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=Movelist=
=Movelist=


(!) = MAX OK
('''*''') = EX OK


(*) = EX OK
('''!''') = MAX OK


'''Throws'''
'''Throws'''
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Shiranui-Ryu Ougi: Kunoichi - [[image:qcf.gif]] [[image:hcb.gif]] + [[image:a.gif]][[image:c.gif]]
Shiranui-Ryu Ougi: Kunoichi - [[image:qcf.gif]] [[image:hcb.gif]] + [[image:a.gif]][[image:c.gif]]
 
=Quick Combo Reference=
=Quick Combo Reference=


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Corner<br/>
Corner<br/>
|
|
c.B, c.A, qcb+C = 144 dmg<br/>
cr.B, cr.A, qcb+C = 144 dmg<br/>
c.B, cl.B>D, hcf+D = 175 dmg<br/>
cr.B, cl.B>D, hcf+D = 176 dmg<br/>
s.CD, c.C, qcb+A, cl.C = ??? dmg<br/>
cl.D, qcb+A, cl.D = 213 dmg<br/>
|-
|-


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Low, Anywhere<br/>
Low, Anywhere<br/>
Low, Near Corner<br/>
Low, Near Corner<br/>
Corner Only<br/>
|
|
c.B, cl.B>D, BC, cl.B>D, qcb+AC, hcf+BD = ??? dmg<br/>
cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, cr.D = 320 dmg<br/>
c.B, cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcb+C = ??? dmg<br/>
cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, cl.A = 336 dmg<br/>
cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, cl.A = 371 dmg<br/>
|-
|-
| '''2 Meters'''
| '''2 Meters'''
|
|
Low, Anywhere<br/>
Low, Near Corner<br/>
Low, Near Corner<br/>
Corner Only<br/>
|
|
c.B, cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcb+C, SC, qcb,hcf+B/D = ??? dmg<br/>
cr.B, cr.B, st.B, BC, cl.D, qcb+AC, qcb+A, SC, qcfx2+AC = 433 dmg<br/>
cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcfx2+AC = 433 dmg<br/>
cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC = 594 dmg<br/>
|-
|-
| '''3 Meters'''
| '''3 Meters'''
|
|
Anywhere<br/>
Anywhere<br/>
Low, Anywhere<br/>
Low, Near Corner<br/>
Corner Only<br/>
|
|
s.CD, Climax Art = ??? dmg<br/>
s.CD, Climax Art = 471 dmg<br/>
cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+D, SC, qcf,hcb+AC = 534 dmg<br/>
cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC = 566 dmg<br/>
cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC = 606 dmg<br/>
|-
|-
|}
|}
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=Gameplay Overview=
=Gameplay Overview=


Mai is a strong zoning character who combines high ground and air mobility with a strong projectile and a robust set of great normal attacks. Mai tries to cut off space with her A Kachousen projectile and punish the opponent for trying to destroy or evade it with her normals and supers. She has some excellent EX moves for neutral play like her EX Kachousen, which helps her both zone and pressure her opponent. She has some surprisingly safe shenanigans with her Ukihane knee drop to repeatedly knock the opponent down and mix them up.
Mai is a strong zoning character who combines good ground and air mobility with a strong projectile, some great supers, and a strong set of normal attacks. Mai tries to cut off space with her A Kachousen projectile and punish the opponent for trying to destroy or evade it with her normals and supers. She has some excellent EX moves for neutral play like her EX Kachousen, which helps her both zone and pressure her opponent. She has some risky but surprising shenanigans with her Ukihane knee drop to repeatedly knock the opponent down and mix them up, as well as combining her EX Musasabi no Mai specials with her projectiles. With access to meter, Mai's anti-air and whiff punishment become much more dangerous due to strong MAX mode hit-confirms, her Kagerou no Mai anti-air super, and her excellent Climax Art, which can severely punish relatively minor mistakes from very far away.


Mai can switch easily between pressure and zoning as the situation dictates, and can build her own meter quite safely. She requires low to medium execution for her combos, and can function well in any team order. She is an excellent zoning pick for beginners and experienced players alike.
Mai can switch easily between pressure and zoning as the situation dictates, and can build her own meter quite safely. She requires low to medium execution for her combos, and can function well in any team order. She is an excellent zoning pick for beginners and experienced players alike.
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'''Standing'''
'''Standing'''


Far A: A fast (5f), safe poke that's +1 on block. Doesn't reach as high as other st.As, but its range and fast recovery make it hard to whiff punish with lows. Can hit crouching opponents.
* st. A: A fast (5f), safe poke that's +1 on block. Doesn't reach as high as other st.As, but its range and fast recovery make it hard to whiff punish with lows. Can hit crouching opponents.


Far B: Slightly slower to start up (6f) and recover than st.A, but with a perfect angle for anti-airing hop attacks. A great, fast poke and whiff punish. +0 on block. Chains from Mai's other A and B normals. Can hit crouching opponents.
* st. B: Slightly slower to start up (6f) and recover than st.A, but with a perfect angle for anti-airing hop attacks. A great, fast poke and whiff punish. +0 on block. Chains from Mai's other A and B normals. Can hit crouching opponents.


Far C: Though slow (8f), this move covers a huge arc in front of and slightly above Mai, making it great to stop low jumps or high jumps that can't quite cross up. -4 on block, safe to most punishment.
* st. C: Though slow (8f), this move covers a huge arc in front of and slightly above Mai, making it great to stop low jumps or high jumps that can't quite cross up. -4 on block, safe to most punishment.


Far D: A high roundhouse kick. Recovers faster than st.C, but leaves Mai wide open to low attacks on whiff. A much safer short-notice anti-air against hop attacks. -1 on block, with safe pushback.
* st. D: A high roundhouse kick. Recovers faster than st.C, but leaves Mai wide open to low attacks on whiff. A much safer short-notice anti-air against hop attacks. -1 on block, with safe pushback.


'''Close'''
'''Close'''


Close A: Mai's fastest normal (3f) and +2 on block. Unlike st.A, close A is special-cancellable. Chains to her other close light normals. Can hit crouching opponents. Combo filler and frame trap starter.
* cl. A: Mai's fastest normal (3f) and +0 on block. Unlike st.A, close A is special-cancellable. Chains to cr.A, cl.B, and cr.B. Can hit crouching opponents. Combo filler and frame trap starter.


Close B: A shin kick that hits low, but can't be chained to any attacks except her close B > D target combo. Special-cancellable and neutral on block.  
* cl. B: A shin kick that hits low, but can't be chained to any attacks except her close B > D target combo. Special-cancellable and neutral on block.  


Close B>D: Target combo from close B. Not safe on block (-5), but cancellable to safe specials. A great hit-confirm and blockstring tool. You can delay the 2nd kick slightly, allowing just enough time to build down charge for Musasabi no Mai.
* cl. B > D: Target combo from close B. Not safe on block (-5), but cancellable to safe specials. A great hit-confirm and blockstring tool. You can delay the 2nd kick slightly, allowing just enough time to build down charge for Musasabi no Mai.


Close C: A very fast (4f) anti-air with a surprisingly long activation range for a close normal. It can fail sometimes as run-under anti-air (too close) but is otherwise a great anti-air and combo/frame trap tool. +1 on block and special-cancellable.
* cl. C: A fast anti-air with a surprisingly long activation range for a close normal. It can fail sometimes as run-under anti-air (too close) but is otherwise a great anti-air and combo/frame trap tool. +1 on block and special-cancellable.


Close D: Has shorter activation range than close D, but is just as fast and deals more damage. Very unsafe on block (-9), but can be cancelled to safe specials like qcf+A.
* cl. D: Has shorter activation range than close D, but is just as fast and deals more damage. Very unsafe on block (-9), but can be cancelled to safe specials like qcf+A.


'''Crouching'''
'''Crouching'''


Crouching A: Slightly shorter range than her st.A, but +1 on block and special-cancellable. Standard string and combo filler from cr.B with which to pressure the opponent.
* cr. A: Slightly shorter range than her st.A, but +1 on block and special-cancellable. Standard string and combo filler from cr.B with which to pressure the opponent.


Crouching B: Mai's fastest crouching normal. Hits from just inside her cr.A range. Ducks nice and low to anti-air non-deep jump attacks with. +1 on block.
* cr. B: Mai's fastest crouching normal. Hits from just inside her cr.A range. Ducks nice and low to anti-air non-deep jump attacks with. +1 on block.


Crouching C: Mai ducks low to the ground with this move, allowing it to low profile certain air attacks like her cr.B and cr.D can. Very negative (-6) on block, but can be cancelled to safe specials. Has an enormous special-cancel window, so it can be cancelled surprisingly late.
* cr. C: Mai ducks low to the ground with this move, allowing it to low profile certain air attacks like her cr.B and cr.D can. Very negative (-6) on block, but can be cancelled to safe specials. Has an enormous special-cancel window, so it can be cancelled surprisingly late.


Crouching D: An 8f sweep with great range, great for whiff punishing opponents who fail to counterpoke her faster st.A and st.B. Also good in the corner to catch opponents watching for hop attacks. Very negative (-7) on block, but can be cancelled to safe specials.  
* cr. D: An 8f sweep with great range, great for whiff punishing opponents who fail to counterpoke her faster st.A and st.B. Also good in the corner to catch opponents watching for hop attacks. Very negative (-7) on block, but can be cancelled to safe specials.  


'''Jumping'''
'''Jumping'''


Jump A: A phenomenal air-to-air with great horizontal range and tons of active frames (lasts for about half of Mai's jump length). Excellent for air-to-air zoning from a high jump. Can be cancelled to Ukihane and air Musasabi no Mai for occasional unsafe shenanigans.
* j. A: A phenomenal air-to-air with great horizontal range and tons of active frames (lasts for about half of Mai's jump length). Excellent for air-to-air zoning from a high jump.


Jump B: Less active frames than j.A, but a great deep frontal jump-in, and a short-ranged but very ambiguous crossup. Can't be cancelled into any air moves.  
* j. B: Less active frames than j.A, but a great deep frontal jump-in, and a short-ranged but very ambiguous crossup. Can't be cancelled into any air moves.  


Jump C: Mai's deepest jump-in, a very ambigious hop crossup much like her j.B. However, it's not a reliable air-to-air in this game because only the very bottom of the slash can hit (no higher than the elbow on Mai's attacking arm). You can option-select an air throw with this move by pressing b/f+C, but you must be higher in the air in order for the throw to land. Cancellable to Ukihane and Musasabi no Mai, but if you cross up with j.C, Ukihane will go the wrong way and whiff.
* j. C: A deep jump-in attack. However, it's not a reliable air-to-air in this game because only the very bottom of the slash can hit (no higher than the elbow on Mai's attacking arm). You can option-select an air throw with this move by pressing b/f+C, but you must be higher in the air in order for the throw to land. Cancellable to Ukihane and Musasabi no Mai.
 
* j. D: Not as long-ranged or active as j.A, but protects Mai's hurtbox underneath a bit better. This move can cross up crouching opponents, but it's not as easy as j.B. Use this move for poking from hops when you're inside j.A's maximum range. A good air-to-air as well so long as you're a little higher in the air than your opponent. Can't be cancelled into any air moves.


Jump D: Not as long-ranged or active as j.A, but protects Mai's hurtbox underneath a bit better. This move can cross up crouching opponents, but it's not as easy as j.B or j.C. Use this move for poking from hops when you're inside j.A's maximum range. A good air-to-air as well so long as you're a little higher in the air than your opponent. Can't be cancelled into any air moves.


'''Blowback'''
'''Blowback'''


Stand CD: One of the best CD attacks in the game. Fast startup (13f), long range, +5 on block, and cancellable to safe specials to boot. So long as you space it out a bit to bait whiffs and attempt punishes, you can safely fish for a wall splat with this move to seize control of the fight. Cancel to A Kachousen for staple pressure, but beware of the big, vulnerable gap between the two moves at s.CD's maximum range.
* st. CD: Has great range and speed, minus on block at close range, but safe to most punishment. A great counterpoke for a hard knockdown to turn the fight back Mai's way. Special-cancellable, but punishable on guard cancel roll if cancelled to a special move, and only st.CD > qcb+A is a true, safe blockstring. Still, a powerful and important poke in Mai's arsenal.


Jumping CD: Great range and speed for a j.CD, though the move can't hit very deep, so it will whiff gloriously if done early against crouching opponents. Still, a very safe tool to fish for a soft knockdown from a hop or air-to-air zoning, allowing Mai to adjust her spacing for offense or defense.
* j. CD: Great range and speed for a j.CD, though the move can't hit very deep, so it will whiff gloriously if done early against crouching opponents. Still, a very safe tool to fish for a soft knockdown from a hop or air-to-air zoning, allowing Mai to adjust her spacing for offense or defense. Cancellable to Ukihane and air specials/supers.


=Throws=
=Throws=
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* Mai grabs the opponent with her legs and flings them behind her.
* Mai grabs the opponent with her legs and flings them behind her.
* Can be broken
* Can be broken
* Hard knockdown. You can super jump afterwards for a crossup j.B, or walk backward slightly and then super jump for a fake crossup.
* Hard knockdown. You can hyper hop with j.B/j.D for a safejump setup afterwards.


'''Yume-Zakura''' - in air, (b/f+C) close
'''Yume-Zakura''' - in air, (b/f+C) close
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* Mai stops her jump, rises a tiny bit in the air, then does a falling knee drop. Hits overhead
* Mai stops her jump, rises a tiny bit in the air, then does a falling knee drop. Hits overhead
* Hard knockdown
* Hard knockdown
* Active until Mai lands, and inflicts ridiculous blockstun -- neutral on block at worst in most situations
* Very minus on block, punishable by close C/D normals if the move is blocked early (at opponent's head level)
* Can only be plus on block if blocked meaty on opponent's wakeup
* Active until Mai lands
* Can be a very ambiguous crossup and can be performed very low from hops for a mild "vortex" mixup
* Can be a very ambiguous crossup and can be performed very low from hops for a mild "vortex" mixup
* Can be cancelled into from j.A, j.C, j.CD, and charge Musasabi no Mai (before reaching wall)
* Can be cancelled into from j.C, j.CD, and charge Musasabi no Mai (before reaching wall)
* Can cancel into air Musasabi no Mai, air supers, and air Climax Art
* Can cancel into air Musasabi no Mai, air supers, and air Climax Art


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'''Shiranui-Ryu Ougi: Kunochi''' - qcf, hcb + AC
'''Shiranui-Ryu Ougi: Kunochi''' - qcf, hcb + AC


* Very brief startup, then a super freeze, then Mai rockets off the wall behind her. Trajectory is fixed, but collision region is gigantic, and Mai's travel speed broadcasts it all over the screen. Will generally only miss an opponent right underneath her when she starts off the wall, or fly under an opponent launched very high by a Kagerou no Mai trade.
* Very brief startup, then a super freeze, then Mai rockets off the wall behind her. Trajectory is fixed, but collision region is gigantic, and Mai's travel speed broadcasts it all over the screen. Hard to miss with unless opponent is right underneath Mai or VERY high in the air and not falling (Nakoruru flight)


* Mai is fully projectile (all?) invulnerable when she flies off the wall, until the active frames end.
* Mai is fully invulnerable when she flies off the wall, until the active frames end.


