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The King of Fighters XV/Mai Shiranui/Data: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
==== | ====close A==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cla | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cla | ||
| name | | name = close A | ||
| input | | input = cl.A | ||
| images | | images = XV_mai_cla_ima.png | ||
| hitboxes | | hitboxes = XV_mai_cla.png | ||
| damage | | damage = 25 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 4 | ||
| active | | active = 4 | ||
| recovery | | recovery = 7 | ||
| hitadv | | hitadv = +4 | ||
| blockadv | | blockadv = +2 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====close B==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_clb | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_clb | ||
| name | | name = close B | ||
| input | | input = cl.B | ||
| images | | images = XV_mai_clb_ima.png | ||
| hitboxes | | hitboxes = XV_mai_clb.png | ||
| damage | | damage = 30 | ||
| guard | | guard = Low | ||
| cancel | | cancel = command | ||
| startup | | startup = 5 | ||
| active | | active = 5 | ||
| recovery | | recovery = 8 | ||
| hitadv | | hitadv = +2 | ||
| blockadv | | blockadv = 0 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====close C==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_clc | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_clc | ||
| name | | name = close C | ||
| input | | input = cl.C | ||
| images | | images = XV_mai_clc_ima.png | ||
| hitboxes | | hitboxes = XV_mai_clc.png | ||
| damage | | damage = 70 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 4 | ||
| active | | active = 4 | ||
| recovery | | recovery = 14 | ||
| hitadv | | hitadv = +3 | ||
| blockadv | | blockadv = +1 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====close D==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cld | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cld | ||
| name | | name = close D | ||
| input | | input = cl.D | ||
| images | | images = XV_mai_cld_ima.png | ||
| hitboxes | | hitboxes = XV_mai_cld.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 7 | ||
| active | | active = 6 | ||
| recovery | | recovery = 13 | ||
| hitadv | | hitadv = +2 | ||
| blockadv | | blockadv = 0 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
==== | ====far A==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_fa | ||
| name | | name = far A | ||
| input | | input = f.A | ||
| images | | images = XV_mai_fa_ima.png | ||
| hitboxes | | hitboxes = XV_mai_fa.png | ||
| damage | | damage = 25 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 5 | ||
| active | | active = 4 | ||
| recovery | | recovery = 8 | ||
| hitadv | | hitadv = +3 | ||
| blockadv | | blockadv = +1 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far B==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_fb | ||
| name | | name = far B | ||
| input | | input = f.B | ||
| images | | images = XV_mai_fb_ima.png | ||
| hitboxes | | hitboxes = XV_mai_fb.png | ||
| damage | | damage = 30 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 6 | ||
| active | | active = 4 | ||
| recovery | | recovery = 11 | ||
| hitadv | | hitadv = 0 | ||
| blockadv | | blockadv = -2 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far C==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_fc | ||
| name | | name = far C | ||
| input | | input = f.C | ||
| images | | images = XV_mai_fc_ima.png | ||
| hitboxes | | hitboxes = XV_mai_fc.png, XV_mai_fc2.png, XV_mai_fc3.png, XV_mai_fc4.png | ||
| damage | | damage = 70 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 8 | ||
| active | | active = 5 | ||
| recovery | | recovery = 20 | ||
| hitadv | | hitadv = -4 | ||
| blockadv | | blockadv = -6 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====far D==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_fd | ||
| name | | name = far D | ||
| input | | input = f.D | ||
| images | | images = XV_mai_fd_ima.png | ||
| hitboxes | | hitboxes = XV_mai_fd.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 8 | ||
| active | | active = 5 | ||
| recovery | | recovery = 15 | ||
| hitadv | | hitadv = +1 | ||
| blockadv | | blockadv = -1 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
==== | ====crouch A==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_2a | ||
| name | | name = crouch A | ||
| input | | input = 2A | ||
| images | | images = XV_mai_2a_ima.png | ||
| hitboxes | | hitboxes = XV_mai_2a.png | ||
| damage | | damage = 25 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 5 | ||
| active | | active = 3 | ||
| recovery | | recovery = 9 | ||
| hitadv | | hitadv = +3 | ||
| blockadv | | blockadv = +1 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====crouch B==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_2b | ||
| name | | name = crouch B | ||
| input | | input = 2B | ||
| images | | images = XV_mai_2b_ima.png | ||
| hitboxes | | hitboxes = XV_mai_2b.png | ||
| damage | | damage = 15 | ||
| guard | | guard = Low | ||
| cancel | | cancel = super | ||
| startup | | startup = 4 | ||
| active | | active = 4 | ||
| recovery | | recovery = 10 | ||
| hitadv | | hitadv = +1 | ||
| blockadv | | blockadv = -1 | ||
| invul | | invul = | ||
| stun = | | stun = 15 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
==== | ====crouch C==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_2c | ||
| name | | name = crouch C | ||
| input | | input = 2C | ||
| images | | images = XV_mai_2c_ima.png | ||
| hitboxes | | hitboxes = XV_mai_2c.png | ||
| damage | | damage = 70 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 5 | ||
| active | | active = 6 | ||
| recovery | | recovery = 18 | ||
| hitadv | | hitadv = -3 | ||
| blockadv | | blockadv = -5 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====crouch D==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_2d | ||
| name | | name = crouch D | ||
| input | | input = 2D | ||
| images | | images = XV_mai_2d_ima.png | ||
| hitboxes | | hitboxes = XV_mai_2d.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Low | ||
| cancel | | cancel = special | ||
| startup | | startup = 8 | ||
| active | | active = 6 | ||
| recovery | | recovery = 20 | ||
| hitadv | | hitadv = SKD (23: Tech / 50: Non-tech) | ||
| blockadv | | blockadv = -7 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
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| orderId = 1 | | orderId = 1 | ||
| input = h.A | | input = h.A | ||
| images = | | images = XV_mai_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_mai_ha_hb.png | ||
| damage = | | damage = 40 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump A==== | ====jump A==== | ||
Line 261: | Line 260: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.A | | input = j.A | ||
| images = | | images = XV_mai_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_mai_ja_hb.png | ||
| damage = | | damage = 45 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 283: | Line 282: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.B | | input = h.B | ||
| images = | | images = XV_mai_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_mai_hb_hb.png | ||
| damage = | | damage = 40 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump B==== | ====jump B==== | ||
Line 304: | Line 303: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.B | | input = j.B | ||
| images = | | images = XV_mai_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_mai_jb_hb.png | ||
| damage = | | damage = 45 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 12 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
Line 327: | Line 326: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.C | | input = h.C | ||
| images = | | images = XV_mai_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_mai_hc_hb.png, XV_mai_hc2_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 7 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
====jump C==== | ====jump C==== | ||
Line 348: | Line 347: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.C | | input = j.C | ||
| images = | | images = XV_mai_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_mai_jc_hb.png, XV_mai_jc2_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = special | ||
| startup = | | startup = 7 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
====hop D==== | ====hop D==== | ||
Line 369: | Line 368: | ||
| orderId = 1 | | orderId = 1 | ||
| input = h.D | | input = h.D | ||
| images = | | images = XV_mai_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_mai_jd_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
Line 391: | Line 390: | ||
| orderId = 2 | | orderId = 2 | ||
| input = j.D | | input = j.D | ||
| images = | | images = XV_mai_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_mai_jd_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===rush moves=== | |||
====rush 1==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_rush1 | |||
| name = rush 1 | |||
| header = yes | |||
| version = cl.AA | |||
| orderId = 1 | |||
| input = cl.AA | |||
| images = XV_mai_rush1_ima.png | |||
| hitboxes = XV_mai_rush1.png | |||
| damage = 48 (25+25) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 6 | |||
| active = | |||
| recovery = | |||
| hitadv = -6 | |||
| blockadv = -4 | |||
| invul = | |||
| stun = 30 | |||
| guardDamage = 120 (60+60) | |||
}} | |||
====rush 2==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_rush2 | |||
| name = rush 2 | |||
| header = no | |||
| version = cl.AAX | |||
| orderId = 2 | |||
| input = cl.AAX | |||
| images = XV_mai_rush2_ima.png | |||
| hitboxes = XV_mai_rush2.png | |||
| damage = 70 (25+25+25) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 7 | |||
| active = | |||
| recovery = | |||
| hitadv = -6 | |||
| blockadv = -7 | |||
| invul = | |||
| stun = 30 | |||
| guardDamage = 180 (60+60+60) | |||
}} | |||
===Command normals=== | ===Command normals=== | ||
==== | ====Ukihane==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_j2b | |||
| name = Ukihane | |||
| input = j.2B | |||
| images = XV_mai_j2b_ima.png | |||
| hitboxes = XV_mai_j2b.png | |||
| damage = 60 | |||
| guard = High | |||
| cancel = special | |||
| startup = 10 | |||
| active = Active until on ground | |||
| recovery = 16 | |||
| hitadv = HKD (+38~+41) | |||
| blockadv = -10~+2 | |||
| invul = | |||
| stun = 100 | |||
| guardDamage = 120 | |||
}} | |||
====Koukaku no Mai==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_3d | |||
| name = Koukaku no Mai | |||
| input = 3D | |||
| images = XV_mai_3d_ima.png | |||
| hitboxes = XV_mai_3d.png, XV_mai_3d2.png, XV_mai_3d_cancel.png, XV_mai_3d_cancel2.png | |||
| damage = 70 (30+40) | |||
| guard = Low [Mid] | |||
| cancel = super [special] | |||
| startup = 11 [17] | |||
| active = 6 (2) 3 | |||
| recovery = 26 [24] | |||
| hitadv = SKD (25: Tech / 52: Non-tech) [SKD (27: Tech / 54: Non-tech)] | |||
| blockadv = -10 | |||
| invul = | |||
| stun = 40 (20+20) | |||
| guardDamage = 60 (30+30) | |||
}} | |||
====Sankaku-Tobi==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_walljump | |||
| name = Sankaku-Tobi | |||
| input = j7 (near the wall) | |||
| images = XV_mai_j7_ima.png | |||
| hitboxes = XV_mai_.png | |||
| damage = | |||
| guard = N/A | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 1 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = | |||
| guardDamage = | |||
}} | |||
====Target Combo==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_bd | |||
| name = Target Combo | |||
| input = B~D | |||
| images = XV_mai_bd_ima.png | |||
| hitboxes = XV_mai_bd.png | |||
| damage = 87 (30+60) | |||
| guard = Mid | |||
| cancel = special | |||
| startup = 10 | |||
| active = 5 | |||
| recovery = 19 | |||
| hitadv = -3 | |||
| blockadv = -5 | |||
| invul = | |||
| stun = 90 (30+60) | |||
| guardDamage = 140 (60+80) | |||
}} | |||
===Blowback=== | ===Blowback=== | ||
====Blowback==== | ====Blowback==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cd | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cd | ||
