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The King of Fighters XV/Mai Shiranui: Difference between revisions
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<br>'''Backdash:''' 22f | <br>'''Backdash:''' 22f | ||
<br>'''Run Speed Ranking:''' 8 | <br>'''Run Speed Ranking:''' 8 | ||
<br>'''Can triangle jump''' | |||
</big></div>]]<section end="image"/> | </big></div>]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
Anywhere / Low Start<br/> | Anywhere / Low Start<br/> | ||
Anywhere</br> | Anywhere</br> | ||
| | | | ||
2B > 2B > 2A > 236B<br/> | |||
cl.D > 3D > 236D<br/> | |||
cl. | |||
| | | | ||
125 dmg<br/> | 125 dmg<br/> | ||
207 dmg<br/> | 207 dmg<br/> | ||
| | | | ||
<br/> | <br/> | ||
Hard Knockdown<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
Line 92: | Line 89: | ||
Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
2B > 2A > 214AC, [2]9AC~214AC, 214C<br/> | |||
| | | | ||
320 dmg<br/> | |||
| | | | ||
<br/> | |||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
Line 102: | Line 99: | ||
Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
2B > 2A > 214AC, [2]9AC~214AC, 214C > 2141236K<br/> | |||
| | | | ||
417 dmg<br/> | |||
| | | | ||
Hard Knockdown<br/> | |||
|- | |- | ||
| '''3 Meters''' | | '''3 Meters''' | ||
Line 112: | Line 109: | ||
Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
2B > 2A > 214AC, [2]9AC~214AC, 214C > 2141236BD<br/> | |||
| | | | ||
494 dmg<br/> | |||
| | | | ||
Hard Knockdown<br/> | |||
|} | |} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = Mai is a beginner friendly character with great neutral. Her moveset allows her to apply pressure, zone and perform all sorts of aerial tricks. As a fireball character Mai will get to throw more of them without fear of anti fireball supers or GC roll if you put her on point. She's fine coming in later too as her supers offer utility as well. | ||
Mai is a beginner friendly character with great neutral | |||
Mai is a perfect character for players who want a tool for every situation, who are always on the move and who like amazing mobility options. | Mai is a perfect character for players who want a tool for every situation, who are always on the move and who like amazing mobility options. | ||
| pros= | | pros= | ||
* ''' | * '''High Hop''': Mai hops higher than most characters which puts her above a lot of buttons that would normally tag hops. She can also hop over standing opponents which means she can cross them up at her leisure. | ||
* ''' | * '''Great crossup''': As mentioned above Mai can hop over standing opponents and cross them up which most characters cannot do. This makes her difficult to block. Her jB has a great hitbox and is very active so she can press it pretty early and it can beat the startup of the opponent's anti-airs sometimes, it's impossible to low profile it, it's easy to combo off of, and it's often really ambiguous. | ||
* ''' | * '''Air options''': Mai has a couple moves to change her jump arc. j214P will make her stall a little before diving and that can throw off the opponent's timing or avoid a dp. j2B always moves her towards the opponent so she can use that to correct if she overshot their position. She also has a wall jump to make escaping the corner easier. | ||
* ''' | * '''Great fireball''': 236A travels slowly allowing Mai to use it as coverage while she approaches. This can limit the opponent's ability to move or challenge her. Pay attention to how they respond to this. | ||
* '''Small frame''': Mai's 2B puts her incredibly low to the ground and makes her dodge a lot of air buttons. She can also run under a lot of characters as they hop and avoid attacks that way. | |||
| cons= | | cons= | ||
* ''' | * '''Limited Reversals''': Mai has no invincible moves for less than 2 meters. This also means you'll have to judge which action is appropriate each time the opponent jumps at you. | ||
* ''' | * '''Slower than average run speed''': Just that. Offsets her air mobility a little bit. You'll still need to play grounded sometimes. | ||
* '''No Cancellable Far Standing Normals''': No special cancels on far standing normals limits her damage potential at range. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=mai_cla | |moveId=mai_cla | ||
|description= * Cancelable into specials and command moves. Plus on block. | |description= * Cancelable into specials and command moves. Plus on block, and links into cl.C when very close. | ||
}} | }} | ||
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|moveId=mai_2b | |moveId=mai_2b | ||
|description= | |description= | ||
* Low poke. | * Low poke. Puts Mai's body very low to the ground so she can get under a lot of air buttons and punish. | ||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Covers the perfect angle right in front and below Mai, very active. | |description2=* Covers the perfect angle right in front and below Mai, very active. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* | |captions= Hop Version (Hitbox), Jump Version | ||
