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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===
====cl.A====
====close A====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cla
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cla
| name   = close A
| name       = close A
| input   = cl.A
| input       = cl.A
| images   = XV_placeholder.png
| images     = XV_mai_cla_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_mai_cla.png
| damage   =  
| damage     = 25
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   = 4
| startup     = 4
| active   =  
| active     = 4
| recovery   =  
| recovery   = 7
| hitadv   = +4
| hitadv     = +4
| blockadv   = +2
| blockadv   = +2
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cl.B====
====close B====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_clb
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_clb
| name   = close B
| name       = close B
| input   = cl.B
| input       = cl.B
| images   = XV_placeholder.png
| images     = XV_mai_clb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_mai_clb.png
| damage   =  
| damage     = 30
| guard   =  
| guard       = Low
| cancel   =  
| cancel     = command
| startup   = 5
| startup     = 5
| active   =  
| active     = 5
| recovery   =  
| recovery   = 8
| hitadv   = +2
| hitadv     = +2
| blockadv   = +0
| blockadv   = 0
| invul   =  
| invul       =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====cl.C====
====close C====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_clc
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_clc
| name   = close C
| name       = close C
| input   = cl.C
| input       = cl.C
| images   = XV_placeholder.png
| images     = XV_mai_clc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_mai_clc.png
| damage   =  
| damage     = 70
| guard   =  
| guard       = Mid
| cancel   =  
| cancel     = command
| startup   = 4
| startup     = 4
| active   =  
| active     = 4
| recovery   =  
| recovery   = 14
| hitadv   = +3
| hitadv     = +3
| blockadv   = +1
| blockadv   = +1
| invul   =  
| invul       =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


====cl.D====
====close D====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cld
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cld
| name   = close D
| name       = close D
| input   = cl.D
| input       = cl.D
| images   = XV_placeholder.png
| images     = XV_mai_cld_ima.png
| hitboxes   = XV_placeholder.png
| 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===
====st.A====
====far A====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_sta
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_fa
| name   = stand A
| name       = far A
| input   = st.A
| input       = f.A
| images   = XV_placeholder.png
| images     = XV_mai_fa_ima.png
| hitboxes   = XV_placeholder.png
| 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
}}
}}


====st.B====
====far B====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_stb
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_fb
| name   = stand B
| name       = far B
| input   = st.B
| input       = f.B
| images   = XV_placeholder.png
| images     = XV_mai_fb_ima.png
| hitboxes   = XV_placeholder.png
| 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
}}
}}


====st.C====
====far C====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_stc
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_fc
| name   = stand C
| name       = far C
| input   = st.C
| input       = f.C
| images   = XV_placeholder.png
| images     = XV_mai_fc_ima.png
| hitboxes   = XV_placeholder.png
| 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
}}
}}


====st.D====
====far D====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_std
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_fd
| name   = stand D
| name       = far D
| input   = st.D
| input       = f.D
| images   = XV_placeholder.png
| images     = XV_mai_fd_ima.png
| hitboxes   = XV_placeholder.png
| 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===
====cr.A====
====crouch A====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cra
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_2a
| name   = crouch A
| name       = crouch A
| input   = cr.A
| input       = 2A
| images   = XV_placeholder.png
| images     = XV_mai_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_mai_2a.png
| damage   =  
| damage     = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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
}}
}}


====cr.B====
====crouch B====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_crb
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_2b
| name   = crouch B
| name       = crouch B
| input   = cr.B
| input       = 2B
| images   = XV_placeholder.png
| images     = XV_mai_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_mai_2b.png
| damage   =  
| damage     = 15
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| 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
}}
}}


====cr.C====
====crouch C====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_crc
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_2c
| name   = crouch C
| name       = crouch C
| input   = cr.C
| input       = 2C
| images   = XV_placeholder.png
| images     = XV_mai_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_mai_2c.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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
}}
}}


====cr.D====
====crouch D====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_crd
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_2d
| name   = crouch D
| name       = crouch D
| input   = cr.D
| input       = 2D
| images   = XV_placeholder.png
| images     = XV_mai_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_mai_2d.png
| damage   =  
| damage     = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| 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
}}
}}


Line 240: Line 239:
| orderId   = 1
| orderId   = 1
| input   = h.A
| input   = h.A
| images   = XV_placeholder.png
| images   = XV_mai_ja_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_mai_ja_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_mai_jb_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_mai_jb_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_mai_jc_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_mai_jc_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_mai_jd_ima.png
| hitboxes   = XV_placeholder.png
| 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   = XV_placeholder.png
| images   = XV_mai_jd_ima.png
| hitboxes   = XV_placeholder.png
| 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===
====command input 1====
====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   = Blowback
| name       = Blowback
| input   = CD
| input       = CD
| images   = XV_placeholder.png
| images     = XV_mai_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes    = XV_mai_cd.png
| damage   =  
| damage      = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = Mid
| cancel   = special
| 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 =  
}}
}}