| name | | name = Blowback | ||
| input | | input = CD | ||
| images | | images = XV_mai_cd_ima.png | ||
| hitboxes | | hitboxes = XV_mai_cd.png | ||
| damage | | damage = 75 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = special | ||
| startup = | | startup = 13 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 20 | ||
| hitadv = | | hitadv = Splat (+74~+90) | ||
| blockadv = | | blockadv = -3 | ||
| invul = | | invul = Low Body: 8 to 21 (14 Frames) | ||
| stun = 100 | |||
| guardDamage = 160 | |||
}} | |||
====Shatterstrike==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_236cd | |||
| name = Shatterstrike | |||
| input = 236CD | |||
| images = XV_mai_236cd_ima.png | |||
| hitboxes = XV_mai_236cd.png, XV_mai_236cd2.png | |||
| damage = 75 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 15 | |||
| active = 6 | |||
| recovery = 27 | |||
| hitadv = Crumple (+93) | |||
| blockadv = -10 | |||
| invul = Armor: 4 to 14 (11 frames) / Low Body: 15 to 25 (11 Frames) | |||
| stun = 0 | |||
| guardDamage = 200 | |||
}} | |||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_mai_214cd_ima.png | |||
| hitboxes = XV_mai_214cd.png, XV_mai_214cd2.png | |||
| damage = 100 | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (on whiff) / Recovers faster on hit and block. | |||
| hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | |||
| blockadv = 3 | |||
| invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | |||
====hop CD==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_hcd | |||
| name = hop CD | |||
| header = yes | |||
| version = hop | |||
| orderId = 1 | |||
| input = h.CD | |||
| images = XV_mai_jcd_ima.png | |||
| hitboxes = XV_mai_jcd.png, XV_mai_jcd2.png, XV_mai_jcd3.png, XV_mai_jcd4.png, XV_mai_jcd5.png | |||
| damage = 80 | |||
| guard = Mid | |||
| cancel = special | |||
| startup = 12 | |||
| active = 5 | |||
| recovery = 1 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 80 | |||
| guardDamage = 120 | |||
}} | |||
====jump CD==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_jcd | |||
| name = jump CD | |||
| header = no | |||
| version = jump | |||
| orderId = 2 | |||
| input = j.CD | |||
| images = XV_mai_jcd_ima.png | |||
| hitboxes = XV_mai_jcd.png, XV_mai_jcd2.png, XV_mai_jcd3.png, XV_mai_jcd4.png, XV_mai_jcd5.png | |||
| damage = 90 | |||
| guard = Mid | |||
| cancel = special | |||
| startup = 12 | |||
| active = 5 | |||
| recovery = 1 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 80 | |||
| guardDamage = 140 | |||
}} | |||
===Throws=== | |||
====Shiranui Gorin==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cthrow | |||
| name = Shiranui Gorin | |||
| input = (close) 4/6C | |||
| images = XV_mai_cthrow_ima.png | |||
| hitboxes = XV_mai_cthrow.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = HKD (39) | |||
| blockadv = Unblockable | |||
| invul = | |||
| stun = | |||
| guardDamage = | |||
}} | |||
====Fuusha Kuzushi==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_dthrow | |||
| name = Fuusha Kuzushi | |||
| input = (close) 4/6D | |||
| images = XV_mai_dthrow_ima.png | |||
| hitboxes = XV_mai_dthrow.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = HKD (29) | |||
| blockadv = Unblockable | |||
| invul = | |||
| stun = | |||
| guardDamage = | |||
}} | |||
====Yume-Zakura==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_athrow | |||
| name = Yume-Zakura | |||
| input = (air close) 4/6C | |||
| images = XV_mai_athrow_ima.png | |||
| hitboxes = XV_mai_athrow.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = HKD (18) | |||
| blockadv = | |||
| invul = | |||
| stun = | |||
| guardDamage = | |||
}} | |||
==Specials== | |||
===Ryuuenbu=== | |||
====214A==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_214a | |||
| name = Ryuuenbu | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 214A | |||
| images = XV_mai_214a_ima.png | |||
| hitboxes = XV_mai_214a.png, XV_mai_214a2.png | |||
| damage = 65 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 15 | |||
| active = 9 | |||
| recovery = 22 | |||
| hitadv = Juggle - SKD (35: Tech / 62: Non-tech) | |||
| blockadv = -1 | |||
| invul = Low Body: 8 to 16 (9 Frames) | |||
| stun = 80 | |||
| guardDamage = 100 | |||
}} | |||
====214C==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_214c | |||
| name = Ryuuenbu | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 214C | |||
| images = XV_mai_214c_ima.png | |||
| hitboxes = XV_mai_214c.png, XV_mai_214c2.png, XV_mai_214c3.png | |||
| damage = 101 (40+65) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 10 | |||
| active = 3 (15) 9 | |||
| recovery = 29 | |||
| hitadv = SKD (28: Tech / 55: Non-tech) | |||
| blockadv = -7 | |||
| invul = Low Body: 13 to 25 (13 Frames) | |||
| stun = 120 (60+60) | |||
| guardDamage = 140 (60+80) | |||
}} | |||
====214AC==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_214ac | |||
| name = Ryuuenbu | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 214AC | |||
| images = XV_mai_214c_ima.png | |||
| hitboxes = XV_mai_214ac.png, XV_mai_214ac2.png, XV_mai_214ac3.png, XV_mai_214ac4.png, XV_mai_214ac5.png | |||
| damage = 116 (30+30+65) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 7 | |||
| active = 2 (15) 2 (8) 11 | |||
| recovery = 28 | |||
| hitadv = Juggle - SKD (46: Tech / 73: Non-tech) | |||
| blockadv = -8 | |||
| invul = Low Body: 8 to 18 (11 Frames), Low Body: 25 to 45 (21 Frames) | |||
| stun = 0 | |||
| guardDamage = 200 (60+60+80) | |||
}} | |||
===Kachousen=== | |||
====236A==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_236a | |||
| name = Kachousen | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 236A | |||
| images = XV_mai_236a_ima.png | |||
| hitboxes = XV_mai_236a.png | |||
| damage = 60 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 15 | |||
| active = Full Screen Projectile | |||
| recovery = 29 | |||
| hitadv = -3~+26 | |||
| blockadv = -7~+22 | |||
| invul = | |||
| stun = 60 | |||
| guardDamage = 60 | |||