* Massively unsafe on block.
* Massively unsafe on block.
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* Can easily punish any height jump on reaction, as long as the opponent is not at or past the peak of the jump arc.
* Can easily punish any height jump on reaction, as long as the opponent is not at or past the peak of the jump arc.


* Can be performed in the air.
* Can be performed in the air. Air version has the exact same starting position and trajectory as the ground version
 
* If Mai performs the air version after jumping over the opponent, she will "teleport" back to the side she came from to start the super


=Combos=
=Combos=


* Close A, Crouching A and Crouching B can chain into Close B>D target combo.
* Close A, Crouching A and Crouching B can chain into Close B>D target combo.
* Close A can link into Close C.
* Anytime you see cl.D in a combo, you can substitute cl.C for less damage, but easier execution.
* Anytime you see cl.D in a combo, you can substitute cl.C for less damage, but easier execution.
* Numbers in curly brackets indicate maximum MAX gauge required. (1000 indicates a combo that the 1st character on your team can perform. 1250 and 1500 indicate 2nd and 3rd character respectively.)
* Numbers in curly brackets ( {} ) indicate maximum MAX gauge required. (1000 indicates a combo that the 1st character on your team can perform. 1250 and 1500 indicate 2nd and 3rd character respectively.)


[http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation Notation]
[http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV#Notation Notation]
==0 meter==
==0 meter==


* cr.B, cr.A, qcb+C (144 DMG)
'''No corner'''
 
* cr.B, cr.A, qcb+C = (144 DMG)
(ends in a soft knockdown, far away from the opponent)


* cr.B, cl.B>D, hcf+D (176 DMG)
* cr.B, cl.B>D, hcf+D (176 DMG)
(ends in a soft knockdown close to the opponent)


* cr.B, cl.B>D, qcb+C (184 DMG)
* cr.B, cl.B>D, qcb+C (184 DMG)
(ends in a soft knockdown. needs to be performed close to the opponent
* j.D, cl.D, hcf+D (228 DMG)


(May substitute cr.A or cl.A for cr.B, but does 5 less damage)
* j.D, cl.D, qcb+C (176 DMG)
(both combos can start from any punch or kick jump-in but will have different damage outputs)


* cl.C, hcf+D (157 DMG)
* st.CD, hcf+D (1 hit) (117 DMG)
(wait until the opponent hits the wall, then perform hcf+D)


* cl.C, qcb+C (166 DMG)
* st.CD, qcf+A, hcf+D (166 DMG)
(wait until the opponent hits the wall, then perform qcf+A)


(May substitute cr.C for same damage, or cl.D for 176 damage)
'''Corner only'''


* cl.A, cl.C, hcf+D (173 DMG)
* cr.B, cr.B, cr.A, qcb+C (166 DMG)
(Best used if you aren’t too close to the opponent to do her target combo)


* s.CD, (pause), hcf+D (1 hit) (122 DMG)
* cr.B, cl.B>D, qcb+A, cr.D (217 DMG)


(Will work even if you don't special-cancel the s.CD, allowing you to hit-confirm. Pause too long and the elbow will whiff)
* cl.D, qcb+A, cl.D (213 DMG)


* s.CD, qcf+A, hcf+D (177 DMG)
* st.CD, qcb+A, cl.D (176 DMG)


(The qcf+A will hit if Mai's opponent is at midscreen or closer to the screen edge behind them. Pay attention to where Mai is standing while the fan launches to "pre-confirm" the fan hit.)
* st.CD, cl.A, cl.B>D, qcb+A, cr.D (250 DMG)


<strong>(Corner only)</strong>
* st.CD, qcf+A, cr.C, qcb+A, cr.D (286 DMG)


* cr.B, cl.B>D, qcb+A, cl.C (209 DMG)
(All combos ending in a normal are resets. Last combos must be near max range of st.CD for fan to hit)


(May substitute cr.C ender for same damage. st.D ender does 8 more damage, but gives less advantage on hit)
* j.CD (counter hit), j.qcb+C, qcb+C, cl.A (289 DMG)
(best used to try to catch an opponent trying to jump out of the corner.)


* cl.C, qcb+A, cl.C (194 DMG)
==1 meter==


(May substitute cr.C for same damage at either point. cl.D can only juggle if you started from cl.D, but deals more damage)
'''No corner'''


* st.CD, cr.C, qcb+A, cl.C (258 DMG)
* cr.B, cr.A, qcb+C (2), SC, qcfx2+A/C (284 DMG)


(Works from anywhere inside st.CD's range. May substitute cl.D for more damage if close enough. Max 277 damage with two cl.D's)


* st.CD, qcf+A, cr.C, qcb+A, cl.C (306 DMG)
* st.CD, hcf+D (2nd hit), SC, qcb,hcf+B/D (240 DMG)


(Will not work if too close; works from the tip of st.CD range. May have to hold forward to walk for 1-2 frames to re-enter cl.C range for the reset)


==1 meter==


* cr.B, cr.A, qcb+C (2), SC, qcfx2+A/C (284 DMG)
===Max Mode===


(Use this to amp up your damage from an autopilot combo to qcb+C)
'''Anywhere'''


* cr.B, cl.B>D, BC, cl.D, qcb+AC, hcf+BD, cr.D (325 DMG) { 1000 }
* cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, cr.D (321 DMG) { 1000 }
(use her cl.B>D target combo after cr. B for a bit more damage, but you will need to be close to the opponent)


(Can substitute cl.C/cr.C at the end for an air reset)
* cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, air throw (329 DMG) {1000 }
(ends in a hard knockdown half screen distance away. Use a hyper hop then press back or towards and heavy punch to grab the opponent after the hcf+BD juggle.  You can use her cl.B>D target combo after cr. B, or use j.D (or any jump-in normal), cl. C/cr. C/cl.D into [BC] for a jump-in confirm and higher damage.)


