Difference between revisions of "The King of Fighters XIII/Mai Shiranui"

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= Quick Combo Reference =


|-
| '''0 Stock, No Drive Gauge'''
|
Low<br/>
Low<br/>
Anywhere<br/>
|
j.D, j.d.B = 128 dmg<br/>
cr.B, cr.B, st.B, st.D = 153 dmg<br/>
d.B, d.A, qcb+C = 144 dmg<br/>
j.D, s.C, hcf+D = 216 dmg<br/>
cr.B, cr.B, cr.A, hcf+B = 154 dmg<br/>
|-
| '''0 Stock, 1+ Drive Gauge'''
|
Corner<br/>
|
[Corner] s.C, hcf+K (2hits), [DC] air.qcb+C, qcb+C, air throw = 383 dmg<br/>
|-
| '''1 Stock, No Drive Gauge'''
|
Anywhere<br/>
|
s.C, Ex hcf K, Far D = 260 dmg<br/>
s.C, Ex qcb P, hcd D = 267 dmg<br/>
|-
| '''1 Stock, 1+ Drive Gauge'''
|
Corner<br/>
|
[Corner] s.C, Ex qcb P, qcb C, hcf D [2hits[, [DC] qcb C, qcb C, qcb C, air throw = 514 dmg<br/>
|-
|}
----
[[Image:Maixiiimoves.png]]
[[Image:Maixiiimoves.png]]



Revision as of 17:23, 3 August 2012

Maixiii.jpgSpacer.gifFile:Mai sprite.gif

Quick Combo Reference

|- | 0 Stock, No Drive Gauge | Low
Low
Anywhere
| j.D, j.d.B = 128 dmg
cr.B, cr.B, st.B, st.D = 153 dmg
d.B, d.A, qcb+C = 144 dmg
j.D, s.C, hcf+D = 216 dmg
cr.B, cr.B, cr.A, hcf+B = 154 dmg
|- | 0 Stock, 1+ Drive Gauge | Corner
| [Corner] s.C, hcf+K (2hits), [DC] air.qcb+C, qcb+C, air throw = 383 dmg
|- | 1 Stock, No Drive Gauge | Anywhere
| s.C, Ex hcf K, Far D = 260 dmg
s.C, Ex qcb P, hcd D = 267 dmg
|- | 1 Stock, 1+ Drive Gauge | Corner
| [Corner] s.C, Ex qcb P, qcb C, hcf D [2hits[, [DC] qcb C, qcb C, qcb C, air throw = 514 dmg
|- |}


Maixiiimoves.png

Console Changes

- Kaschousen comes out faster, also has quicker recovery

- Ukihane (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.

Gameplay Overview

Gameplay Notes

Less combo friendly, losing her anti-air from her repertoire, and having one of lowest damage outputs to her MaxCancel combos (due to damage scaling from her DM) makes even the most diehard Mai fans cringe when they first tryout XIII Mai. It's easy almost to chalk her off as fan-service for the "No Mai, No buy" XII-complainers.

Mai (XIII), however, really belongs to this growing list of revamped (and refreshing) characters such as Ralf, Chin, Iori and even Kensou. Once mastered, she's really a deadly weapon and some have reported that she's a lot more interesting to play than her former, formulaic iterations.

Pokes, priority, speed, and everything in between. Mai has amazing pokes; all of her ground pokes near and far are good. Close/Far C is fast and kind of acts as a pseudo anti-air (the close version is cancelable). Far D is meaty, has good range, and has a nice upward slant. Close/Far B has good range and is quick. Far A/Close A is fast and cancelable. Next thing one will realize about her is awesome priority: sick. Her priority is pretty disgusting and it was probably designed that way to compensate for a lack of a real anti-air. If timed correctly, Mai's j.B and j.C will even beat Kyo's wake up Oniyaki (dp+P). She has excellent air normals, in particular her j.CD is real fast (and a huge hitbox to boot), and her crossups are great and reliable (j.C and j.B). Her air throw is extremely threatening when you factor in her sheer speed hence, it is always a good habit to hold any direction (but up) plus C when you jump, to throw your opponent if they try to attack you air to air. Her dash speed is definitely one of the fastest in the game which work hand-in-hand with her pokes excellently. Everything combined, makes her have good offensive pressure and helps make her the perfect battery character.

Mai's pitfall is that she struggles to do great damage mid-screen. Mai's d.B, d.A/s.A, hcf+D (Hisstatsu Shinobi Baichi) combo is hard to hit confirm as well (remember she has no command attacks anymore) and she'll get punished easily if the opponent blocks your hcf+K. Her air.qcb+P (Musasabi No Mai)is not safe either; the Ex version is only safe if you aim it at their feet.

During a wake up block string, d.A, d.C works wonders and it will catch your opponent off guard the first couple of times. Do not risk throwing out too many blocked Ryuenbu to a savvy opponent as they are easily GCAB rolled --> punish. The only decent block string for pressure is j.CD, s.CD, qcf+C. If the opponent tries jump after the s.CD, more that likely they will get hit by the C Kachosen since the s.CD puts them in a longer hit stun.

Her only mid screen combo that's decent is a jump attack of choice, d.B, d.A/s.A, Ex Ryuenbu (qcb+P), hcf+D which is pretty handy considering you don't need to blow a drive cancel. Beware, if d.C --> C Ryuenbu is spaced even slightly apart, it will not combo. Alternatively, one can do d.B, d.A/s.A, Ex hcf K, far D even though it does slightly less damage.

On the subject of spacing, Mai's jump arcs need time adjusting to, because of her speed, making you miss the opponent when going for jump-ins if not used to it. Poke away or j.CD the opponents and overall just zone them until they are in the corner. Even when 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 options but turns in to a monster in the corner (especially in HD).

A special mention to her Ex Kachosen (qcf+P), it is extremely fast and will catches people off guard. Even her C Kachosen is fast again. When connecting her Kachosen, her NeoMax can be quickly linked even from a full screen away. Also, her j.B, j.D, and j.CD have a special property which allows them to wall jump AFTER they have put the opponent in block stun, in the corner, from above.

In hindsight, 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 shortcomings, her pros compensate and she belongs in the solid mid-tier section.

Pros

  • Great Pokes
  • Normal moves have great priority
  • Possesses a variety of options in mid-air
  • Moves very quickly
  • Good keep away
  • Can get around the stage easily
  • Very strong battery or second character
  • Arguably the best Neomax in the game due to its rather large hitbox and the fact that it can be used for multiple purposes such as a counter attack, a psuedo-anti-air, punishing jump-ins, punishing moves with frame disadvantages or lag, and as a combo finisher from certain BnB or HD combos.
  • Damaging 2 meter corner HD combos
  • All EX special moves places the opponent into a juggle state
  • High jump arcs enable to her to control air-air battles along with throw option
  • Safe jumps are not quite as difficult thanks to her unusual jump arcs and landing quickly on the ground after a jump
  • She can hop over any regular FB's in the game except for Mature's

Cons

  • Damaging combos do not really emerge until she corners the opponent
  • Low meter-less damage output from mid-screen
  • Pitiful damage without meter
  • High jump arc makes her more susceptible to anti-air tactics
  • Weak under pressure, specially if cornered
  • No reversal options under 2 meters

Normals

Standing

st. A: 25 damage, chain/cancel-able, hits mid. A quick standing horizontal poke, very fast and is cancel-able and it chains into s.A again or s.B.

st. B: 30 damage, hits mid. Chains only into s.D, also very fast, great poke overall.

st. C: 80 damage, hits mid. A very fast over the head forward swing with her fan. This move has a decent hit box and is the normal of choice against hoppers an hyper hoppers.

st. D: 80 damage, hits mid. Mai faces towards the screen leans back and does a sidekick upward at a 20 degree angle, somewhat similar looking to her s.C (close version) If used preemptively, her far D works well against hoppers also.

