Author Topic: Mai Shiranui  (Read 10781 times)

Mekikung

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Re: Mai Shiranui
« Reply #15 on: July 21, 2016, 12:17:58 PM »
My Mai bounce combo (mid screen) 2 meter 516 DMG <3 <3
Note* if Mai is 1st or 2nd member it take 3 meter Y__Y


https://www.youtube.com/watch?v=XA2XGxizl_A

I hope u enjoy it :D

Ben Reed

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Re: Mai Shiranui
« Reply #16 on: July 21, 2016, 12:47:50 PM »
Mai hits like a truck for 2 bars and little execution (%53 to 60%):

https://www.youtube.com/watch?v=dYkYd1jxM5s&app=desktop

Haha, yep, that's going on the wiki if nobody else beats me to it (you're welcome to do so if you have the ability).

ottomatic

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Re: Mai Shiranui
« Reply #17 on: July 23, 2016, 12:46:31 AM »
Ben Reed. Mai can combo into hcf+D from her target combo on crouchers, and I'd suggest either qcf+p or qcb+A on after a blocked target although you need to be careful of invul and projectile invul moves if you follow with qcf+A

Ben Reed

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Re: Mai Shiranui
« Reply #18 on: July 23, 2016, 04:21:09 PM »
Yeah, D Ninja Bees combos properly regardless of standing or crouching. B version doesn't. That's why all the wiki combos have hcf+D in there.

B>D>qcb+A should be a true blockstring (though vulnerable to guard cancels). B>D>qcf+A should be the only safe string with a gap big enough to escape blockstun. But you're right, the target combo has several ways to be safe on block. However, you have to mix it up with other strings, or smarter opponents WILL figure you out and guard-cancel roll to either escape or possibly punish you (I haven't tested to see how unsafe it is yet...might be hard to punish depending on how fast the D retracts).

Mekikung

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Re: Mai Shiranui
« Reply #19 on: July 25, 2016, 09:47:09 AM »
who said Mai lag of damage .. no check my new Mai combo clip , she do nearly 700 with 2 meter only !!

https://www.youtube.com/watch?v=aR8F-UXymjg

Shiranui_ninja

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Re: Mai Shiranui
« Reply #20 on: July 25, 2016, 10:51:46 AM »
PSN: Shiranui_ninja
KOF XIII main team: Mai/King/Mature

Ben Reed

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Re: Mai Shiranui
« Reply #21 on: July 25, 2016, 02:08:42 PM »
The Kagero no Mai juggle into itself is cute, but not that huge. 5 bars for 50% damage, and one of the few characters who can even get high enough on the screen to exploit that property is Mai herself. But it's okay that it's just a gimmick, because Mai deals plenty of damage from other stuff anyway.

I'm not sure the combo Mekikung posted works with Mai as 1st character -- I think you burn thru MAX mode too quickly since the CD wallstick adds some time -- but if you put Mai as 3rd it absolutely works. (Probably 2nd, too, but I haven't checked yet.) You can get a combo almost as damaging with Mai as 1st character if you omit the st.CD and just go straight to cl.C/cl.D > qcb+A after the MAX cancel.

Mekikung

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Re: Mai Shiranui
« Reply #22 on: July 25, 2016, 02:30:54 PM »


I'm not sure the combo Mekikung posted works with Mai as 1st character -- I think you burn thru MAX mode too quickly since the CD wallstick adds some time -- but if you put Mai as 3rd it absolutely works. (Probably 2nd, too, but I haven't checked yet.) You can get a combo almost as damaging with Mai as 1st character if you omit the st.CD and just go straight to cl.C/cl.D > qcb+A after the MAX cancel.

I checked already . this combo can do in 2nd and 3rd . u need to spend 3 meter for 1st or use regular Kagero no mai after HP ryuenbu (545 damage)

thec0re3

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Re: Mai Shiranui
« Reply #23 on: July 25, 2016, 07:15:21 PM »
I took stills of Mai's Normals for any who are interested in using them. https://flic.kr/s/aHskDUtgQa

Coliflowerz

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Ben Reed

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Re: Mai Shiranui
« Reply #25 on: August 02, 2016, 03:42:00 PM »
Here's a Mai crossup shenanigan I kinda like, but most of the reward seems to be biased towards one side of it. Here's how it works:

s.CD > wait > MAX (raw activate), qcf+AC > d~u+AC (immediately, to wall behind opponent, hold for walldive attack)

This makes the 1st hit of the EX fan cross up. In order to block the fan, the opponent has to hold forward on their wakeup. Since the crossup timing happens when Mai performs the walldive immediately after the fan recovers, there's no time to wait and react to see if she does it -- you just have to hold forward on faith.