* cr.B, cl.B>D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, cl.A (349 DMG) { 1000 }
* cr.B, cl.B>D, BC, st.CD, qcf+AC, d~uf+AC, st.CD (291 DMG) { 1000 }
(ends in a soft knockdown. if performed midscreen, the opponent lands back in the middle of the screen or away from the corner. You can use j.D (or any jump-in normal), cl. C/cr. C/cl.D into [BC] for a jump-in confirm and higher damage. You can also switch out st. CD at the end for any far normal that can reach after the d~uf+AC juggle for a reset.)


(Opponent must be no farther than 1/2 stage from the corner.)
'''Near corner'''


* cr.B, cl.B>D, BC, st.CD, qcf+AC, d~uf+AC, st.CD (338 DMG) { 1000 }
* cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, cl.A (336 DMG) { 1000 }
(use her cl.B>D target combo after cr. B for a bit more damage, but you will need to be close to the opponent. You can use j.D (or any jump-in normal), cl. C/cr. C/cl.D into [BC] for a jump-in confirm and higher damage.)


(Does not work on cornered opponent. More damage if opponent is closer to screen edge)
* st.CD, BC (auto-run), cr.C, hcf+BD, qcb+AC, qcb+C, cl.A (318 DMG) { 1000 }


* st.CD, hcf+D (2nd hit), SC, qcb,hcf+B/D (264 DMG)
(Must be closer than half screen to link the cr. C)


(Hit-confirmable like the meterless version)
'''Corner only'''


<strong>(Corner only)</strong>
* cr.B, cr.B, st.B, BC, cl.D, qcb+A, qcb+AC, qcb+C, cl.A (334 DMG) { 1000 }
(use her cl.B>D target combo after cr. B for a bit more damage, but you will need to be close to the opponent. You can use j.D (or any jump-in normal), cl. C/cr. C/cl.D into [BC] for a jump-in confirm and higher damage.)


* cr.B, cl.B>D, BC, st.CD, cl.D, qcb+A, qcb+AC, qcb+C, cl.A (380 DMG) { 1000 }
* j.D, cl.D, BC, st.CD, wait, qcf+AC, qcb+AC, [qcb+C] x2, cl.D (407 DMG) { 1000 }
(ends in an air reset. Can start on the ground as a punish combo with cl.C or cr. C).


(May need to hold forward to walk a microstep back into cl.D range after the wallstick)
* st.CD, qcf+A, cr.C, BC, st.CD, wait, qcf+AC, qcb+AC, [qcb+C] x2, cl.D (371 DMG) { 1000 }


* cl.D, BC, st.CD, cl.D, qcb+A, qcb+AC, qcb+C, cl.A (412 DMG) { 1000 }
* st.CD, qcf+A, cr.C, BC, cl.D, qcb+A, qcb+AC, qcb+C, cl.A (389 DMG) { 1000 }
(both combos end in an reset. st. CD must hit close enough for qcf+A to hit and cr.C to hit. Does not work on counter hit st.CD.)


* st.CD, cl.D, BC, st.CD, cl.D, qcb+A, qcb+AC, qcb+C, cl.A (459 DMG) { 1000 }
==2 meters==


* st.CD, qcf+A, cr.C, BC, st.CD, cl.D, qcb+A, qcb+AC, qcb+C, cl.A (477 DMG) { 1000 }
'''No corner'''


(Works only at longer s.CD ranges, or the fan will miss)
* cr.B, cr.A, qcb+C(2), SC, qcfx2+AC (387 DMG)
(two hit confirm starting from a low into qcb+C. A bit risky because if you don’t confirm into qcb+C well, you can get punished if its blocked. If you are close enough, you can use  cr.B, cl.B>D, into qcb+C for a 3 hit confirm.)


==2 meters==
===Max Mode===


* cr.B, cr.A, qcb+C, SC, qcfx2+AC (429 DMG)


(Use this to lose less damage from an autopilot confirm to qcb+C)
'''Anywhere'''


* cr.B, cl.B>D, BC, cl.D, qcb+AC, qcb+A, SC, qcfx2+AC (496 DMG) { 1000 }
* j.D, cl.D, qcb+C(2) SC, qcfx2+AC (480 DMG) { 1000 }
(you can use a different jump-in attack and a different standing or crouching heavy punch but it will output less damage.)