Close Normals

cl. A: 25 damage, chain/cancel-able, hits mid. A quick standing horizontal poke, very fast and is cancel-able and it chain into s.A again or s.B (same as far A).

cl. B: 30 damage, hits mid. Mai leans back and tilts slightly giving a quick kick to the chest/head area, also very fast, great poke overall. (Same as far B)

cl. C: 70 damage, cancel-able, hits mid. A very fast over the head forward swing with her fan. This move has a decent hit box and is the normal of choice against hoppers an hyper hoppers. (Same as far C)

cl. D: 70 damage, cancel-able, hits mid. Mai faces away from the screen leans back and does a sidekick upward at a 35 degree angle. It would seem that s.D has a larger cancel window than s.C.

Crouching

d. A: 25 damage, chain/cancel-able, hits mid. A standard quick poke to the shins, it still can be blocked high but it has great recovery. d.A --> d.C is a 1-2 frame link. This is chain-able to d.A, s.A, and s.B; it also is cancel-able.

d. B: 30 damage, chain-able, hits low. Also a very standard low hitting down B, chains easily to d.A/s.A/s.B.

d. C: 70 damage, cancel-able, hits mid. Mai's d.C from the previous years. A very meaty crouch back-elbow attack that is perfect for canceling out of. This move makes Mai crouch down extra low (on a very petite character to begin with) and will duck many high hitting moves if spaced correctly (Terry's Crack Shot etc.).

d. D: 80 damage, cancel-able, hits low. Another one of her normals from the older version. A standard sweep, it is cancel-able.

Jumping

j. A: 45(40) damage, cancel-able, hits overhead. Quick poke with her fan angled 45 degrees downwards. It stays out for quite some time so it's a pretty safe bet even for air-to-air battles and it works well air-to-ground and is also cancel-able.

j. B: 45(40) damage, cancel-able, hits overhead. Mai leans in and knees forwards, somewhat like Joe's Tiger Kick. Her j.B stays out for a long time, good air-to-ground, crosses up easily, and is cancel-able.

j. C: 72(70) damage, cancel-able, hits overhead. A very quick over-the-head forward fan swing (somewhat similar to her s.C) except she's jumping of course, and her body is tucked in. This move is very fast and has real good priority, it cancels, works well air-to-air and air-to-ground (crosses up well also but not as good as j.B). Also, if you hold any direction but up, Mai will perform an air throw. Easily her more versatile jump attack.

j. D: 70(68) damage, cancel-able, hits overhead. A very standard, ninja-like (martial arts like) air kick angled 45 degrees. Decent air-to-air (but j.C and j.B is better), great air-to-ground, and it also cancels.

Blowback Attack

CD: 75 damage, whiff/cancel-able, hits mid. Mai spins around real quick and her "tail" whips the opponent.

j. CD: 90(80) damage, cancel-able, hits mid. Somewhat similar to her ground CD, Mai spins around and whips her opponent. It is real fast and has great air-to-air priority and good horizontal hitbox.

GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack: Same kick as her close D.

Throw

Fuusha Kuzushi = Close (b/f+C/D): 100 damage, can be broken, causes a hard knockdown. Mai uses her legs to wrap around the opponent's neck, flips over them and drops them to the ground.

  • After C throw in the corner you can roll for an ambiguous roll setup that crosses up, or roll late to land on the same side each option leads to meaty d. b.


Yura = close in air (b/d/f+C): 125 damage, can't be broken. Mai grabs their body and plants both hands on their torso as if it was a pommel horse and as she "springs over" them she lands her knees onto their body and rides them down to the ground.

  • After air throw ender in the corner you delay a full jump > J[1]D for a safejump setup. NOTE: For the safejump setup certain characters get up slowly so some need a Super Jump which are as follows: Ash, Yuri, Kensou

Kirah's original post

Command Moves

Wall Jump = (press up forward when near the wall in the air, ub on the 2P side): Mai will jump in the opposite direction of the wall. This move can be used at any area of the wall and is very good for cross-ups, set ups, and getting out of the corner.