}} | |||
====236C==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_236c | |||
| name = Kachousen | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 236C | |||
| images = XV_mai_236a_ima.png | |||
| hitboxes = XV_mai_236a.png | |||
| damage = 60 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 14 | |||
| active = Full Screen Projectile | |||
| recovery = 33 | |||
| hitadv = -7~+26 | |||
| blockadv = -9~+24 | |||
| invul = | |||
| stun = 60 | |||
| guardDamage = 60 | |||
}} | |||
====236AC==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_236ac | |||
| name = Kachousen | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 236AC | |||
| images = XV_mai_236a_ima.png | |||
| hitboxes = XV_mai_236ac.png, XV_mai_236ac2.png | |||
| damage = 80 (40+40) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 18 | |||
| active = Full Screen Projectile | |||
| recovery = 25 | |||
| hitadv = +1~+26 | |||
| blockadv = -1~+24 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 120 (80+40) | |||
}} | |||
===Hissatsu Shinobi-Bachi=== | |||
====236B==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_236b | |||
| name = Hissatsu Shinobi-Bachi | |||
| header = yes | |||
| version = B | |||
| orderId = 1 | |||
| input = 236B | |||
| images = XV_mai_236b_ima.png | |||
| hitboxes = XV_mai_236b.png, XV_mai_236b2.png, XV_mai_236b3.png | |||
| damage = 87 (45+45) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 4 (Air) / 12 (In Front) | |||
| active = 2 (6) 2 (8) 23 | |||
| recovery = 17 | |||
| hitadv = SKD (18: Tech / 45: Non-tech) | |||
| blockadv = -21 (Stand Block against 2nd hit) / 0 (Crouch Block 2nd last hit) | |||
| invul = | |||
| stun = 80 (40+40) | |||
| guardDamage = 160 (80+80) | |||
}} | |||
====236D==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_236d | |||
| name = Hissatsu Shinobi-Bachi | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 236D | |||
| images = XV_mai_236d_ima.png | |||
| hitboxes = XV_mai_236d.png, XV_mai_236d2.png, XV_mai_236d3.png, XV_mai_236d4.png | |||
| damage = 155 (50+45+70) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 7 (Air) / 19 (In Front) | |||
| active = 7 (5) 3 (8) 23 | |||
| recovery = 17 | |||
| hitadv = HKD(56 - Elbow Hit) / SKD (Hit from behind) | |||
| blockadv = -21 (Stand Block against 2nd hit) / -2 (Crouch Block 2nd last hit) | |||
| invul = | |||
| stun = 120 (40+40+40) | |||
| guardDamage = 240 (80+80+80) | |||
}} | |||
====236BD==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_236bd | |||
| name = Hissatsu Shinobi-Bachi | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 236BD | |||
| images = XV_mai_236d_ima.png | |||
| hitboxes = XV_mai_236bd.png, XV_mai_236bd2.png, XV_mai_236bd3.png, XV_mai_236bd4.png, XV_mai_236bd5.png | |||
| damage = 147 (40+35+30+35+35) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 8 (Air) / 11 (In Front) | |||
| active = 6 (2) 2 (1) 3 (8) 23 | |||
| recovery = 17 | |||
| hitadv = SKD (36: Tech / 63: Non-tech) | |||
| blockadv = -2 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 200 (40*5) | |||
}} | |||
===Musasabi no Mai • Front=== | |||
====[2]9A==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_29a | |||
| name = Musasabi no Mai • Front | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = [2]9A | |||
| images = XV_mai_29a_ima.png | |||
| hitboxes = XV_mai_29a.png | |||
| damage = | |||
| guard = N/A | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 13 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
==== | ====[2]9C==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_29c | ||
| name | | name = Musasabi no Mai • Front | ||
| input | | header = no | ||
| images | | version = C | ||
| hitboxes | | orderId = 2 | ||
| damage | | input = [2]9C | ||
| guard | | images = XV_mai_29a_ima.png | ||
| cancel | | hitboxes = XV_mai_29a.png | ||
| startup | | damage = | ||
| active | | guard = N/A | ||
| recovery | | cancel = | ||
| hitadv | | startup = | ||
| blockadv | | active = | ||
| invul | | recovery = 13 on ground | ||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | ====[2]9AC==== | ||
| name | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_29ac | ||
| name = Musasabi no Mai • Front | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = [2]9AC | |||
| images = XV_mai_29a_ima.png | |||
| hitboxes = XV_mai_29ac.png, XV_mai_29ac2.png | |||
| damage = 50 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 5 - Only during combos | |||
| active = 6 - Only in combos | |||
| recovery = 8 on ground | |||
| hitadv = SKD | |||
| blockadv = | |||
| invul = Projectile Invincibility: 3 to wall cling or ground. | |||
| stun = 0 | |||
| guardDamage = | |||
}} | |||
===Musasabi no Mai • Back=== | |||
====[2]7A==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_27a | |||
| name = Musasabi no Mai • Back | |||
| header = yes | | header = yes | ||
| version | | version = A | ||
| orderId | | orderId = 1 | ||
| input | | input = [2]7A | ||
| images | | images = XV_mai_28a_ima.png | ||
| hitboxes | | hitboxes = XV_mai_27a.png | ||
| damage | | damage = | ||
| guard | | guard = N/A | ||
| cancel | | cancel = | ||
| startup | | startup = | ||
| active | | active = | ||
| recovery | | recovery = 13 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | |||
| guardDamage = | |||
}} | |||
====[2]7C==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_27c | |||
| name = Musasabi no Mai • Back | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = [2]7C | |||
| images = XV_mai_28a_ima.png | |||
| hitboxes = XV_mai_27a.png | |||
| damage = | |||
| guard = N/A | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 13 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = | ====[2]7AC==== | ||
| name | {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_27ac | ||
| name = Musasabi no Mai • Back | |||
| header = no | | header = no | ||
| version | | version = AC | ||
| orderId | | orderId = 3 | ||
| input | | input = [2]7AC | ||
| images | | images = XV_mai_28a_ima.png | ||