* cr.B, cl.B>D, BC, cl.D, hcf+BD, qcfx2+AC (446 DMG) { 1000 }
* cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+B/D, SC, qcfx2+AC (476 DMG/479 DMG) { 1000 }
(complete the super motion before Mai lands after the hcf+K. When using hcf+B, the opponent ends up in-front, using hcf+D will have the opponent juggle behind Mai, so the super motion will need to be reversed if performed mid-screen. If starting with cr.B, cl.B>D, the damage will be 489/492. If starting with j.D, cl.D, BC, the damage will be 553/556)


(Opponent must be no farther than 1/2 screen from the corner.)
* cr. B, cr. B, st. B, BC, cl.D, qcb+AC, hcf+B+D, qcb+C (1) SC, qcfx2+AC (497 DMG) { 1500 }
( If starting with cr.B, cl.B>D, the damage will be 510. If starting with j.D, cl.D, BC, the damage will be 577)


<strong>(Corner only)</strong>


* cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (594 DMG) { 1000 }
'''Corner only'''


* st.CD, cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (644 DMG) { 1000 }
* cr.B, cr.B, st.B, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (516 DMG) { 1000 }
(pretty easy corner only combo, with great damage output. starting with cr.B, cl.B>D, BC, gives you 529 damage. starting with j. D, cl.D, BC outputs 597 damage.)


* st.CD, qcf+A, cr.C, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (669 DMG) { 1000 }
* st.CD, cl.A, cl.B>D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (525 DMG) { 1000 }
(a more damaging but difficult version of the combo above. st. CD must be hit close enough for cl.A to hit immediately.)


(Perform qcb+C as late as possible before super-cancelling for maximum damage.)
* st.CD, qcf+A, cr.C, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (574 DMG) { 1000 }
(st. CD must hit close enough for qcf+A to hit and cr.C to hit. Does not work on counter hit st.CD. Perform qcb+C as late as possible before super-cancelling for maximum damage. )


==3 meters==
==3 meters==


* cr.B, cr.A, qcb+C, SC, qcf,hcb+AC (510 DMG)
'''No corner'''
 
* cr.B, cr.A, qcb+C(2), SC, qcf,hcb+AC (510 DMG)
 
* cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+D, SC, qcf,hcb+AC (534 DMG) { 1000 }


* cr.B, cl.B>D, BC, cl.D, qcb+AC, hcf+D, SC, qcf,hcb+AC (547 DMG) { 1000 }
* cr.B, cl.B>D, BC, cl.D, qcb+AC, hcf+D, SC, qcf,hcb+AC (547 DMG) { 1000 }


* cr.B, cl.B>D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,qcf+AC (579 DMG) { 1000 }
* st.CD, qcf,hcb+AC (471 DMG)
 
* st.CD, hcf+D, SC, qcf,hcb+AC (483 DMG)
 
* st.CD, qcf+A/C, qcf,hcb+AC (492 DMG)
 
'''Near corner'''


(Opponent must be no farther than 1/2 stage length from the corner.)
* cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (566 DMG) { 1000 }


* st.CD, qcf+A, qcf,hcb+AC (520/548 DMG)
* cr.B, cl.B>D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (579 DMG) { 1000 }


(Will work even if fan doesn't hit, but must buffer Climax Art ASAP while fan recovers)
* cl.D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (611 DMG) { 1000 }


* st.CD, hcf+D, SC, qcf,hcb+AC (538 DMG)
* st.CD, BC (auto-run), cr.C, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (523 DMG) { 1000 }


<strong>(Corner only)</strong>
'''Corner only'''


* cr.B, cl.B>D, BC, st.CD, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (605 DMG) { 1000 }
* cr.B, cr.B, st.B, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC (571 DMG)


* cl.D, BC, st.CD, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (649 DMG) { 1000 }
* cr.B, cl.B>D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC (584 DMG) { 1000 }


* st.CD, cl.D, BC, st.CD, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (667 DMG) { 1000 }
* cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC (606 DMG) { 1000 }


* st.CD, qcf+A, cr.C, BC, st.CD, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (706 DMG) { 1000 }
* st.CD, qcf+A, cr.C, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC (627 DMG) { 1000 }


(Hit the qcb+C as low as possible before the super-cancel for maximum damage from the super.)
(Hit the qcb+C as low as possible before the super-cancel for maximum damage from the super.)
Line 426: Line 473:
==4 meters==
==4 meters==


* cr.B, cr.A, qcb+C, SC, qcfx2+A/C, CC, qcf,hcb+AC (527 DMG)
'''No corner'''


* cr.B, cl.B>D, BC, st.CD, qcf+AC, d~u+AC, qcb+C (1 hit), SC, qcf,hcb+AC (550 DMG) { 1250 }
* cr.B, cr.A, qcb+C, SC, qcfx2+A/C, CC, qcf,hcb+AC (531 DMG)
 
* cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, qcb+C(1), SC, qcf,hcb+AC (551 DMG) { 1250 }
 
'''Near corner'''
 
* cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (578 DMG) { 1250 }


* cr.B, cl.B>D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (591 DMG) { 1250 }
* cr.B, cl.B>D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (591 DMG) { 1250 }


<strong>(Corner only)</strong>
* cl.D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (623 DMG) { 1250 }


* cr.B, cl.B>D, BC, st.CD, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (621 DMG) { 1250 }
'''Corner only'''


* cl.D, BC, st.CD, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (661 DMG) { 1250 }
* st.CD, qcf+A, cr.C, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (628 DMG) { 1250 }


* st.CD, cl.D, BC, st.CD, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (704 DMG) { 1250 }
==5 meters==