|description2=* Mai's jump arc and ability to hop over standing opponents makes this an easy to apply and often ambiguous crossup. This is also strong air to air and difficult to antiair with normals because it hits all around her and it's very active. | |||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox),,Jump Version | |||
|description2=* The only cancelable jump normal. | |description2=* The only cancelable jump normal. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2=* Covers good area. | |description2=* Covers good area. Early hop D is very difficult to contest. Jump back D is a low risk antiair especially when people are trying to cross you up. | ||
}} | }} | ||
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|moveId=mai_cd | |moveId=mai_cd | ||
|description= Mai spins and hits the opponent with her tail. | |description= Mai spins and hits the opponent with her tail. | ||
* | * Big poke. It goes over lows part way through the startup. | ||
}} | }} | ||
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|description= | |description= | ||
*Placeholder | *Placeholder | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=mai_214cd | |||
|description= | |||
*Same animation and range as her CD. | |||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2=Mai spins and hits the opponent with her tail. | |description2=Mai spins and hits the opponent with her tail. | ||
* | * Huge hitbox horizontally and vertically | ||
}} | }} | ||
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|input=(close) 4/6C | |input=(close) 4/6C | ||
|description=* Mai holds the opponent by their shoulders, flips over them and throws them. | |description=* Mai holds the opponent by their shoulders, flips over them and throws them. | ||
* Sends the opponent almost fullscreen distance. Hard knockdown upon contact. Good situation to use | * Sends the opponent almost fullscreen distance. Hard knockdown upon contact. Good situation to use Kachousen afterwards as an oki tool. You have time to safejump if you throw them into the corner. | ||
}} | }} | ||
===Fuusha Kuzushi=== | ===Fuusha Kuzushi=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=j.2B | |input=j.2B | ||
|description=* Mai floats slightly upwards and falls down. | |description=* Mai floats slightly upwards and falls down. | ||
* Its main use is altering the jump arc, as well as applying ambiguous crossup situations. Must be blocked standing and grants hard knockdown on hit, forcing yet another guessing situation. Unsafe on block, but can be made plus as a meaty attack. If you want to make yourself safer on block, make sure to cancel Ukihane into Air Musassabi no Mai. | * Its main use is altering the jump arc, as well as applying ambiguous crossup situations. Must be blocked standing and grants hard knockdown on hit, forcing yet another guessing situation. | ||
* Unsafe on block, but can be made plus as a meaty attack. If you want to make yourself safer on block, make sure to cancel Ukihane into Air Musassabi no Mai. There is a gap in blockstun between j2B and j214P so if the opponent has a dp you may want to spend j214PP to make the sequence gapless. | |||
* j2B can be performed during a backdash. | |||
}} | }} | ||
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|name=Koukaku no Mai | |name=Koukaku no Mai | ||
|input=3D | |input=3D | ||
|captions= Raw Version (Hitbox),,Cancel Version | |||
|description=* Mai does a sliding kick, ending with another kick. | |description=* Mai does a sliding kick, ending with another kick. | ||
* Hits Low and it's unsafe when done raw. Go-to combo extender from cancelable normals. Its big range and lingering hitbox makes it possible to do a combo even from the furthest range of some moves. | * Hits Low and it's unsafe when done raw. Go-to combo extender from cancelable normals. Its big range and lingering hitbox makes it possible to do a combo even from the furthest range of some moves. | ||
* The second hit | * The second hit launches but the only way to combo afterwards is to quick max or super. | ||
}} | }} | ||
===Sankaku-Tobi=== | ===Sankaku-Tobi=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Ryuuenbu | |name=Ryuuenbu | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|description3=* Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact. | |captions= A Version (Hitbox),,C Version,,,EX Version | ||
* '''A version''' = Hits somewhat later, launcher in the corner. pretty safe on block, and can be made plus if done meaty or from further away. | |description3=* Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact. Normal versions only negate regular projectiles. | ||
* '''A version''' = Hits somewhat later, launcher in the corner. pretty safe on block, and can be made plus if done meaty or from further away. Frametraps when canceled from lights. | |||
* '''C version''' = Hits almost instantly and hits twice. Because its first hit lands faster than A version, using the C version makes certain combos possible. Normally unsafe on block, but can be made plus if done meaty. | * '''C version''' = Hits almost instantly and hits twice. Because its first hit lands faster than A version, using the C version makes certain combos possible. Normally unsafe on block, but can be made plus if done meaty. | ||
* '''EX version''' = Go-to launcher for every situation, regardless of the position in the stage or during a combo. Hits 3 times and has faster startup than the C version. Technically negates EX projectiles but impractical as it takes a long time for the flame hitbox to appear. | * '''EX version''' = Go-to launcher for every situation, regardless of the position in the stage or during a combo. Hits 3 times and has faster startup than the C version. Technically negates EX projectiles but impractical as it takes a long time for the flame hitbox to appear. | ||
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|name=Kachousen | |name=Kachousen | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|description3=* Mai's projectile | |captions= Normal Version (Hitbox), EX Version, EX Version after projectile makes contact. | ||
|description3=* Mai's projectile. | |||
* '''A version''' = The projectile travels slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is an ok way to end blockstrings, though the blockstun is quite short and could actually leave Mai punishable if she's too close. Regardless, it's still a good method of forcing the opponent to block on oki or after a restand situation. Mai can also use this version to deal extra damage in stun combos, since Mai can retreat to fullscreen distance, throw A Kachousen, run behind it and do whatever she wants next. | * '''A version''' = The projectile travels slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is an ok way to end blockstrings, though the blockstun is quite short and could actually leave Mai punishable if she's too close. Regardless, it's still a good method of forcing the opponent to block on oki or after a restand situation. Mai can also use this version to deal extra damage in stun combos, since Mai can retreat to fullscreen distance, throw A Kachousen, run behind it and do whatever she wants next. | ||
* '''C version''' = The projectile travels faster, but Mai doesn't recovery quickly. This version can also be used during blockstrings and restands, but Mai can't really do much afterwards due to the slower recovery. Therefore, this version is more used as a pure zoning tool. | * '''C version''' = The projectile travels faster, but Mai doesn't recovery quickly. This version can also be used during blockstrings and restands, but Mai can't really do much afterwards due to the slower recovery. Therefore, this version is more used as a pure zoning tool. | ||
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|name=Hissatsu Shinobi-Bachi | |name=Hissatsu Shinobi-Bachi | ||
|input=236B/D/BD | |input=236B/D/BD | ||
|captions= B Version (Hitbox),,,D Version,,,,EX Version | |||
|description3=* Mai does a cartwheel and flies forwards with her elbow. Unsafe on block, but can be safer if a crouching opponent blocks it. | |description3=* Mai does a cartwheel and flies forwards with her elbow. Unsafe on block, but can be safer if a crouching opponent blocks it. | ||
* '''B version''' = Has faster startup, meaning it is the go-to version to end small combos, like off of 2A. | * '''B version''' = Has faster startup, meaning it is the go-to version to end small combos, like off of 2A. | ||
* '''D version''' = Most damaging meterless combo ender. | * '''D version''' = Most damaging meterless combo ender. Hard knockdown with plenty of time for oki. | ||
* '''EX version''' = Launcher, hits 5 times on its own and usually 3 times during combos. | * '''EX version''' = Launcher, hits 5 times on its own and usually 3 times during combos. | ||
}} | }} | ||
===Musasabi no Mai • Front=== | ===Musasabi no Mai • Front=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Musasabi no Mai • Front | |name=Musasabi no Mai • Front | ||
|input=[2]9A/C/AC | |input=[2]9A/C/AC | ||
|captions= Normal Version (Hitbox), EX Version | |||
|description3=* Mai performs a huge leap across the stage, depending on which direction is chosen. Cancelable into Ukihane (j.2B) at any point. If there is no wall nearby, she will just end up performing a jump. If there is a wall, she can either keep holding the button to perform Air Mussatatsbi no Mai, or do nothing to drop slowly to the ground. While she's dropping Mai can perform an air normal, though she cannot do j.2B, j.CD, or supers. | |description3=* Mai performs a huge leap across the stage, depending on which direction is chosen. Cancelable into Ukihane (j.2B) at any point. If there is no wall nearby, she will just end up performing a jump. If there is a wall, she can either keep holding the button to perform Air Mussatatsbi no Mai, or do nothing to drop slowly to the ground. While she's dropping Mai can perform an air normal, though she cannot do j.2B, j.CD, or supers. | ||
* There seems to be no difference between A and C versions, but it does affect the angles of the followup Air Mussatatsbi no Mai. | * There seems to be no difference between A and C versions, but it does affect the angles of the followup Air Mussatatsbi no Mai. | ||