PROS:
+ Fan crosses up -- guaranteed to hit anybody who doesn't know about it yet
+ Sequence starts a combo if timed properly
+ EX walldive attack is completely safe on block (plus)
+ Crossup is unreactable, you just have to hold forward and assume Mai will commit to the crossup by immediately walldiving. If you start at back and try to switch to forward on reaction to the walldive, you will get hit and Mai gets the combo because it's autopilot.

CONS:
- Safe if fan is blocked, but you go back to neutral because opponent can escape 2nd hit and Mai's not close enough to punish jump back/backdash without Climax Art (expensive)
- There's a gap between the fan and the walldive if the opponent crouch blocks the fan. Otherwise, the fan -> walldive is a true blockstring, because the 1st hit of the EX walldive gets stand blocked.
- If you don't walldive off the fan to make the fan fake-crossup (opponent holds forward and takes the fan to the face), there's no way to combo without immediate YOLO Climax Art (I think, need to double-check). The fan almost certainly won't protect a blocked Climax from punishment, particularly if the opponent guard-cancel rolls.
- Doesn't work against cornered opponent (but that's okay, because the opponent is cornered and there's other, higher-reward stuff available)
- Universally punishable by two methods: (1) guard-cancel roll the fan's 1st hit fiorward, then whiff punish Mai's walldive, or (2) reversal roll the fan, which is legitimately difficult. If you're playing a character such as Mai who has an invulnerable super that hits above her, you might be able to super thru the meaty fan to hit Mai as she flies overhead, but the rapid-fire crossup can make buffering the command legitimately difficult.
- Does not loop the setup back into itself from what I can tell; maybe if you end with super for a hard knockdown, but that's expensive since you have to burn another bar right after to reactivate.

tl;dr if the opponent gets hit by the crossup fan, you get a combo. If the opponent blocks the crossup fan, you're safe if the opponent does not guard-cancel roll the fan (disclaimer: so long as you block the fan, that's not hard). But if you make the fan fake crossup by not doing the walldive or doing a delayed walldive (or other action), you can't do a true combo on hit, and there are way more holes to escape through. So it's a one-sided shenanigan, but it'll almost certainly work 1-2 times before the opponent learns how it works, lol.
« Last Edit: August 02, 2016, 03:47:56 PM by Ben Reed »

Amedø310

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Re: Mai Shiranui
« Reply #26 on: August 02, 2016, 06:18:44 PM »
Mai's safe jumps against Kyo. You can try them out against other characters, but I can not guarantee that they will work.

1. A 2 bar corner combo into safe-jump: Starter combo into quick max, cl. C, qcb+A, qcb+AC, qcb+C (2 hits), qcf(x2)+AC, b+AB (back roll), fowrward jump, air db+D: https://www.youtube.com/watch?v=uaTA3hOWwGg

2. A 2 bar anywhere combo into safe-jump. Starter combo into quick max, cl. C, qcb+AC, qcb+A, qcf(x2)+AC, AB, vertical short-hop, air db+D: https://www.youtube.com/watch?v=Fm5yDkChoXQ

- The safe-jump will beat Kyo's dp+A, which will give Mai a counter hit. The safe-jump will lose to Kyo's Ex dp, which has invincible start-up. Both Kyo's dp+A and ex dp have 4 frames of start-up, but the ex dp's start-up frames are invincible.

3. A 1 Bar Mid-screen combo reset into safe-jump. Starter combo into quick max, cl. C, qcb+AC, hcf+BD, cl. A, hyper hop, air db+D: https://www.youtube.com/watch?v=KUXGJ4cL_ug

- Same as #2.

4. Regular D grab into safe-jump. Works anywhere on the screen. Regular cl. D grab, forward hyper hop, air db+D: https://www.youtube.com/watch?v=5UFVXdiQcSk

Coliflowerz

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Re: Mai Shiranui
« Reply #27 on: August 14, 2016, 09:51:08 AM »
Has anyone had much success using Climax Cancels for Mai? I haven't found a 4 or 5 bar meter combo that's really work the extra 1 or 2 meter. 3 seems to be all she needs; i can only squeeze out maybe 20-40 extra damage.
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J.D.E.

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Re: Mai Shiranui
« Reply #28 on: August 22, 2016, 02:32:20 PM »
There is supposed to be a day 1 patch. IDK what will change though.

Coliflowerz

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Re: Mai Shiranui
« Reply #29 on: September 01, 2016, 10:47:01 AM »
Ugh. Looks like her qcb A > qcb AC combo doesn't work on smaller characters like Tung and Chin.
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