* st.CD, qcf+A, cr.C, BC, st.CD, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (718 DMG) { 1250 }
'''No corner'''


==5 meters==
* cr.B, cr.A, qcb+C(2), SC, qcfx2+AC, CC, qcf,hcb+AC (553 DMG)
 
* cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, qcb+C(1), SC, qcb,hcf+BD, CC, qcf,hcb+AC (615 DMG) { 1500 }
 
* cr.B, cl.B>D, BC, cl.D, qcb+AC, hcf+BD, qcb+C(1), SC, qcb,hcf+BD, CC, qcf,hcb+AC (628 DMG) { 1500 }


* cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcb,hcf+B/D, CC, qcf,hcb+AC (573 DMG)
* cl.D, BC, cl.D, qcb+AC, hcf+BD, qcb+C(1), SC, qcb,hcf+BD, CC, qcf,hcb+AC (648 DMG) { 1500 }


(This combo works around the center of the stage and corner carries the opponent. This also works in the corner.)
* cl.D, hcf+D(1), SC, qcb,hcf+BD, CC, qcf,hcb+AC (703 DMG)


* cl.B>D, BC, cl.C, hcf+BD, qcb+AC, qcb+C, SC, qcb,hcf+B/D, CC qcf,hcb+AC (621 DMG)
(If Mai passes under the opponent during qcb,hcf+BD, input Climax from the opposite side)


(Only works midscreen and corner. Combo corner carries.)
'''Near corner'''


* j.C, cl.C, BC, cl.C, hcf+BD, qcb+AC, qcb+C, SC, qcb,hcf+B/D, CC, qcf,hcb+AC (686 DMG)
* cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb,hcf+BD, CC, qcf,hcb+AC (658 DMG) { 1500 }


(Only works midscreen and corner. Combo corner carries.)
* cr.B, cl.B>D, BC, cl.D, hcf+BD, qcb+AC, qcb,hcf+BD, CC, qcf,hcb+AC (671 DMG) { 1500 }


* j.C, cl.C, BC, CD, cl.C, hcf+BD, qcb+AC, qcb+C, SC, qcb,hcf+B/D, CC, qcf,hcb+AC (720 DMG)
* cl.D, BC, cl.D, hcf+BD, qcb+AC, qcb,hcf+BD, CC, qcf,hcb+AC (682 DMG) { 1500 }


(Corner only)
'''Corner only'''


=Misc=
=Misc=
==Frame Data==
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=1110084495 Mai KOFXIV Frama Data Link]


=Videos=
=Videos=
'''KoF XIV: Mai Beginner Breakdown'''
{{#ev:youtube|DXeN2Z3SF0M}}
'''Mai Slow Motion Hitboxes'''
{{#ev:youtube|dYUQfxPhUEo}}


=External Links=
=External Links=
=Discussion Threads=
Discuss at [http://dreamcancel.com/forum/index.php?board=147.0 Dream Cancel]


{{Navbox XIV}}
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:The King of Fighters XIV]]
[[Category:Mai Shiranui]]

Latest revision as of 19:44, 17 December 2019

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Shiranui Gorin - close / +

Fuusha Kuzushi - close / +

Yume-Zakura - in air, close / +

Command Normals

Sankaku-Tobi (wall jump) - in air near wall,

Ukihane - in air, +

Special Moves

Ryuuenbu - + / (*)

Kachousen - + / (*)

Hissatsu Shinobi-Bachi - + / (*)

Musasabi no Mai (ground) - charge briefly then + / (*)

Musasabi no Mai (air) - in air, + / (*)

Super Special Moves

Chou Hissatsu Shinobi-Bachi (ground) - + / (!)

Chou Hissatsu Shinobi-Bachi (air) - in air, + / (!)

Kagerou no Mai - + / (!)

Climax Desperation Move

Shiranui-Ryu Ougi: Kunoichi - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Low, Anywhere
Low, Anywhere
Corner

cr.B, cr.A, qcb+C = 144 dmg
cr.B, cl.B>D, hcf+D = 176 dmg
cl.D, qcb+A, cl.D = 213 dmg

1 Meter

Low, Anywhere
Low, Near Corner
Corner Only

cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, cr.D = 320 dmg
cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, cl.A = 336 dmg
cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, cl.A = 371 dmg

2 Meters

Low, Anywhere
Low, Near Corner
Corner Only

cr.B, cr.B, st.B, BC, cl.D, qcb+AC, qcb+A, SC, qcfx2+AC = 433 dmg
cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcfx2+AC = 433 dmg
cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC = 594 dmg

3 Meters

Anywhere
Low, Anywhere
Low, Near Corner
Corner Only

s.CD, Climax Art = 471 dmg
cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+D, SC, qcf,hcb+AC = 534 dmg
cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC = 566 dmg
cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC = 606 dmg

Gameplay Overview

Mai is a strong zoning character who combines good ground and air mobility with a strong projectile, some great supers, and a strong set of normal attacks. Mai tries to cut off space with her A Kachousen projectile and punish the opponent for trying to destroy or evade it with her normals and supers. She has some excellent EX moves for neutral play like her EX Kachousen, which helps her both zone and pressure her opponent. She has some risky but surprising shenanigans with her Ukihane knee drop to repeatedly knock the opponent down and mix them up, as well as combining her EX Musasabi no Mai specials with her projectiles. With access to meter, Mai's anti-air and whiff punishment become much more dangerous due to strong MAX mode hit-confirms, her Kagerou no Mai anti-air super, and her excellent Climax Art, which can severely punish relatively minor mistakes from very far away.