- Area Detection: 1P Wall (uf) / 2P Wall (ub)

Ukihane = in air (d+B): Mai does a double knee downwards just like her air throw frames. She flips up slightly before coming downwards. This move has very high priority and has been known to beat certain anti-air special moves. This move is extremely punishable if blocked unless Mai aims below the opponent because it causes a huge push back after they guard. Ukihane cancels into all versions of her Musasabi no Mai (air QCB+P)

- Cancellable

- Hit Detection: Mid

- Damage: 60

Special Moves

Kachousen = (qcf+P): Mai's trademark fan toss. It functions like a typical fireball and the recovery time is minimal. The fan itself causes a huge amount of push back on guard and is a very useful tool for her keep away game and zoning.

(EX) = qcf+AC - Very fast projectile that cancels out regular projectiles, causes a soft knock down, and provides good juggle set ups..

- Super Cancelable

- Hit Detection: High

- Damage: 60/120

Ryuuenbu = (qcb+P): Mai whips around hitting the opponent with her "tail". It's basically a flaming version of her s.CD with a rather large hitbox. The A version is faster but C version hits twice if close enough. Canceling off the first hit sets up juggle opportunities in the corner.

(EX) = qcb+AC - Juggles and can easily lead to big damage, especially in the corner. This move can be followed up with her Hissatsu Shinobi Baichi (HCK+K) or C version Kanchosen (her projectile).

- Drive/Super Cancelable

- Hit Detection: High

- Damage: 65/40+65/50+80

Hissatsu Shinobi Baichi = (hcf+K): D version hits 3 times on crouching opponents and 2 times on a standing opponent. B version hits 2 times and travels a short distance. This move is good for closing the gap and applying pressure, but is not safe on guard unless Mai is at a certain distance for her last hit.

(EX) = hcf+BD - A faster and safer version of the Hissatsu Shinobi Baichi. Leads to huge damage if you use a drive cancel in the corner or do a follow up after the move so that drive meter is saved for another cause. The EX version hits 5 times and is safe against everything but 1 frame grabs. This move also puts the opponent into a juggle state.

- Drive/Super Cancelable

- Hit Detection: High

- Damage:45x3/50x2+45+50/32x6

Musasabi No Mai = (c.d~u+P): Sends Mai shooting upwards into the air. This move is extremely trustworthy for getting across the stage easily and for playing better keep away. The player will need to press up in the direction Mai needs to go. Mai will jump extremely high and quickly. This move can followed up with her air d.B Ukihane command move anytime during the moves animation, unless she touches the wall. If the players holds the P button after reaching a wall, Mai will do her diving Musasabi no Mai, but if the player does not hold on to P, she falls back down on the ground.

- Hit Detection: High

- Damage: 70

Musasabi No Mai (Air) = (qcb+P) in air: Mai dives to the ground head first. Juggles the opponent. Generally a very unsafe move if blocked.

(EX) = qcb+AC in air - A lot safer than the regular version, still has juggle properties, and hits three times.

- Drive/Super Cancelable

- Hit Detection: High

- Damage: 70/48xN+48

Desperation Moves

Chou Hissatsu Shinobi Baichi = (qcb hcf+K) - can be done in the air

Another trademark move for Mai. Her whole body engulfs in flame as she does the cartwheel forward into the leaning elbow just like her hcf+K. This move sadly has a low priority considering it being a DM. The Ex version is slightly better and quicker but due to the forward motion, if the opponent is right above you the Ex DM will miss them completely so it is unwise to use as an anti-air. Her air version is returns after last being in '95 under a hidden movelist, not the best priority, use sparingly.

'(EX) = qcb hcf+BD - can be done in the air and has invincibility in the start-up. You can also link an air throw in the corner

- Max Cancelable

- Hit Detection: High

- Damage: 30+25x8(25x8)/45+25x11

Neomax

Kunoichi no Mai = (qcf hcb+AC) also in air: Mai does Musasabi No Mai and springs quickly to the wall and quickly dives towards the opponent. Reports indicate her dive is just short of fullscreen. This move is relatively quick and will connect if say the opponent is hit by her qcf+P. If her dive connects, she'll proceed to dive in multiple directions (Mai actually spells out a Chinese/Kanji character) finally landing, does a pose point to the screen with her fan and the opponent explodes leaving the kanji "woman" (onna) burning in flames, very cool.