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|name=Musasabi no Mai • Back | |name=Musasabi no Mai • Back | ||
|input=[2]7A/C/AC | |input=[2]7A/C/AC | ||
|captions= Normal Version (Hitbox), EX Version | |||
|description3=* Everything is the same as Musasabi no Mai • Front, except the fact this Backwards version cannot be used for combos. | |description3=* Everything is the same as Musasabi no Mai • Front, except the fact this Backwards version cannot be used for combos. | ||
}} | }} | ||
===Musasabi no Mai (Wall Dive)=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=mai_a_after_[2](7or9)a/c,mai_c_after_[2](7or9)a/c, mai_p_after_[2](7or9)ac | |||
|name=Musasabi no Mai (Wall Dive) | |||
|input=Hold A/C/AC until dive attack from wall | |||
|captions= Normal Version (Hitbox), EX Version | |||
|description3=* Mai flips in the air and flies at a downward angle. Frame data on this move is variable depending on the height of the jump, so it can be unsafe, slightly unsafe and even neutral on block. | |||
* '''A version''' = Mai flies at a 30° angle. | |||
* '''B version''' = Mai flies at a 45° angle. | |||
* '''EX version''' = Launcher. Hits 3 times if done high enough and is slightly minus on block. It can be used as crossup. The hitbox is bigger than the j214AC version. | |||
}} | |||
===Musasabi no Mai (Air)=== | ===Musasabi no Mai (Air)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Musasabi no Mai (Air) | |name=Musasabi no Mai (Air) | ||
|input=j.214A/C/AC | |input=j.214A/C/AC | ||
|description3=* Mai flips in the air and flies at | |captions= Normal Version (Hitbox), EX Version | ||
|description3=* Mai flips in the air and flies at a downward angle. Frame data on this move is variable depending on the height of the jump, so it can be unsafe, slightly unsafe and even neutral on block. All three versions put the opponent in a juggle state on hit. | |||
* '''A version''' = Mai flies at a 30° angle. | * '''A version''' = Mai flies at a 30° angle. | ||
* '''B version''' = Mai flies at a 45° angle. | * '''B version''' = Mai flies at a 45° angle. | ||
* '''EX version''' = | * '''EX version''' = Hits 3 times if done high enough and is slightly minus on block. | ||
* This move can be performed during a backdash. | |||
}} | }} | ||
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|name=Chou Hissatsu Shinobi-Bachi | |name=Chou Hissatsu Shinobi-Bachi | ||
|input=214236B/D/BD | |input=214236B/D/BD | ||
|captions= Normal Version (Hitbox),,,,Max Version | |||
|description2=* Mai does a cartwheel, engulfs herself in fire and flies towards the opponent. Go-to Supermove due to the fact it can be done both on the ground and in the air. Hard knockdown upon contact. | |description2=* Mai does a cartwheel, engulfs herself in fire and flies towards the opponent. Go-to Supermove due to the fact it can be done both on the ground and in the air. Hard knockdown upon contact. | ||
* Level 2 version goes through projectiles during the startup. The invulnerability stops once she has performed the cartwheel. | * Level 2 version goes through projectiles during the startup. The invulnerability stops once she has performed the cartwheel. | ||
}} | }} | ||
===Air Chou Hissatsu Shinobi-Bachi=== | ===Air Chou Hissatsu Shinobi-Bachi=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Air Chou Hissatsu Shinobi-Bachi | |name=Air Chou Hissatsu Shinobi-Bachi | ||
|input=j.214236B/D/BD | |input=j.214236B/D/BD | ||
|captions= Normal Version (Hitbox),,Max Version | |||
|description2=* Same as the grounded version. This aerial version is usually done after doing Hissatsu Shinobi-Bachi, since that move leaves Mai in an airborne state. | |description2=* Same as the grounded version. This aerial version is usually done after doing Hissatsu Shinobi-Bachi, since that move leaves Mai in an airborne state. | ||
}} | }} | ||
===Kagerou no Mai=== | ===Kagerou no Mai=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Kagerou no Mai | |name=Kagerou no Mai | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|captions= Normal Version (Hitbox),,,Max Version | |||
|description2=* Mai creates a huge pillar of fire around herself. Due to its lack of horizontal range, it must be done up close in order to connect. Can be followed up in the corner with specific conditions. Hard knockdown upon contact. | |description2=* Mai creates a huge pillar of fire around herself. Due to its lack of horizontal range, it must be done up close in order to connect. Can be followed up in the corner with specific conditions. Hard knockdown upon contact. | ||
* Nullifies projectiles, including Supermove projectiles. Level 1 version loses to Level 2 projectile Supers, but Level 2 version beats them. | * Nullifies projectiles, including Supermove projectiles. Level 1 version loses to Level 2 projectile Supers, but Level 2 version beats them. |
Latest revision as of 07:38, 8 November 2024
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done on both the ground and in the air.