| hitboxes | | hitboxes = XV_mai_27ac.png | ||
| damage | | damage = | ||
| guard | | guard = N/A | ||
| cancel | | cancel = | ||
| startup | | startup = | ||
| active | | active = | ||
| recovery | | recovery = 8 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = Projectile Invincibility: 3 to wall cling or ground. | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
===Musasabi no Mai (Wall Dive)=== | |||
====A (after [2](7 or 9)A/C Wall Cling)==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_a_after_[2](7or9)a/c | |||
| name = Musasabi no Mai (Wall Dive) | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = Hold A until A/C wall cling | |||
| images = XV_mai_j214a_ima.png | |||
| hitboxes = XV_mai_j214a_walldive.png | |||
| damage = 70 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 7 (after wall cling) | |||
| active = Active until on ground | |||
| recovery = 16 | |||
| hitadv = SKD (+35) | |||
| blockadv = 1 (Lowest height) to -3 (Highest height) | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 210 (70*3) | |||
}} | |||
====C (after [2](7 or 9)A/C Wall Cling)==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_c_after_[2](7or9)a/c | |||
| name = Musasabi no Mai (Wall Dive) | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = Hold C until A/C wall cling | |||
| images = XV_mai_j214a_ima.png | |||
| hitboxes = XV_mai_j214a_walldive.png | |||
| damage = 70 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 7 (after wall cling) | |||
| active = Active until on ground | |||
| recovery = 16 | |||
| hitadv = SKD (+33) | |||
| blockadv = 1 (Lowest height) to -5 (Highest height) | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 210 (70*3) | |||
}} | |||
====P (after [2](7 or 9)AC Wall Cling)==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_p_after_[2](7or9)ac | |||
| name = Musasabi no Mai (Wall Dive) | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = Hold A/C until EX wall cling | |||
| images = XV_mai_j214a_ima.png | |||
| hitboxes = XV_mai_j214ac_walldive.png | |||
| damage = 127 (45*3) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 7 (after wall cling) | |||
| active = Active until on ground | |||
| recovery = 16 | |||
| hitadv = SKD (+37) | |||
| blockadv = 1 (Lowest height) to -7 (Highest height) | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 210 (70*3) | |||
}} | |||
=== | ===Musasabi no Mai (Air)=== | ||
==== | ====j.214A==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_j214a | |||
| name = Musasabi no Mai (Air) | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = j.214A | |||
| images = XV_mai_j214a_ima.png | |||
| hitboxes = XV_mai_j214a.png | |||
| damage = 70 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 21 | |||
| active = Active until on ground | |||
| recovery = 18 | |||
| hitadv = SKD (+35) | |||
| blockadv = 0 (Lowest height) to -6 (Highest height) | |||
| invul = | |||
| stun = 80 | |||
| guardDamage = 100 | |||
}} | |||
==== | ====j.214C==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_j214c | |||
| name = Musasabi no Mai (Air) | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = j.214C | |||
| images = XV_mai_j214a_ima.png | |||
| hitboxes = XV_mai_j214a.png | |||
| damage = 70 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 21 | |||
| active = Active until on ground | |||
| recovery = 18 | |||
| hitadv = SKD (+33) | |||
| blockadv = 0 (Lowest height) to -6 (Highest height) | |||
| invul = | |||
| stun = 80 | |||
| guardDamage = 100 | |||
}} | |||
== | ====j.214AC==== | ||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_j214ac | |||
| name = Musasabi no Mai (Air) | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = j.214AC | |||
| images = XV_mai_j214a_ima.png | |||
| hitboxes = XV_mai_j214ac.png | |||
| damage = 127 (45*3) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 17 | |||
| active = Active until on ground | |||
| recovery = 16 | |||
| hitadv = SKD (+37) | |||
| blockadv = -2 (Lowest height) to -1 (Highest height) | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 210 (70*3) | |||
}} | |||
==Supers== | ==Supers== | ||
===Chou Hissatsu Shinobi-Bachi=== | |||
====214236B/D==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_214236k | |||
| name = Chou Hissatsu Shinobi-Bachi | |||
| header = yes | |||
| version = B or D | |||
| orderId = 1 | |||
| input = 214236B/D | |||
| images = XV_mai_214236k_ima.png | |||
| hitboxes = XV_mai_214236k.png, XV_mai_214236k2.png, XV_mai_214236k3.png, XV_mai_214236k4.png | |||
| damage = 200 (20+25*6+30) Min:97 | |||
| guard = Mid | |||
| cancel = advanced,climax | |||
| startup = 11 | |||
| active = 3 (5) 29 | |||
| recovery = 28 | |||
| hitadv = HKD (+54) | |||
| blockadv = -11 | |||
| invul = Full Body: 1 to 6 (6 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====214236BD==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_214236bd | |||
| name = Chou Hissatsu Shinobi-Bachi | |||
| header = no | |||
| version = BD | |||
| orderId = 2 | |||
| input = 214236BD | |||
| images = XV_mai_214236k_ima.png | |||
| hitboxes = XV_mai_214236bd.png, XV_mai_214236bd2.png, XV_mai_214236bd3.png, XV_mai_214236bd4.png, XV_mai_214236bd5.png | |||
| damage = 348 (40*3+20*10+28) Min:174 | |||
| guard = Mid | |||
| cancel = climax | |||
| startup = 9 | |||
| active = 2 (1) 2 (1) 2 (4) 32 | |||
| recovery = 29 | |||
| hitadv = HKD (+52) | |||
| blockadv = -12 | |||
| invul = Full Body: 1 to 23 (23 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Air Chou Hissatsu Shinobi-Bachi=== | |||
====j.214236B/D==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_j214236k | |||
| name = Air Chou Hissatsu Shinobi-Bachi | |||
| header = yes | |||
| version = B or D | |||
| orderId = 1 | |||
| input = j.214236B/D | |||
| images = XV_mai_214236k_ima.png | |||
| hitboxes = XV_mai_j214236k.png, XV_mai_j214236k2.png | |||
| damage = 205 (25*7+30) Min:99 | |||
| guard = Mid | |||
| cancel = advanced,climax | |||
| startup = 12 | |||
| active = 27 | |||
| recovery = 24 on ground | |||
| hitadv = HKD (+53) | |||