- Hit Detection: High

- Damage: 0+450

Combos

0 Stock, No Drive Gauge -

j.D, j.d.B = 128 dmg

cr.B, cr.B, st.B, st.D = 153 dmg

cr.B, cr.B, cr.A, hcf+B = 154 dmg

cr.B, cr.A, cr.C, qcb+A = 171 dmg

cr.B, cr.A, cr.C, hcf+D = 194 dmg

[corner] j.C, cr.C, qcf+A, (link)> cr.C, qcb+A = 301 dmg


No Stock, 1+ Drive Gauge -

[Corner] s.C, hcf+K (2hits), [DC] air.qcb+C, qcb+C, air throw = 383 dmg

[Corner] cr.B, cr.B, cr.A, hcf+B [DC] (air) qcb+C, qcb+C, Air Throw = 351 dmg


1 Stock, No Drive Gauge -

s.C, Ex hcf K, Far D = 260 dmg

s.C, Ex qcb P, hcd D = 267 dmg

cr.B, cr.B, cr.A, hcf+BD, st.D = 246 dmg

[Corner] s.C, Ex hcf K, qcb C, s.C = 316 dmg

[Corner] s.C, qcb+AC, qcb+C, qcb+C, air throw = 431 dmg

[Corner] cr.B, cr.B, cr.A, qcb+AC, qcb+C, qcb+C, qcb+C, Air Throw = 436 dmg

[Corner] j.C, cr.C, qcf+A, s.A, qcb+AC, qcb+C, qcb+C, Air Throw = 502 dmg (This is a one frame link combo)


1 Stock, 1+ Drive Gauge -

[Corner] s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] qcf+P, qcb C, qcb C, s.C = 497 dmg

[Corner] s.C, Ex qcb P, qcb C, hcf D [2hits[, [DC] qcb C, qcb C, qcb C, air throw = 514 dmg

[Corner] cr.B, cr.B, cr.A, qcb+AC,qcb+C, qcb+C, qcb+C [DC] qcf+A, qcb+C, Air Throw = 465 dmg


2 Stock, No Drive Gauge -

s.C, Ex qcb P, qcb~hcf+K DM = 315 dmg

[Corner] s.C, Ex qcb~hcf+K, air throw = 408 dmg


2 Stock, 1+ Drive Gauge -

[Corner] s.C, Ex hcf K, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C x2, s.C = 455 dmg

[Corner] s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C, air throw = 543 dmg

[Corner] s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C x2, s.C = 554 dmg


3 Stock, 1+ Drive Gauge -

[Corner] d.B, s.A, Ex qcb P, qcb P, hcf D [2hits], [DC] qcb C x2, Ex qcb~hcf+K = 580 dmg

HD Combos

No Stock -

(1) [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]

(2) [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 Stock -

(3) [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]

(4) [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]

(5) [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]

(6) [corner] 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]

(7) [corner] j.C, cr.C, qcf+A, cr.C, late HD~far C, hcf+D, DC, air qcb+C, hcf+D, DC, qcb+C, hcf+B, DC, qcb+A, hcf+D, DC, qcb+C, hcf+D, DC, Neomax = [869] (NOTE - THIS IS A ONE FRAME LINK)

4 Stock -

(8) [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] NM [776]

(9) [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] qcf~hcb +AC NM [799]

(10) [corner]j.C, s.C, [HD], 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[/url]. (Approx. 790dmg) (http://www.youtube.com/watch?v=LvJsHUl1qX8#t=0m14)


4 Stock -

(11) [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]


(12) [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]

Strategies

Far Range

Mai has a variety of options, even at this range. Mai can carefully apply her keep away game her. In this position Mai can use her Kachousen projectiles. Mai can easily distance her self with her ground Musasabi no Mai to leap away from her opponent. She jumps further and higher with this move and can be followed up after her Kachousen. Carefully, using her Kachousen to out-zone the opponent plays a key role in this position. Other than zoning and annoying the opponent with Kachousen, Mai does not have much to do at this range.

