.B, s.A... still not good with cr.A, cr.C link...
Title: Re: Mai Shiranui
Post by: Kane317 on December 02, 2011, 04:06:50 AM
The new SNK combo video (http://www.youtube.com/watch?v=kLFHog8DapY#ws) from their blog reveals something new that I'm sure wasn't in the arcade.  You can do: (hcf D {1hit}, [HDC] qcb C {1hit}), xN
EDIT:  Oops, must be tired, I thought it was 2 hits of hcf D, and he was canceling the beginning of qcb C for some reason.
Title: Re: Mai Shiranui
Post by: Ash on December 02, 2011, 06:23:18 AM
The new SNK combo video (http://www.youtube.com/watch?v=kLFHog8DapY#ws) from their blog reveals something new that I'm sure wasn't in the arcade.  You can do: (hcf D {1hit}, [HDC] qcb C {1hit whiff}), xN

qcb+C is 1hit. Not sure what you mean by whiff.
Title: Re: Mai Shiranui
Post by: The Fluke on December 02, 2011, 08:05:56 AM
The new SNK combo video (http://www.youtube.com/watch?v=kLFHog8DapY#ws) from their blog reveals something new that I'm sure wasn't in the arcade.  You can do: (hcf D {1hit}, [HDC] qcb C {1hit whiff}), xN

qcb+C is 1hit. Not sure what you mean by whiff.

No, C ryuuenbu hits twice, once before the fire comes out but with short reach.
Title: Re: Mai Shiranui
Post by: Kane317 on December 02, 2011, 11:12:04 AM
The new SNK combo video (http://www.youtube.com/watch?v=kLFHog8DapY#ws) from their blog reveals something new that I'm sure wasn't in the arcade.  You can do: (hcf D {1hit}, [HDC] qcb C {1hit whiff}), xN

qcb+C is 1hit. Not sure what you mean by whiff.


Oops, must be tired, I thought it was 2 hits of hcf D, and he was canceling the beginning of qcb C for some reason.
Title: Re: Mai Shiranui
Post by: Ash on December 02, 2011, 11:24:20 AM
The new SNK combo video (http://www.youtube.com/watch?v=kLFHog8DapY#ws) from their blog reveals something new that I'm sure wasn't in the arcade.  You can do: (hcf D {1hit}, [HDC] qcb C {1hit whiff}), xN

qcb+C is 1hit. Not sure what you mean by whiff.


Oops, must be tired, I thought it was 2 hits of hcf D, and he was canceling the beginning of qcb C for some reason.

Yeah just saying it's not a whiff. That would be something like K's qcb+K twice in a combo where a move actually misses.
Title: Re: Mai Shiranui
Post by: Kazuhiro on December 02, 2011, 09:41:47 PM
Glad to hear that a lot of people like her as much as I do. :) Mai is indeed a very solid battery when she's played correctly and she is by far the character I enjoy playing the most since she fits my play style perfectly (Footsie/ runaway/pokes).

I play Mai on point as a battery character (like most people using her), so my mentality when playing her is to maximize damage while using the least meter I can. That said, I'm not a fan of burning 2-3 meters on corner combos when I know my 2nd and 3rd character will use them more efficiently and deal more damage with them (Unless I'm on the verge to OCV, then I don't mind  ;)).

I also use: cr.B, cr.B, st.A/B as a starter string as it is really easy to confirm a hit (or block) and go from there. From the starter string I either go for hcf+B off the st.A if I see I'm close enough to the opponent to land it or directly go to st.B xx st.D which is the easy target combo. cr.B, cr.B, st.A xx hcf+B is definitely my preferred BnB as it does more damage (only 1 point higher, but still...) and brings the opponent closer to the corner. The only bad thing with this BnB is that the hcf+B sometimes whiffs if you're too far from the opponent and we all know what happens when that move is blocked. So, if I'm unsure about my range, I do the Target Combo BnB for similar damage without the positioning advantage. Also, If I see that my starter string is blocked, I cancel st.A into qcf+A which make the whole thing pretty safe.

When my opponent is backed to the corner, I use the same starter string and If I have some meter to burn I go for: cr.B, cr.B, st.A xx EX Ryuenbu, C Ryuenbu, C Ryuenbu, Air throw. Only a single meter used for pretty good damage. If I don't want to spend meter but have Drive meter to burn I do: cr.B, cr.B, st.A xx hcf+A(DC) air qcb.C, C Ryuenbu, Air throw . I believe this one does less damage than the first one, but you save a meter at the expense of a drive meter and a little less damage.
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on December 03, 2011, 07:02:46 PM
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
Post by: Kirah on December 05, 2011, 04:45:56 PM
Yesterday found an ambiguous roll setup in the corner, after her throw you can do roll and cross up in the corner and your 2B will hit meaty. In order to further mixup you can delay roll to fake crossup and 2B meaty.
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on December 05, 2011, 05:33:07 PM
Yesterday found an ambiguous roll setup in the corner, after her throw you can do roll and cross up in the corner and your 2B will hit meaty. In order to further mixup you can delay roll to fake crossup and 2B meaty.
Good find... Also finishing corner combos with Air-Throw is optimal as it lets you do a meaty A fireball... You also recover in time to do a jump-in C/D or run in cr.B while they are STILL stuck in block stun...