| blockadv = -9 (Lowest height) to -13 (Highest height) | |||
| invul = Full Body: 1 to 14 (14 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====j.214236BD==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_j214236bd | |||
| name = Air Chou Hissatsu Shinobi-Bachi | |||
| header = no | |||
| version = BD | |||
| orderId = 2 | |||
| input = j.214236BD | |||
| images = XV_mai_214236k_ima.png | |||
| hitboxes = XV_mai_j214236bd.png, XV_mai_j214236bd2.png | |||
| damage = 340 (25*12+40) Min:164 | |||
| guard = Mid | |||
| cancel = climax | |||
| startup = 7 | |||
| active = 39 | |||
| recovery = 30 on ground | |||
| hitadv = HKD (+47) | |||
| blockadv = -14 (Lowest height) to -24 (Highest height) | |||
| invul = Full Body: 1 to 15 (15 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Kagerou no Mai=== | |||
====236236A/C==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_236236p | |||
| name = Kagerou no Mai | |||
| header = yes | |||
| version = A or C | |||
| orderId = 1 | |||
| input = 236236A/C | |||
| images = XV_mai_236236p_ima.png | |||
| hitboxes = XV_mai_236236p.png, XV_mai_236236p2.png, XV_mai_236236p3.png | |||
| damage = 180 (20*9) Min:90 | |||
| guard = Mid | |||
| cancel = advanced,climax | |||
| startup = 7 | |||
| active = 26 | |||
| recovery = 33 | |||
| hitadv = HKD (+73) | |||
| blockadv = -17 | |||
| invul = Full Body: 1 to 6 (6 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====236236AC==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_236236ac | |||
| name = Kagerou no Mai | |||
| header = no | |||
| version = AC | |||
| orderId = 2 | |||
| input = 236236AC | |||
| images = XV_mai_236236p_ima.png | |||
| hitboxes = XV_mai_236236ac.png, XV_mai_236236ac2.png | |||
| damage = 325 (20*13+65) Min:162 | |||
| guard = Mid | |||
| cancel = climax | |||
| startup = 6 | |||
| active = 32 | |||
| recovery = 42 | |||
| hitadv = HKD (+58) | |||
| blockadv = -29 | |||
| invul = Full Body: 1 to 11 (11 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Climax super=== | ===Climax super=== | ||
====214236CD==== | |||
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_214236cd | |||
| name = Shiranui-Ryuu Ougi • Kuzunoha | |||
| input = 214236CD | |||
| images = XV_mai_214236cd_ima.png | |||
| hitboxes = XV_mai_214236cd.png | |||
| damage = 440 (0+20*13+180) Min:230 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 8 / 14 (Ground) | |||
| active = Active until on ground | |||
| recovery = 27 | |||
| hitadv = HKD (+87) | |||
| blockadv = -34 | |||
| invul = Full body invincibility until on ground | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] | [[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] |
Latest revision as of 18:50, 12 May 2024
Close Standing Normals
close A
Mai Shiranui mai_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 4 | 7 | +4 | +2 | - | 30 | 60 |
close B
Mai Shiranui mai_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Low | command | 5 | 5 | 8 | +2 | 0 | - | 30 | 60 |
close C
Mai Shiranui mai_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 4 | 4 | 14 | +3 | +1 | - | 70 | 120 |
close D
Mai Shiranui mai_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | command | 7 | 6 | 13 | +2 | 0 | - | 70 | 120 |
Far Standing Normals
far A
Mai Shiranui mai_fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.A
f.A far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | super | 5 | 4 | 8 | +3 | +1 | - | 30 | 60 |
far B
Mai Shiranui mai_fb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.B
f.B far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 6 | 4 | 11 | 0 | -2 | - | 30 | 60 |
far C
Mai Shiranui mai_fc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.C
f.C far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 8 | 5 | 20 | -4 | -6 | - | 70 | 120 |
far D
Mai Shiranui mai_fd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
f.D
f.D far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 8 | 5 | 15 | +1 | -1 | - | 70 | 120 |
Crouch Normals
crouch A
Mai Shiranui mai_2a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2A
2A crouch A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 5 | 3 | 9 | +3 | +1 | - | 30 | 60 |
crouch B
Mai Shiranui mai_2b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2B
2B crouch B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | super | 4 | 4 | 10 | +1 | -1 | - | 15 | 30 |
crouch C
Mai Shiranui mai_2c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2C
2C crouch C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 5 | 6 | 18 | -3 | -5 | - | 70 | 120 |
crouch D
Mai Shiranui mai_2d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | special | 8 | 6 | 20 | SKD (23: Tech / 50: Non-tech) | -7 | - | 70 | 120 |
jump normals
hop A
Mai Shiranui mai_ha | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.A
h.A hop A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 5 | 1 on ground | - | - | - | 30 | 50 |
jump A
Mai Shiranui mai_ja | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 7 | 1 on ground | - | - | - | 30 | 60 |
hop B
Mai Shiranui mai_hb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 10 | 1 on ground | - | - | - | 30 | 50 |
jump B
Mai Shiranui mai_jb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 12 | 1 on ground | - | - | - | 30 | 60 |
hop C
Mai Shiranui mai_hc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.C
h.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 7 | 4 | 1 on ground | - | - | - | 70 | 100 |
jump C
Mai Shiranui mai_jc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | special | 7 | 5 | 1 on ground | - | - | - | 70 | 120 |
hop D
Mai Shiranui mai_hd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
h.D
h.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 7 | 1 on ground | - | - | - | 70 | 100 |
jump D
Mai Shiranui mai_jd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 8 | 1 on ground | - | - | - | 70 | 120 |
rush moves
rush 1
Mai Shiranui mai_rush1 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.AA