Mid Range

This is the range that Mai would work best in. Mai's can out poke the opponent with her normals and she has access to all of her special move, should the opponent want to hop or get in too close. Mai can stop hoppers with her s.C, s.D, and her CD attack. Mai's d.D and CD attacks can also be whiff cancelled into her Ryuenbuu, her Shinobi Baichi, and her Kachousen. Mai's s.A is also a very good poke because it covers a lot of range and cancels into her specials as well. Mai can use the Kanchousen projectile to push the opponent away and she can use the ground Musasabi no Mai to get around the stage and provide more distance.

Close Range

Mai also works great at this range. Mai can chain her low normals into her target combo (B>D) to push the opponent away. Mai can use her Ukihane air command move anytime while she is the in the air and has a lot of priority. Mai can also punish with her d.C, QCB+C Ryuenbuu on a whiffed special. Mai can also use her CD attack and whiff cancel that into her Kachousen to zone the opponent from mid-screen - both of the attack cause a huge block stun, offering Mai just enough time to continue applying her pressure on the opponent. When applying pressure, like most other characters, Mai needs to watch out for anti-air, guard cancel blow backs, and moves with invincibility properties. Mai can carry her opponent into the corner with her basic BnB combos and set up the opponent up for high damaging corner juggles when the meter becomes available. Standing D is also a good meaty towards rolling opponents and on wake-up. Mai's target combo B>D is also best for providing distance and using them in HD combos.

Cornered Opponent Mai is at her best here because this is where her most damaging combos stem from. Mai + meter + corner = complete disaster. The reason behind this is because all of her EX moves cause the opponent to enter a juggle state. With so much as one stock, Mai can dish a serious amount of damage. Most of her combo enders will be a reset or her air throw.

Cornered Mai will be at a terrible disadvantage in this situation. Mai does not have a anti-air and she lacks any sort of reversal without her meter. Mai will have to Guard Cancel Roll/Blow Back the opponent to get out of her bad situation. Mai can still use her BnB's in this scenario and she can stop jump ins with her s.C. Mai can also wall jump from the opponent at the full height of jump sense most characters super jumps will not reach that far up. Mai can also apply her basic close range pressure with her CD > Kanchousen. Knowing when to roll out of the corner is a good idea, but rolling leaves the character vulnerable for a moment after the animation. Mai can roll out of the corner to avoid laggy moves or unsafe pressure. Last, Mai can use her Musasabi no Mai to jump out of the corner. Mai can cancel the jump animation into her command move because it a lot of priority over many air normals and several anti-airs, if the Musasabi jump should be interrupted.

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Point: Low Mid -

Mai is in the lower mid tier in this situation. If the player is putting Mai in this position, they are telling one of the three things: 1): They're either playing a zoning team for the sake of her good keep away Or 2): Other characters benefit from her so they will play her as if she were a battery character instead with only three meters. Or 3): They are noobs. Mai CAN do well with just three meters (it would only take one drive guage to produce 381 damage with this: (corner combo) s.C, hcf+K (2hits), [DC] air.qcb+C, qcb+C, air throw. The air throw is a practical tool for catching opponents in mid-air and Mai is known for having very good priority in her attacks. The air-throw is a very good combo finisher and its a hard knockdown. Although, Mai does have the potential to play a powerful keep away game and the tools to do short term combos, this position is not recommended. For meter-less combos are not too damaging, but if the player understands how to use her one frame links, her damage will increase a little more but this is a difficult process.