Furthermore, Mai can juggle the opponent after they get hit with her A fireball... This is scary near the corner as you can bait the opponent to jump out, and neutral jump C+D... If you catch them on a counter hit, you can A fireball, run in and juggle with qcb+C and finish with Air-Throw...
Title: Re: Mai Shiranui
Post by: Kazuhiro on December 05, 2011, 08:48:00 PM
Yesterday found an ambiguous roll setup in the corner, after her throw you can do roll and cross up in the corner and your 2B will hit meaty. In order to further mixup you can delay roll to fake crossup and 2B meaty.

Yeah, found out that you could crossup with a roll after a throw in the corner when I first started playing because I always wanted to go to the other side in training mode when the dummy was cornered, lol. Never thought it was unique to her. I believe you have to roll right after the throw for it to crossup properly. If you roll a little too late, she's gonna stay on the same side.

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

I believe you can tack on an extra qcb+C in that combo, but the timing for it is pretty strict. You have to time the 1st pretty early after the qcb+AC for the 2nd and 3rd one to hit properly. I can't remember what the damage was, but I remember doing it 4 to 5 times in-game.
Title: Re: Mai Shiranui
Post by: t3h mAsTarOth...! on December 05, 2011, 11:03:19 PM
Ya i hate the timing for the third qcb+C > air-throw... So i left it out... Much more reliable...

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...
Title: Re: Mai Shiranui
Post by: Kirah on December 05, 2011, 11:19:32 PM
After air throw in the corner you can safe jump by doing:

Full Jump > J[1]D

Notes: Some characters are special cases who i'll list now.

Ash: He has to be Full Super Jumped > J[1]D, as soon as Mai lands this is too by pass his wretched 28B, which is insanely fast.

King & Yuri: Rise pretty slow so a well timed Full Super Jump is needed to catch these two.

Kensou: Requires a Full Super Jum
p

Title: Re: Mai Shiranui
Post by: Ironreaver on December 06, 2011, 12:46:30 AM
Glad to hear that a lot of people like her as much as I do. :) Mai is indeed a very solid battery when she's played correctly and she is by far the character I enjoy playing the most since she fits my play style perfectly (Footsie/ runaway/pokes).

I play Mai on point as a battery character (like most people using her), so my mentality when playing her is to maximize damage while using the least meter I can. That said, I'm not a fan of burning 2-3 meters on corner combos when I know my 2nd and 3rd character will use them more efficiently and deal more damage with them (Unless I'm on the verge to OCV, then I don't mind  ;)).

I also use: cr.B, cr.B, st.A/B as a starter string as it is really easy to confirm a hit (or block) and go from there. From the starter string I either go for hcf+B off the st.A if I see I'm close enough to the opponent to land it or directly go to st.B xx st.D which is the easy target combo. cr.B, cr.B, st.A xx hcf+B is definitely my preferred BnB as it does more damage (only 1 point higher, but still...) and brings the opponent closer to the corner. The only bad thing with this BnB is that the hcf+B sometimes whiffs if you're too far from the opponent and we all know what happens when that move is blocked. So, if I'm unsure about my range, I do the Target Combo BnB for similar damage without the positioning advantage. Also, If I see that my starter string is blocked, I cancel st.A into qcf+A which make the whole thing pretty safe.

When my opponent is backed to the corner, I use the same starter string and If I have some meter to burn I go for: cr.B, cr.B, st.A xx EX Ryuenbu, C Ryuenbu, C Ryuenbu, Air throw. Only a single meter used for pretty good damage. If I don't want to spend meter but have Drive meter to burn I do: cr.B, cr.B, st.A xx hcf+A(DC) air qcb.C, C Ryuenbu, Air throw . I believe this one does less damage than the first one, but you save a meter at the expense of a drive meter and a little less damage.

gonna have to use that ex ryuenbu, c ryuenbu x2 in the corner i was usually just doing ex ryuenbu into air throw....thats one the things i like about her is her ability to combo into her air throw.
Title: Re: Mai Shiranui
Post by: milesw on December 06, 2011, 04:37:01 PM
After air throw in the corner you can safe jump by doing:

Full Jump > J[1]D

Notes: Some characters are special cases who i'll list now.

Ash: He has to be Full Super Jumped > J[1]D, as soon as Mai lands this is too by pass his wretched 28B, which is insanely fast.

King & Yuri: Rise pretty slow so a well timed Full Super Jump is needed to catch these two.

Kensou: Requires a Full Super Jum
p


Sorry what do you mean by J 1 D?
Title: Re: Mai Shiranui (Arcade Version)
Post by: nilcam on December 06, 2011, 09:22:18 PM
We're moving this discussion to the new thread: http://dreamcancel.com/forum/index.php?topic=1659.0 (http://dreamcancel.com/forum/index.php?topic=1659.0)