cl.AA rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | - | 6 | - | - | -6 | -4 | - | 30 | 120 (60+60) |
rush 2
Mai Shiranui mai_rush2 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.AAX
cl.AAX rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | - | 7 | - | - | -6 | -7 | - | 30 | 180 (60+60+60) |
Command normals
Ukihane
Mai Shiranui mai_j2b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j.2B
j.2B Ukihane | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | High | special | 10 | Active until on ground | 16 | HKD (+38~+41) | -10~+2 | - | 100 | 120 |
Koukaku no Mai
Mai Shiranui mai_3d | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
3D
3D Koukaku no Mai | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (30+40) | Low [Mid] | super [special] | 11 [17] | 6 (2) 3 | 26 [24] | SKD (25: Tech / 52: Non-tech) [SKD (27: Tech / 54: Non-tech)] | -10 | - | 40 (20+20) | 60 (30+30) |
Sankaku-Tobi
Mai Shiranui mai_walljump | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
j7 (near the wall)
j7 (near the wall) Sankaku-Tobi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 1 on ground | - | - | - | - | - |
Target Combo
Mai Shiranui mai_bd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
B~D
B~D Target Combo | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
87 (30+60) | Mid | special | 10 | 5 | 19 | -3 | -5 | - | 90 (30+60) | 140 (60+80) |
Blowback
Blowback
Mai Shiranui mai_cd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 13 | 6 | 20 | Splat (+74~+90) | -3 | Low Body: 8 to 21 (14 Frames) | 100 | 160 |
Shatterstrike
Mai Shiranui mai_236cd | ||||||||||
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236CD
236CD Shatterstrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple (+93) | -10 | Armor: 4 to 14 (11 frames) / Low Body: 15 to 25 (11 Frames) | 0 | 200 |
AdvanceStrike
Mai Shiranui mai_214cd | ||||||||||
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214CD
214CD AdvanceStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Mai Shiranui mai_hcd | ||||||||||
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h.CD
h.CD hop CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | special | 12 | 5 | 1 on ground | - | - | - | 80 | 120 |
jump CD
Mai Shiranui mai_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | special | 12 | 5 | 1 on ground | - | - | - | 80 | 140 |
Throws
Shiranui Gorin
Mai Shiranui mai_cthrow | ||||||||||
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(close) 4/6C
(close) 4/6C Shiranui Gorin | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (39) | Unblockable | - | - | - |
Fuusha Kuzushi
Mai Shiranui mai_dthrow | ||||||||||
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(close) 4/6D
(close) 4/6D Fuusha Kuzushi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (29) | Unblockable | - | - | - |
Yume-Zakura
Mai Shiranui mai_athrow | ||||||||||
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(air close) 4/6C
(air close) 4/6C Yume-Zakura | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (18) | - | - | - | - |
Specials
Ryuuenbu
214A
Mai Shiranui mai_214a | ||||||||||
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214A
214A Ryuuenbu | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
65 | Mid | super | 15 | 9 | 22 | Juggle - SKD (35: Tech / 62: Non-tech) | -1 | Low Body: 8 to 16 (9 Frames) | 80 | 100 |
214C
Mai Shiranui mai_214c | ||||||||||
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214C
214C Ryuuenbu | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
101 (40+65) | Mid | super | 10 | 3 (15) 9 | 29 | SKD (28: Tech / 55: Non-tech) | -7 | Low Body: 13 to 25 (13 Frames) | 120 (60+60) | 140 (60+80) |
214AC
Mai Shiranui mai_214ac | ||||||||||
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214AC
214AC Ryuuenbu | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
116 (30+30+65) | Mid | - | 7 | 2 (15) 2 (8) 11 | 28 | Juggle - SKD (46: Tech / 73: Non-tech) | -8 | Low Body: 8 to 18 (11 Frames), Low Body: 25 to 45 (21 Frames) | 0 | 200 (60+60+80) |
Kachousen
236A
Mai Shiranui mai_236a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236A
236A Kachousen | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 15 | Full Screen Projectile | 29 | -3~+26 | -7~+22 | - | 60 | 60 |
236C
Mai Shiranui mai_236c | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236C
236C Kachousen | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 14 | Full Screen Projectile | 33 | -7~+26 | -9~+24 | - | 60 | 60 |
236AC
Mai Shiranui mai_236ac | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236AC
236AC Kachousen | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 (40+40) | Mid | - | 18 | Full Screen Projectile | 25 | +1~+26 | -1~+24 | - | 0 | 120 (80+40) |
Hissatsu Shinobi-Bachi
236B
Mai Shiranui mai_236b | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
236B
236B Hissatsu Shinobi-Bachi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
87 (45+45) | Mid | super | 4 (Air) / 12 (In Front) | 2 (6) 2 (8) 23 | 17 | SKD (18: Tech / 45: Non-tech) | -21 (Stand Block against 2nd hit) / 0 (Crouch Block 2nd last hit) | - | 80 (40+40) | 160 (80+80) |
236D
Mai Shiranui mai_236d | ||||||||||
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236D
236D Hissatsu Shinobi-Bachi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
155 (50+45+70) | Mid | super | 7 (Air) / 19 (In Front) | 7 (5) 3 (8) 23 | 17 | HKD(56 - Elbow Hit) / SKD (Hit from behind) | -21 (Stand Block against 2nd hit) / -2 (Crouch Block 2nd last hit) | - | 120 (40+40+40) | 240 (80+80+80) |
236BD
Mai Shiranui mai_236bd | ||||||||||
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236BD
236BD Hissatsu Shinobi-Bachi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
147 (40+35+30+35+35) | Mid | - | 8 (Air) / 11 (In Front) | 6 (2) 2 (1) 3 (8) 23 | 17 | SKD (36: Tech / 63: Non-tech) | -2 | - | 0 | 200 (40*5) |
Musasabi no Mai • Front
[2]9A
Mai Shiranui mai_29a | ||||||||||
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[2]9A
[2]9A Musasabi no Mai • Front | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 13 on ground | - | - | - | - | - |