Throws
Yume-Zakura - / + (Midair Only)
Command Normals
Sankaku-Tobi - (Near Wall) (Midair Only)
Special Moves
Hissatsu Shinobi-Bachi - + / (*)
Musasabi no Mai * Front - ~ + / (*)
Musasabi no Mai * Back - ~ / + / (*)
Musasabi no Mai (Air) - + / (Midair Only) (*)
Super Special Moves
Chou Hissatsu Shinobi-Bachi - + / (!)
Air Chou Hissatsu Shinobi-Bachi - + / (Midair Only) (!)
Climax Super Special Moves
Shiranui-Ryuu Ougi * Kuzunoha - ++ (Air OK)
Quick Combo Reference
0 Meter |
Anywhere / Low Start |
2B > 2B > 2A > 236B |
125 dmg |
|
1 Meter |
Anywhere |
2B > 2A > 214AC, [2]9AC~214AC, 214C |
320 dmg |
|
2 Meters |
Anywhere |
2B > 2A > 214AC, [2]9AC~214AC, 214C > 2141236K |
417 dmg |
Hard Knockdown |
3 Meters |
Anywhere |
2B > 2A > 214AC, [2]9AC~214AC, 214C > 2141236BD |
494 dmg |
Hard Knockdown |
Gameplay Overview
Mai is a beginner friendly character with great neutral. Her moveset allows her to apply pressure, zone and perform all sorts of aerial tricks. As a fireball character Mai will get to throw more of them without fear of anti fireball supers or GC roll if you put her on point. She's fine coming in later too as her supers offer utility as well. Mai is a perfect character for players who want a tool for every situation, who are always on the move and who like amazing mobility options. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A
|
---|
Far B
far B
f.B
f.B
|
---|
Far C
far C
f.C
f.C
|
---|
Far D
far D
f.D
f.D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
Shatterstrike
236CD
236CD
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Shiranui Gorin
Shiranui Gorin
(close) 4/6C
(close) 4/6C
|
---|
Fuusha Kuzushi
Fuusha Kuzushi
(close) 4/6D
(close) 4/6D
|
---|
Yume-Zakura
Yume-Zakura
(air close) 4/6C
(air close) 4/6C
|
---|
Command Moves
Ukihane
Ukihane
j.2B
j.2B
|
---|
Koukaku no Mai
Koukaku no Mai
3D
3D
|
---|
Sankaku-Tobi
Sankaku-Tobi
j7 (near the wall)
j7 (near the wall) |
---|
Target Combo
Target Combo
B~D
B~D
|
---|
Special Moves
Ryuuenbu
Ryuuenbu
214A/C/AC
214A/C/AC
|
---|
Kachousen
Kachousen
236A/C/AC
236A/C/AC
|
---|
Hissatsu Shinobi-Bachi
Hissatsu Shinobi-Bachi
236B/D/BD
236B/D/BD
|
---|
Musasabi no Mai • Front
Musasabi no Mai • Front
[2]9A/C/AC
[2]9A/C/AC
|
---|
Musasabi no Mai • Back
Musasabi no Mai • Back
[2]7A/C/AC
[2]7A/C/AC
|
---|
Musasabi no Mai (Wall Dive)
Musasabi no Mai (Wall Dive)
Hold A/C/AC until dive attack from wall
Hold A/C/AC until dive attack from wall
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Musasabi no Mai (Air)
Musasabi no Mai (Air)
j.214A/C/AC
j.214A/C/AC
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Super Special Moves
Chou Hissatsu Shinobi-Bachi
Chou Hissatsu Shinobi-Bachi
214236B/D/BD
214236B/D/BD
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Air Chou Hissatsu Shinobi-Bachi
Air Chou Hissatsu Shinobi-Bachi
j.214236B/D/BD
j.214236B/D/BD
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Kagerou no Mai
Kagerou no Mai
236236A/C/AC
236236A/C/AC
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Climax Super Special Moves
Shiranui-Ryuu Ougi • Kuzunoha
Shiranui-Ryuu Ougi • Kuzunoha
2141236CD
2141236CD
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Misc
Alternate Colors