====ShatterStrike====
====[2]9C====
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_qcf+cd
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_29c
| name   = ShatterStrike
| name       = Musasabi no Mai • Front
| input   = qcf+CD
| header      = no
| images   = XV_placeholder.png
| version    = C
| hitboxes   = XV_placeholder.png
| orderId    = 2
| damage   =  
| input       = [2]9C
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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 =  
}}
}}
====hop CD====
 
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_hcd
====[2]9AC====
| name   = hop CD
{{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   = hop CD
| version     = A
| orderId   = 1
| orderId     = 1
| input   = h.CD
| input       = [2]7A
| images   = XV_placeholder.png
| images     = XV_mai_28a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_mai_27a.png
| damage   =  
| damage     =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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 =  
}}
}}
====jump CD====
 
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_jcd
====[2]7AC====
| name   = jump CD
{{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_27ac
| name       = Musasabi no Mai • Back
| header      = no
| header      = no
| version   = jump CD
| version     = AC
| orderId   = 2
| orderId     = 3
| input   = j.CD
| input       = [2]7AC
| images   = XV_placeholder.png
| images     = XV_mai_28a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_mai_27ac.png
| damage   =  
| damage     =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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)
}}


===Throws===
===Musasabi no Mai (Air)===
====forward throw====
====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
}}


====back throw====
====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
}}


==Specials==
====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

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand447+4+2-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand558+20-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand4414+3+1-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Midcommand7613+20-70120


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 doneGuard DamageDamage done to the guard bar when blocked
25Midsuper548+3+1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Midsuper64110-2-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper8520-4-6-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper8515+1-1-70120


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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand539+3+1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
15Lowsuper4410+1-1-1530


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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand5618-3-5-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial8620SKD (23: Tech / 50: Non-tech)-7-70120


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 doneGuard DamageDamage done to the guard bar when blocked
40High-551 on ground---3050


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 doneGuard DamageDamage done to the guard bar when blocked
45High-571 on ground---3060


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 doneGuard DamageDamage done to the guard bar when blocked
40High-5101 on ground---3050


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 doneGuard DamageDamage done to the guard bar when blocked
45High-5121 on ground---3060



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 doneGuard DamageDamage done to the guard bar when blocked
70Highspecial741 on ground---70100


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 doneGuard DamageDamage done to the guard bar when blocked
70Highspecial751 on ground---70120


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 doneGuard DamageDamage done to the guard bar when blocked
70High-771 on ground---70100


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 doneGuard DamageDamage done to the guard bar when blocked
70High-781 on ground---70120


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 doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)Mid-6---6-4-30120 (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 doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)Mid-7---6-7-30180 (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 doneGuard DamageDamage done to the guard bar when blocked
60Highspecial10Active until on ground16HKD (+38~+41)-10~+2-100120


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 doneGuard DamageDamage done to the guard bar when blocked
70 (30+40)Low [Mid]super [special]11 [17]6 (2) 326 [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 doneGuard 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 doneGuard DamageDamage done to the guard bar when blocked
87 (30+60)Midspecial10519-3-5-90 (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 doneGuard DamageDamage done to the guard bar when blocked
75Midspecial13620Splat (+74~+90)-3Low Body: 8 to 21 (14 Frames)100160


Shatterstrike

Mai Shiranui
mai_236cd
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 doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple (+93)-10Armor: 4 to 14 (11 frames) / Low Body: 15 to 25 (11 Frames)0200


AdvanceStrike

Mai Shiranui
mai_214cd
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 doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Mai Shiranui
mai_hcd
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 doneGuard DamageDamage done to the guard bar when blocked
80Midspecial1251 on ground---80120


jump CD

Mai Shiranui
mai_jcd
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 doneGuard DamageDamage done to the guard bar when blocked
90Midspecial1251 on ground---80140


Throws

Shiranui Gorin

Mai Shiranui
mai_cthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (39)Unblockable---


Fuusha Kuzushi

Mai Shiranui
mai_dthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (29)Unblockable---


Yume-Zakura

Mai Shiranui
mai_athrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110HKD (18)----


Specials

Ryuuenbu

214A

Mai Shiranui
mai_214a
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 doneGuard DamageDamage done to the guard bar when blocked
65Midsuper15922Juggle - SKD (35: Tech / 62: Non-tech)-1Low Body: 8 to 16 (9 Frames)80100


214C

Mai Shiranui
mai_214c
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 doneGuard DamageDamage done to the guard bar when blocked
101 (40+65)Midsuper103 (15) 929SKD (28: Tech / 55: Non-tech)-7Low Body: 13 to 25 (13 Frames)120 (60+60)140 (60+80)


214AC

Mai Shiranui
mai_214ac
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 doneGuard DamageDamage done to the guard bar when blocked
116 (30+30+65)Mid-72 (15) 2 (8) 1128Juggle - SKD (46: Tech / 73: Non-tech)-8Low Body: 8 to 18 (11 Frames), Low Body: 25 to 45 (21 Frames)0200 (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 doneGuard DamageDamage done to the guard bar when blocked
60Midsuper15Full Screen Projectile29-3~+26-7~+22-6060


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 doneGuard DamageDamage done to the guard bar when blocked
60Midsuper14Full Screen Projectile33-7~+26-9~+24-6060