[2]9C
Mai Shiranui mai_29c | ||||||||||
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[2]9C
[2]9C Musasabi no Mai • Front | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 13 on ground | - | - | - | - | - |
[2]9AC
Mai Shiranui mai_29ac | ||||||||||
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[2]9AC
[2]9AC Musasabi no Mai • Front | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
50 | N/A | - | 5 - Only during combos | 6 - Only in combos | 8 on ground | SKD | - | Projectile Invincibility: 3 to wall cling or ground. | 0 | - |
Musasabi no Mai • Back
[2]7A
Mai Shiranui mai_27a | ||||||||||
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[2]7A
[2]7A Musasabi no Mai • Back | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 13 on ground | - | - | - | - | - |
[2]7C
Mai Shiranui mai_27c | ||||||||||
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[2]7C
[2]7C Musasabi no Mai • Back | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 13 on ground | - | - | - | - | - |
[2]7AC
Mai Shiranui mai_27ac | ||||||||||
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[2]7AC
[2]7AC Musasabi no Mai • Back | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | N/A | - | - | - | 8 on ground | - | - | Projectile Invincibility: 3 to wall cling or ground. | - | - |
Musasabi no Mai (Wall Dive)
A (after [2](7 or 9)A/C Wall Cling)
Mai Shiranui mai_a_after_[2](7or9)a/c | ||||||||||
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Hold A until A/C wall cling
Hold A until A/C wall cling Musasabi no Mai (Wall Dive) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 7 (after wall cling) | Active until on ground | 16 | SKD (+35) | 1 (Lowest height) to -3 (Highest height) | - | 0 | 210 (70*3) |
C (after [2](7 or 9)A/C Wall Cling)
Mai Shiranui mai_c_after_[2](7or9)a/c | ||||||||||
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Hold C until A/C wall cling
Hold C until A/C wall cling Musasabi no Mai (Wall Dive) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 7 (after wall cling) | Active until on ground | 16 | SKD (+33) | 1 (Lowest height) to -5 (Highest height) | - | 0 | 210 (70*3) |
P (after [2](7 or 9)AC Wall Cling)
Mai Shiranui mai_p_after_[2](7or9)ac | ||||||||||
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Hold A/C until EX wall cling
Hold A/C until EX wall cling Musasabi no Mai (Wall Dive) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
127 (45*3) | Mid | - | 7 (after wall cling) | Active until on ground | 16 | SKD (+37) | 1 (Lowest height) to -7 (Highest height) | - | 0 | 210 (70*3) |
Musasabi no Mai (Air)
j.214A
Mai Shiranui mai_j214a | ||||||||||
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j.214A
j.214A Musasabi no Mai (Air) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 21 | Active until on ground | 18 | SKD (+35) | 0 (Lowest height) to -6 (Highest height) | - | 80 | 100 |
j.214C
Mai Shiranui mai_j214c | ||||||||||
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j.214C
j.214C Musasabi no Mai (Air) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 21 | Active until on ground | 18 | SKD (+33) | 0 (Lowest height) to -6 (Highest height) | - | 80 | 100 |
j.214AC
Mai Shiranui mai_j214ac | ||||||||||
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j.214AC
j.214AC Musasabi no Mai (Air) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
127 (45*3) | Mid | - | 17 | Active until on ground | 16 | SKD (+37) | -2 (Lowest height) to -1 (Highest height) | - | 0 | 210 (70*3) |
Supers
Chou Hissatsu Shinobi-Bachi
214236B/D
Mai Shiranui mai_214236k | ||||||||||
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214236B/D
214236B/D Chou Hissatsu Shinobi-Bachi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
200 (20+25*6+30) Min:97 | Mid | advanced,climax | 11 | 3 (5) 29 | 28 | HKD (+54) | -11 | Full Body: 1 to 6 (6 Frames) | 0 | 0 |
214236BD
Mai Shiranui mai_214236bd | ||||||||||
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214236BD
214236BD Chou Hissatsu Shinobi-Bachi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
348 (40*3+20*10+28) Min:174 | Mid | climax | 9 | 2 (1) 2 (1) 2 (4) 32 | 29 | HKD (+52) | -12 | Full Body: 1 to 23 (23 Frames) | 0 | 0 |
Air Chou Hissatsu Shinobi-Bachi
j.214236B/D
Mai Shiranui mai_j214236k | ||||||||||
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j.214236B/D
j.214236B/D Air Chou Hissatsu Shinobi-Bachi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
205 (25*7+30) Min:99 | Mid | advanced,climax | 12 | 27 | 24 on ground | HKD (+53) | -9 (Lowest height) to -13 (Highest height) | Full Body: 1 to 14 (14 Frames) | 0 | 0 |
j.214236BD
Mai Shiranui mai_j214236bd | ||||||||||
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j.214236BD
j.214236BD Air Chou Hissatsu Shinobi-Bachi | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
340 (25*12+40) Min:164 | Mid | climax | 7 | 39 | 30 on ground | HKD (+47) | -14 (Lowest height) to -24 (Highest height) | Full Body: 1 to 15 (15 Frames) | 0 | 0 |
Kagerou no Mai
236236A/C
Mai Shiranui mai_236236p | ||||||||||
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236236A/C
236236A/C Kagerou no Mai | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
180 (20*9) Min:90 | Mid | advanced,climax | 7 | 26 | 33 | HKD (+73) | -17 | Full Body: 1 to 6 (6 Frames) | 0 | 0 |
236236AC
Mai Shiranui mai_236236ac | ||||||||||
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236236AC
236236AC Kagerou no Mai | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
325 (20*13+65) Min:162 | Mid | climax | 6 | 32 | 42 | HKD (+58) | -29 | Full Body: 1 to 11 (11 Frames) | 0 | 0 |
Climax super
214236CD
Mai Shiranui mai_214236cd | ||||||||||
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214236CD
214236CD Shiranui-Ryuu Ougi • Kuzunoha | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
440 (0+20*13+180) Min:230 | Mid | - | 8 / 14 (Ground) | Active until on ground | 27 | HKD (+87) | -34 | Full body invincibility until on ground | 0 | 0 |