Battery: High tier -

Mai works exceedingly well in this position. With four stock meters and a full HD guage, she is extremely dangerous. Mai's Neo Max is another factor that can change the game plan altogether. The reason why Mai does so well as a battery is because she has very nice set of high priority normal moves and many tools at her disposal for out-zoning the opponent. Another thing to consider that her reversal options reveal themselves when she has meter and all of her EX Moves causes the opponent to enter a juggle state. Using her basic BnB's will help her carry opponents towards the corner. This is Mai's best position and she can play under a variety of conditions and situations, such as providing rush down, corner pressure, turtle, and zoning. It is possible for Mai to be a good utility character as well, as she builds meter off of her Ryuenbuu and her HCF+B or D moves.

Anchor: High Mid -

Mai would play, more or less, the same role as she did in the second position. The reason why she is lower in the tier grade as an anchor is because no other character can back her up and her meter-less damage output is bad. But, Mai is still a fearsome opponent to face, should she have meter available. Knowing how to dominate in the air with Mai, as well as the nature of her normal moves will factor into the her ability to win. This reinforces her ability to make some impressive comebacks without too much difficulty and she does have a few good match ups against some of the better anchors due to her ability to play keep away and her ability to move around the stage easily.

Character Matchups

Andy Bogard This is a even match up. Andy's pressure is mostly safe. It is important to understand play a functional keep away game and know how to use Mai's normal for hit confirming into a good combo. Mai also needs to look out for Andy's Neo Max because it out prioritizes everything but is extremely unsafe on guard. Mai's air d.B command move can beats out Andy's A version anti-air, many of his regular special moves, and his normals. All versions of Andy's Zaneiken can be punished by Mai's projectile or a well timed hit before Andy actually connects with the opponent. Mai also has a few more advantages in mid-air than Andy's does.

Ash Crimson

Athena Asamiya Mai has a slight disadvantage in this match up. Athena is better at zoning than Mai is and Athena can stop quite a few of Mai's normal attacks with her Psycho Reflector. Also, Athena also has a variety of mid-air options that can beat out Mai's jump ins. However, Mai does have better pokes/normals than Athena does because of her range and Athena become vulnerable when she is cornered. Athena is also vulnerable during her regular teleport animation.

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw) This match up is in Mai's favor. Utilize Mai's Kanchousen carefully, because a Claw Iori with meter is dangerous - all of his EX moves have invincibility start up and he is very combo-friendly. but Mai has an advantage over Iori thanks to her high priority normal moves and her pokes. In this match up, Mai can play a a more offensive game, but with caution.

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan This is in Mai's favor due to Kim's lack of actual long range options and he typically suffers from fireball pressure. Many of Kim's special moves are particularly safe at all and so it is easy for Mai to punish him and apply her corner pressure. It is important to note that Kim has many options in mid-air like Mai does too, so it would behoove Mai players to be careful of air-to-air combat against a smart Kim player. Kim can be zoned out with Mai's Kanchousen. Mai's air command move air d.B beats out Kim's B version anti-air.

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia This match up shift a little into Mai's favor because her normal moves beat out most of Robert's. Robert's DP+A (Ryuga) has no invincibility whatsoever and falls very quickly on the ground, even after a super jump. Mai can also beat out Robert's B and D version Heinshippukyaku with a projectile or her air normals and she is quick enough to use a punish combo after the move. His command throw is not instantaneous. Mai will have to play a little more cautiously should Robert have meter however, and she will have to stay away from the corner.

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki Mai has an advantage here. Takuma is very meter-heavy. In order for the player to use Takuma at his greatest he needs make good use of meter, badly. Takuma also does not have true anti-air, save for his Neo Max. Mai's normal attacks can beat out many, if not all, of his normals because they have very poor reach. Mai's only worry in this situation is Takuma's general pressure, his EX Ryukko Ranbu, and his Neo Max. Mai can play more offensively in this situation and apply a much high functional rush down gauge.

Mr. Karate

Terry Bogard

Vice

Yuri Sakazaki

Videos

KOF XIII - Mai Shiranui HD Combo Goodies

Mai KOF XIII : Combos into wall

:Musasabi no Mai set ups and movement

:Playing Mai during Professional Tournaments

Discussion Threads

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