The King of Fighters XV/Mai Shiranui/Strategy

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Neutral

Mai's neutral is very good, but its only downside is that she can't really do any combos from her pokes, because most of them aren't even cancelable into anything. You can always use Quick MAX Mode activation for that.

Pokes

Her main pokes are st.A, cr.A, st.B and most hop/jump normals. These aren't meant for landing huge combos, but simply to be just that - a poke, because the damage can really add up if the opponent gets hit by multiple of these. cr.A is cancelable, but don't go for any combos like EX Ryuuenbu, because you can't really hit confirm such a fast move. Instead, go for any version of Kachousen if you still want an option to cancel it into something.

Blowback

Her CD Blowback is an amazing button for neutral. It's big, it's fast, it's safe and it allows for an easy hitconfirm by using C Kachousen. If Blowback gets blocked, C Kachousen will keep you even safer. If Blowback hits, C Kachousen will connect regardless of the distance, giving you enough time to hit confirm it into her Climax if you have enough meter, for almost 50% damage. This is her best neutral tool, so make sure to abuse it.

Rushdown

Mai's rushdown is usually pretty honest most of the time. She has some plus frames here and there, such as cl.A and cl.C. but nothing too crazy. She also doesn't have any grounded Overheads to worry about, so she has to try to open the opponent up from the air. Her Ukihane (j.d+B) is a great Overhead crossup tool and can loop into itself once she manages to knock the opponent down. Her j.B is another crossup she can rely on for landing combos afterwards. As for potential combo starters for pokes, cr.B is the go-to move, due to its speed and the fact it hits Low. cr.B itself is not special cancelable, but it can go into cr.A which is special cancelable. From there, she can go for 236B, a quick meterless combo, or 214AC, a launcher.

Overall, Mai doesn't really want to stay up close for long. Her rushdown would be best described as 'Hit-and-run' playstyle.

Zoning

Mai's zoning focuses purely on using all version of Kachousen, her only projectile. While this may not really be a zoning tool, it's more used as a space control move.

A Kachousen is the go-to version to use because the fan travels slowly and Mai recovers quickly, meaning she can run behind it to get close. Keep in mind that the opponent can easily jump over it or roll out of the way, but Mai can beat those options if she reacts fast enough. The best possible scenario would be if the opponent blocks the projectile or gets hit by it, both giving Mai an opportunity to rush the opponent down and land a combo, respectively.

EX Kachousen is usually used to win the zoning wars by destroying opponent's projectiles. It will beat regular projectiles and continue its path, potentially giving Mai the momentum she needs (See more about this move on the Overview page).

Mobility

Mai has some of the best mobility in the game. Maybe not on the ground, but undoubtedly in the air.


In The Air

Her wall jump is a great way to escape tough situations and to alter her trajectory. Ukihane isn't really a mobility tool, but it can help in some situation, like when Mai is about to jump into a projectile, she can use this to save herself. Air Musasabi no Mai is great for the same reason as Ukihane (avoid landing on a projectile), but it is also used for suddenly stopping Mai's momentum to fly downwards. The EX version is a launcher, so it's always a threat when she's in the air and has meter.


On The Ground

As for her grounded mobility, her rolls and run speed are decent. Not too fast, but not too slow either. Her grounded Musasabi no Mai helps her to easily leap across the stage, whether it's to close the distance or get away. This move is usually used for the latter reason, since she can easily cancel her blockstrings into a backwards Musasabi no Mai, which sends her to fullscreen distance, making her almost impossible to punish.

Setups

Mai has several very strong setups that are worth learning. They are all very strong and make her much scarier to deal with. The only downside is that her best seups usually cost a lot of meter, although this won't be a problem if she is in Mid or Anchor positions.


Kachousen Setups

Probably the most important setup to learn. A and EX versions are usually used for this and the situations where this is applicable are oki and restand situations.

A version is applied when Mai simply wants to force the opponent to block. The reward isn't too big since she can't really do anything, but it is still good chip damage if they block it. The opponent can only roll forwards or backwards. If they roll forwards, Mai can grab them. If they roll backwards, they wil get hit by the fan upon recovery.

EX version is where the real fun starts. This version hits twice, with the second hit falling on top of the opponent. Mai can utilize the gap between the two hits to apply pressure or to do a sneaky roll to the other side, making the second hit of the projectile a crossup, whose hitstun is big enough to link a combo.

IMPORTANT NOTE: Using normals on an aerial opponent forces them into a restand situation. Normals that are best used for this setup are cl.C, cl.D, cr.A and cr.C.

Some combos where this setup can be applied (Keep in mind that all of these are done in midscreen position, because Kachousen will completely whiff if done in the corner):

  • Any grab > 236A/236C/236AC
  • AAAB > 2A/2C > 236A/236AC (Basic setup from a Rush Auto Combo.)
  • Starter > 214AC > 236BD > cl.D > 236A/236AC (The strongest version of the setup, but requires at least 1 meter.)
  • Starter > 214AC > 236BD >


  • Starter > 214AC > 236BD > cl.D > 236AC > First part hits > run up > Forward Roll > Second part hits > Starter (The main roll crossup setup that can potentially loop into itself. Costs 3 bars of meter.)
  • Starter > 214AC > 236BD > [2]9AC~214AC > cl.C > 236AC > First part hits > run up > Forward Roll > Second part hits > Starter (Another variation of the previous setup. Must be done with Mai being in the corner due to huge corner carry of the combo and requires 4 bars (2 meters) to do.)


Crossups

Mai's main crossup tools are j.B and Ukihane (j+d+B). j.B is a less riskier option because it's a safer move.

On a basic level, j.B is used to cross up the opponents by hopping or jumping with j.B. The hitstun is big enough to squeeze in a combo starting with cl.C or cr.C. On an advanced level, doing cl.D into Quick MAX activation can sometimes create very ambiguous crossups by perfroming j.B afterwards. Example from midscreen to corner:

  • 2C > 3D > 214AC > 236BD > cl.D > Quick MAX > j.B > Starter

Ukihane grants a hard knockdown on hit, which means that this setup can be looped. Ukihane is unsafe on block, but it can be made plus as a meaty attack, something Mai can easily do by looping left/right mix with Ukihane. There are ways to combo into this move if you don't want to do it raw, but keep in mind it costs meter: Examples:

  • Starter > 214AC > 236BD > [2]9AC~j.d+B (Midscreen combo, requires 3 bars of meter, but the left/right mix is available.)
  • Starter > 214AC > 214C > [2]9AC~j.d+B (Corner combo, requires 2 bars of meter, but the left/right mix isn't avaiable.)


Meaty Ryuuenbu

Meaty Ryuenbuu is the least reliable setup to use, but it can be very dangerous with proper timing. Just like how the Kachousen setups are only possible midscreen, Ryuuenbu setups are only possible in the corner. Using both of them in their respective situations can make Mai very oppressive.

The idea with the meaty Ryuuenbu is to use the C Ryuuenbu as the opponent wakes up, but in a way so that just the second part hits at its last few active frames. It is usually -7 on block, but due to the second part's big active frames, it can be made plus on block as a meaty attack (Exact number unknown at the moment). The reason why this is the least reliable setup to use is because Mai can lose the block advantage if she mistimes the C Ryuuenbu. She will still be safe-ish, just not plus on block.

Examples (In corner only):

  • Forward grab > slight pause > 214C
  • Starter > 214AC > 214C > [2]9AC~214AC > cl.D > 214C
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