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==Introduction==
==Introduction==
Mai is a well rounded character that has lot some of her pressure and combo options from Real Bout Special in exchange of a more defensive oriented playstyle on neutral. Her basic gameplan of zoning with Ka Cho Sen (236A/C) and Night Bird (214C) to anti air, can make her seem like a traditional shoto, but she has more movement and aerial options at the cost of the range in her pokes. She also has a triangle jump and an air throw to make her jumps trickier to stop, and a get-up attack to push opponents away. If played well, Mai can feel unapproachable, while still having very decent pressure thanks to her 18f feint.
Mai is a well rounded character that has lost some of her pressure and combo options from Real Bout Special in exchange of a more defensive oriented playstyle on neutral. Her basic gameplan of zoning with Ka Cho Sen (236A/C) and Night Bird (214C) to anti-air can make her seem like a traditional shoto, but she has more movement and aerial options at the cost of the range in her pokes. She also has a triangle jump and an air throw to make her jumps trickier to stop, and a get-up attack to push opponents away. If played well, Mai can feel unapproachable while still having very decent pressure thanks to her 18f feint.


However, as said previously, Mai often needs to put herself at risk if she wants to compete at the mid-range, with a risky Ryu Enbu (214A) or counterpoking. Her damage can be good up close, but she struggles to make good reward or her zoning and long range buttons when compared to other characters, making her gameplan inherently risky.
As said previously however, Mai often needs to put herself at risk if she wants to compete at the mid-range, with a risky Ryu Enbu (214A) or counterpoking. Her damage can be good up close but she struggles to make good reward or her zoning and long range buttons when compared to other characters, making her gameplan inherently risky.


If you like characters with good movement, and both fullscreen and close quarters options, Mai may be just for you.  
If you like characters with good movement and both fullscreen and close quarters options, Mai may be just for you.  


日本一!
日本一!
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*A solid, traditional gameplan with fireballs and anti airs.
*A solid, traditional gameplan with fireballs and anti airs.
*Good movement options.
*Good movement options.
*A threath far away and up close
*A threat far away and up close
*Good damage up close if the player is good with feint cancels
*Good damage up close if the player is good with linking after 2A>2C
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*Unrewarding gameplan from afar, and midrange tools are lacking.
*Unrewarding gameplan from afar, and midrange tools are lacking.
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==Normals==
==Normals==

Latest revision as of 22:08, 10 November 2024

Introduction

Mai is a well rounded character that has lost some of her pressure and combo options from Real Bout Special in exchange of a more defensive oriented playstyle on neutral. Her basic gameplan of zoning with Ka Cho Sen (236A/C) and Night Bird (214C) to anti-air can make her seem like a traditional shoto, but she has more movement and aerial options at the cost of the range in her pokes. She also has a triangle jump and an air throw to make her jumps trickier to stop, and a get-up attack to push opponents away. If played well, Mai can feel unapproachable while still having very decent pressure thanks to her 18f feint.

As said previously however, Mai often needs to put herself at risk if she wants to compete at the mid-range, with a risky Ryu Enbu (214A) or counterpoking. Her damage can be good up close but she struggles to make good reward or her zoning and long range buttons when compared to other characters, making her gameplan inherently risky.

If you like characters with good movement and both fullscreen and close quarters options, Mai may be just for you.

日本一!

Pros Cons
  • A solid, traditional gameplan with fireballs and anti airs.
  • Good movement options.
  • A threat far away and up close
  • Good damage up close if the player is good with linking after 2A>2C
  • Unrewarding gameplan from afar, and midrange tools are lacking.
  • Not a weakness of her toolkit perse, but she doesn't push any of her strenghts as heavily, as she isn't the best in the game in any of aspects she specializes.
  • Struggles heavily when having to make a comeback.

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 6 2 11 3 -1 HL Y - -
n.5A
(within 57 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 4 4 12 4 0 HL Y - -
5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 7 1 21 -6 -10 HL Y - -
n.5B
(within 73 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 6 1 17 -2 -6 HL Y - -
5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11,11 - 9 4,13 13 0 -6 HL N - -
n.5C
(within 56 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
11,11 - 7 3,3 20 3 -3 HL Y - -

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
6 - 5 5 7 4 0 HL Y - -
2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 5 6 9 1 -3 L Y - -
2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
21 - 8 3 23 KD -6 L Y - -

Command

Tail Strike
4A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 12 7 13 4 0 HL Y - -
Triangle Jump
9 next to a wall
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - 7 - - - - - - - -
Double Foot Strike
Mash S after knockdown
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 7 6 20 10 -6 HL Y - -

Jumping

j.A
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 6 - 4 till landing 6 +8 +4 H Y - -
Diagonal Hop 6 - 4 till landing 6 +8 +4 H Y - -
Neutral Jump 6 - 4 6 6 +8 +4 H Y - -
Diagonal Jump 6 - 4 6 6 +8 +4 H Y - -
j.B
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 8 - 5 till landing 6 +8 +4 H Y - -
Diagonal Hop 8 - 5 till landing 6 +8 +4 H Y - -
Neutral Jump 8 - 5 7 6 +8 +4 H Y - -
Diagonal Jump 8 - 5 7 6 +8 +4 H Y - -
j.C
Hop
Diagonal Jump
Normal Jump
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 18 - 7 8 8 +15 +9 H Y - -
Diagonal Hop 18 - 7 8 8 +15 +9 H Y - -
Neutral Jump 18 - 7 6 8 +15 +9 H Y - -
Diagonal Jump 18 - 7 6 8 +15 +9 H Y - -

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 7 3,3 20 0 -6 H N - -
2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 11 2 13 KD 6 L N - -
A
(A from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 28 2 12 2 0 H N - -
B
(B from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 24 4 12 1 -1 L N - -
C
(C in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
18 - 24 4 10 13 -3 HL N - -

Throws

Fuushakuzushi
4/6C next to opponent
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -
Yumezakura
1/3C Next to someone in the air
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -

Feints

Feint Ka Cho Sen
2AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 18 - - - - - -
Feint Flower Hurricane
2BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 19 - - - - - -

Specials

Ka Cho Sen
236A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
16 - 13 - 54 -5 -7 HL - Y -
Ryu Em Bu
214A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8+23(28) - 5 5(3)10 29 2 -12 HL - Y -
Night Bird
214C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
32 - 8 2 31 KD/-5 -11 HL - N -
Shinobi Bachi
41236C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
28 - 10 5(9)27 27 KD -9 HL - Y -
Musasabi Mai
j.2AB
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
17,17(31) - 11 till landing 24 - - HL - N -

S-Power

Cho Shinobi Hachi
641236BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10,10,12,12,45(69) - 12 3,3,3,3,8,14 Total 95 KD -45 HL - N -

P-Power

Flower Hurrican
641236C
No hold version
Hold version
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
No hold 6 - 1+1 17 19 KD 8 HL - N -
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Hold 11+¡,12*7,18(91) - 1+3 51 44 KD - HL - N -

Chain Attacks

Combos

Meterless

Metered

Strategy

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser