Dream Cancel Forum
King of Fighters XIII => Character Discussion => Mai Shiranui => Topic started by: nilcam on December 14, 2011, 12:40:50 AM
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http://dreamcancel.com/wiki/index.php?title=Mai_Shiranui_(XIII) (http://dreamcancel.com/wiki/index.php?title=Mai_Shiranui_(XIII))
Submissions, questions, comments and feedback should be posted here.
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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 cr.b
After air throw ender in the corner you delay a full jump > J[1]D for a safejump setup.
Edit:
For the safejump setup certain characters get up slowly so some need a Super Jump which are as follows:
o Ash
o Yuri
o Kensou
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Mai players should take a good read at her wiki, to see if anything needs to be updated from the arcade version.
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This wiki should have a slight update on using the ground Musasabi no Mai (d > u + P) effectively.
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I updated Mai's pros and cons.
http://www.dreamcancel.com/wiki/index.php?title=Mai_Shiranui_(XIII)#Pros (http://www.dreamcancel.com/wiki/index.php?title=Mai_Shiranui_(XIII)#Pros)
For cons, I edit the second that said: Low damage output in general" and replaced it with "Low damage output from mid screen". For pros, I added that it is easily to perform safe jumps, all EX moves put opponent into juggle state, and that she gets around the stage very easily with the ground Musasabi no Mai, supporting her keep away game.
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There have numerous updates in the Mai sections of the Dream Cancel wiki.
Most of the updates were related to character match ups and things to do when you have a certain amount of meter, as well as from different positions (from low to mid range). There are still more updates to come, however. I hope we get a hold of Mai's frame data soon enough, though there is basic idea of what moves are safe and what is not.
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Mai's wiki section is complete. I am going to continue making updates on her strategy sections in case technology is found. I will also continue to update her match up section overtime when more information is found.
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Great job.
I'm going to read over your writing every now and then to spot out any typos.
Also, is it possible you can edit the videos section to embed only two videos? It's pretty cluttered with all the embedded videos. If you can choose two of the most helpful videos and have the rest as links, it would be really cool!
Thanks again!
-desmond
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Gotcha!
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Added the following in the Tips section:
Frame Traps and Links
(L) = Link
1.) cl. A, cl. C
2.) cl. A, cr. C
3.) cr. A, cl. C (L)
4.) cr. A, cr. C (L)
5.) st. B, cl. A
6.) st. B, cl. C
7.) st. B, cr. C
8.) cr. B, cl. C
9.) cr. B, cr. C
10.) qcb+AC, st. A
11.) qcb+AC, st. B
12.) (corner) qcb+AC, cr. A
13.) (corner) qcb+AC, cr. B
14.) (corner) qcb+AC, cl. C
15.) (corner) qcb+AC, cr. C
16.) (corner) qcb+AC, cl. D
17.) (corner) qcb+AC, cr. D
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Qcb+A at max range leaves her at plus frames... In the corner you can do cr.B, cr.B, s.A, qcb+A... Then frame trap with s.A
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Mai's "Frame Trapm and Link" under "Tips" section is updated with frame gap information and more frame traps.
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Added more details and clarity on Mai's Ukihane (j2B), Kachosen (specifically qcf+A), air qcb+A and it's EX variation.
Added a better one bar/one drive combo in the combo section. Mai gets 553 damage for 1 bar and 1 drive while building one bar in the process.
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Hehe, how about s.C qcf.A s.A qcb.A+C qcb.C qcb.C qcb.C DC qcb.C qcb.C air grab 555 dmg? As a punish i would go without the link, but i could see myself following up on a s/d.C qcf with the link if the opportunity comes my way.
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Hehe, how about s.C qcf.A s.A qcb.A+C qcb.C qcb.C qcb.C DC qcb.C qcb.C air grab 555 dmg? As a punish i would go without the link, but i could see myself following up on a s/d.C qcf with the link if the opportunity comes my way.
How did you drive cancel a qcb+C into another qcb+C? The link isn't really necessary and you still get around the same amount of damage anyhow.
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How did you drive cancel a qcb+C into another qcb+C? The link isn't really necessary and you still get around the same amount of damage anyhow.
Slight fail on my part there. s/d.C qcf.A s.A qcb.A+C qcb.C qcb.C qcb.C DC qcf.A qcb.C qcb.C air grab 555 damage. The link is a utility thing though, it lets you use the same combo without just throwing the EX out there.
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Following updates on Mai's DC wiki:
- Updated Mai's match up section for vs.Hwa and vs.Kim.
- Added two brand new 2 Bar HD combos, one for the corner and one for the mid screen.
- Deleted any 2 Bar HD combo that does less than 700 damage.
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Updates -
Added more information in MU section, addressing Kim and Iori.
Punishing Iori's rekka's and dealing with Kim's EX qcb+K (along with the air version).
Note: Kim's EX qcb+K on the ground does NOT have any invincibility. Mai needs to be a little more concerned with the air EX version. Always retain distance between yourself and Kim until you corner him.
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Note: Kim's EX qcb+K on the ground does NOT have any invincibility. Mai needs to be a little more concerned with the air EX version. Always retain distance between yourself and Kim until you corner him.
It has partial invincibility, it goes over lows.
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That's true but you wouldn't use lows for stuffing Kim's ground EX qcb+K - Mai's st.A can be used for that purpose, otherwise she would have to block or space herself away from it.