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 doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)Mid-18Full Screen Projectile25+1~+26-1~+24-0120 (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 doneGuard DamageDamage done to the guard bar when blocked
87 (45+45)Midsuper4 (Air) / 12 (In Front)2 (6) 2 (8) 2317SKD (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
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 doneGuard DamageDamage done to the guard bar when blocked
155 (50+45+70)Midsuper7 (Air) / 19 (In Front)7 (5) 3 (8) 2317HKD(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
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 doneGuard 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) 2317SKD (36: Tech / 63: Non-tech)-2-0200 (40*5)


Musasabi no Mai • Front

[2]9A

Mai Shiranui
mai_29a
[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 doneGuard DamageDamage done to the guard bar when blocked
-N/A---13 on ground-----


[2]9C

Mai Shiranui
mai_29c
[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 doneGuard DamageDamage done to the guard bar when blocked
-N/A---13 on ground-----


[2]9AC

Mai Shiranui
mai_29ac
[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 doneGuard DamageDamage done to the guard bar when blocked
50N/A-5 - Only during combos6 - Only in combos8 on groundSKD-Projectile Invincibility: 3 to wall cling or ground.0-


Musasabi no Mai • Back

[2]7A

Mai Shiranui
mai_27a
[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 doneGuard DamageDamage done to the guard bar when blocked
-N/A---13 on ground-----


[2]7C

Mai Shiranui
mai_27c
[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 doneGuard DamageDamage done to the guard bar when blocked
-N/A---13 on ground-----


[2]7AC

Mai Shiranui
mai_27ac
[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 doneGuard 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
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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper7 (after wall cling)Active until on ground16SKD (+35)1 (Lowest height) to -3 (Highest height)-0210 (70*3)


C (after [2](7 or 9)A/C Wall Cling)

Mai Shiranui
mai_c_after_[2](7or9)a/c
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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper7 (after wall cling)Active until on ground16SKD (+33)1 (Lowest height) to -5 (Highest height)-0210 (70*3)


P (after [2](7 or 9)AC Wall Cling)

Mai Shiranui
mai_p_after_[2](7or9)ac
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 doneGuard DamageDamage done to the guard bar when blocked
127 (45*3)Mid-7 (after wall cling)Active until on ground16SKD (+37)1 (Lowest height) to -7 (Highest height)-0210 (70*3)


Musasabi no Mai (Air)

j.214A

Mai Shiranui
mai_j214a
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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper21Active until on ground18SKD (+35)0 (Lowest height) to -6 (Highest height)-80100


j.214C

Mai Shiranui
mai_j214c
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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper21Active until on ground18SKD (+33)0 (Lowest height) to -6 (Highest height)-80100


j.214AC

Mai Shiranui
mai_j214ac
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 doneGuard DamageDamage done to the guard bar when blocked
127 (45*3)Mid-17Active until on ground16SKD (+37)-2 (Lowest height) to -1 (Highest height)-0210 (70*3)


Supers

Chou Hissatsu Shinobi-Bachi

214236B/D

Mai Shiranui
mai_214236k
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 doneGuard DamageDamage done to the guard bar when blocked
200 (20+25*6+30) Min:97Midadvanced,climax113 (5) 2928HKD (+54)-11Full Body: 1 to 6 (6 Frames)00


214236BD

Mai Shiranui
mai_214236bd
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 doneGuard DamageDamage done to the guard bar when blocked
348 (40*3+20*10+28) Min:174Midclimax92 (1) 2 (1) 2 (4) 3229HKD (+52)-12Full Body: 1 to 23 (23 Frames)00


Air Chou Hissatsu Shinobi-Bachi

j.214236B/D

Mai Shiranui
mai_j214236k
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 doneGuard DamageDamage done to the guard bar when blocked
205 (25*7+30) Min:99Midadvanced,climax122724 on groundHKD (+53)-9 (Lowest height) to -13 (Highest height)Full Body: 1 to 14 (14 Frames)00


j.214236BD

Mai Shiranui
mai_j214236bd
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 doneGuard DamageDamage done to the guard bar when blocked
340 (25*12+40) Min:164Midclimax73930 on groundHKD (+47)-14 (Lowest height) to -24 (Highest height)Full Body: 1 to 15 (15 Frames)00


Kagerou no Mai

236236A/C

Mai Shiranui
mai_236236p
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 doneGuard DamageDamage done to the guard bar when blocked
180 (20*9) Min:90Midadvanced,climax72633HKD (+73)-17Full Body: 1 to 6 (6 Frames)00


236236AC

Mai Shiranui
mai_236236ac
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 doneGuard DamageDamage done to the guard bar when blocked
325 (20*13+65) Min:162Midclimax63242HKD (+58)-29Full Body: 1 to 11 (11 Frames)00


Climax super

214236CD

Mai Shiranui
mai_214236cd
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 doneGuard DamageDamage done to the guard bar when blocked
440 (0+20*13+180) Min:230Mid-8 / 14 (Ground)Active until on ground27HKD (+87)-34Full body invincibility until on ground00