The King of Fighters XIII/Mai Shiranui

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File:Mai.png


Gameplay Overview

SNK Technical Reference

(http://www.youtube.com/watch?v=OI1dRG_okQs)

Gameplay Notes

Less combo friendly, having one of lowest damage outputs to most her MaxCancel combos (due to damage scaling from her DM) and she even lost her anti-air from her repertoire makes even the most diehard Mai fans cringe when they first tryout XIII Mai. It's almost easy 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, and even Kensou. Once mastered, she's really a deadly weapon

(To be continued)

Pros

Cons

Normals

Standing Far

Mai Far Normals.png

st. A -

- Chain/Cancelable

- Hit Detection: High

- Damage: 25


st. B -

- Hit Detection: High

- Damage: 30


st. C -

- Hit Detection: High

- Damage: 80


st. D -

- Hit Detection: High

- Damage: 80


Mai Close Normals.png

cl. A -

- Chain/Cancelable

- Hit Detection: High

- Damage: 25


cl. C -

- Cancelable

- Hit Detection: High

- Damage: 70


cl. D -

- Cancelable

- Hit Detection: High

- Damage: 70

Crouching

Mai Crouch Normals.png

cr. A -

- Chain/Cancelable

- Hit Detection: High

- Damage: 25


cr. B -

- Chainable

- Hit Detection: Low

- Damage: 30


cr. C -

- Cancelable

- Hit Detection: High

- Damage: 70


cr. D -

- Cancelable

- Hit Detection: Low

- Damage: 80

Jumping

Mai Jump Normals.png

j. A -

- Hit Detection: Mid

- Damage: 45(40)


j. B -

- Cancelable

- Hit Detection: Mid

- Damage: 45(40)


j. C -

- Cancelable

- Hit Detection: Mid

- Damage: 72(70)


j. D -

- Cancelable

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

Mai CD.png

CD -

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


Mai JCD.png

j. CD -

- Cancelable

- Hit Detection: High

- Damage: 90(80)


Mai GCCD.png

GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throw

Fuusha Kuzushi.png

Fuusha Kuzushi = (b/f+C/D) close -

- Can be broken

- Hit Detection: Close

- Damage: 100


Yura.png

Yura = (b/d/f+C) close in air -

- Can't be broken

- Hit Detection: Close

- Damage: 125

Command Moves

Filler Picture

Mai Angry.png

"There's no picture of the wall jump in the mook, just read the description below!"

Wall Jump = (press uf when near the wall in the air, ub on the 2P side) -

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


Ukihane.png

Ukihane = (d+B) in air -

- Cancelable

- Hit Detection: Mid

- Damage: 60

Special Moves

Kachousen.png

Kachousen = (qcf+P) -

(EX) = qcf+AC -

- Super Cancelable

- Hit Detection: High

- Damage: 60/120


Ryuuenbu.png

Ryuuenbu = (qcb+P) -

(EX) = qcb+AC -

- Drive/Super Cancelable

- Hit Detection: High

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


Hissatsushinobibaichi.png

Hissatsu Shinobi Baichi = (hcf+K) -

(EX) = hcf+BD -

- Drive/Super Cancelable

- Hit Detection: High

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


Musasabi no Mai.png

Musasabi No Mai = (d~u+P) -

- Hit Detection: High

- Damage: 70


Musasabi no Mai Air.png

Musasabi No Mai (Air) = (qcb+P) in air -

(EX) = qcb+AC in air -

- Drive/Super Cancelable

- Hit Detection: High

- Damage: 70/48xN+48

Desperation Moves

Chouhissatsushinobibaichi.png

Chou Hissatsu Shinobi Baichi = (qcb hcf+K) also in air -

(EX) = qcb hcf+K

- Max Cancelable

- Hit Detection: High

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

Neomax

Kunoichi No Mai.png

Kunoichi no Mai = (qcf hcb+AC) also in air -

- Hit Detection: High

- Damage: 0+450

Combos

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]

Miscellaneous

Character Sprite

File:Mai sprite.gif

Colors

Mai Colors.png


Other

Mai Taunt.png

Taunt

Mai Other Animations.png

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose


Links & References

Technical Reference

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


Discussion Threads

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