Mai can switch easily between pressure and zoning as the situation dictates, and can build her own meter quite safely. She requires low to medium execution for her combos, and can function well in any team order. She is an excellent zoning pick for beginners and experienced players alike.

Normals

Standing

  • st. A: A fast (5f), safe poke that's +1 on block. Doesn't reach as high as other st.As, but its range and fast recovery make it hard to whiff punish with lows. Can hit crouching opponents.
  • st. B: Slightly slower to start up (6f) and recover than st.A, but with a perfect angle for anti-airing hop attacks. A great, fast poke and whiff punish. +0 on block. Chains from Mai's other A and B normals. Can hit crouching opponents.
  • st. C: Though slow (8f), this move covers a huge arc in front of and slightly above Mai, making it great to stop low jumps or high jumps that can't quite cross up. -4 on block, safe to most punishment.
  • st. D: A high roundhouse kick. Recovers faster than st.C, but leaves Mai wide open to low attacks on whiff. A much safer short-notice anti-air against hop attacks. -1 on block, with safe pushback.

Close

  • cl. A: Mai's fastest normal (3f) and +0 on block. Unlike st.A, close A is special-cancellable. Chains to cr.A, cl.B, and cr.B. Can hit crouching opponents. Combo filler and frame trap starter.
  • cl. B: A shin kick that hits low, but can't be chained to any attacks except her close B > D target combo. Special-cancellable and neutral on block.
  • cl. B > D: Target combo from close B. Not safe on block (-5), but cancellable to safe specials. A great hit-confirm and blockstring tool. You can delay the 2nd kick slightly, allowing just enough time to build down charge for Musasabi no Mai.
  • cl. C: A fast anti-air with a surprisingly long activation range for a close normal. It can fail sometimes as run-under anti-air (too close) but is otherwise a great anti-air and combo/frame trap tool. +1 on block and special-cancellable.
  • cl. D: Has shorter activation range than close D, but is just as fast and deals more damage. Very unsafe on block (-9), but can be cancelled to safe specials like qcf+A.

Crouching

  • cr. A: Slightly shorter range than her st.A, but +1 on block and special-cancellable. Standard string and combo filler from cr.B with which to pressure the opponent.
  • cr. B: Mai's fastest crouching normal. Hits from just inside her cr.A range. Ducks nice and low to anti-air non-deep jump attacks with. +1 on block.
  • cr. C: Mai ducks low to the ground with this move, allowing it to low profile certain air attacks like her cr.B and cr.D can. Very negative (-6) on block, but can be cancelled to safe specials. Has an enormous special-cancel window, so it can be cancelled surprisingly late.
  • cr. D: An 8f sweep with great range, great for whiff punishing opponents who fail to counterpoke her faster st.A and st.B. Also good in the corner to catch opponents watching for hop attacks. Very negative (-7) on block, but can be cancelled to safe specials.

Jumping

  • j. A: A phenomenal air-to-air with great horizontal range and tons of active frames (lasts for about half of Mai's jump length). Excellent for air-to-air zoning from a high jump.
  • j. B: Less active frames than j.A, but a great deep frontal jump-in, and a short-ranged but very ambiguous crossup. Can't be cancelled into any air moves.
  • j. C: A deep jump-in attack. However, it's not a reliable air-to-air in this game because only the very bottom of the slash can hit (no higher than the elbow on Mai's attacking arm). You can option-select an air throw with this move by pressing b/f+C, but you must be higher in the air in order for the throw to land. Cancellable to Ukihane and Musasabi no Mai.
  • j. D: Not as long-ranged or active as j.A, but protects Mai's hurtbox underneath a bit better. This move can cross up crouching opponents, but it's not as easy as j.B. Use this move for poking from hops when you're inside j.A's maximum range. A good air-to-air as well so long as you're a little higher in the air than your opponent. Can't be cancelled into any air moves.


Blowback

  • st. CD: Has great range and speed, minus on block at close range, but safe to most punishment. A great counterpoke for a hard knockdown to turn the fight back Mai's way. Special-cancellable, but punishable on guard cancel roll if cancelled to a special move, and only st.CD > qcb+A is a true, safe blockstring. Still, a powerful and important poke in Mai's arsenal.
  • j. CD: Great range and speed for a j.CD, though the move can't hit very deep, so it will whiff gloriously if done early against crouching opponents. Still, a very safe tool to fish for a soft knockdown from a hop or air-to-air zoning, allowing Mai to adjust her spacing for offense or defense. Cancellable to Ukihane and air specials/supers.

Throws

Shiranui Gorin - (b/f+C) close

  • Mai flips over the opponent and flings them far forward.
  • Can be broken
  • Soft knockdown, opponent flies too far to reach with super jump attacks afterwards. Use purely for corner push or keep.

Fuusha Kuzushi - (b/f+D) close

  • Mai grabs the opponent with her legs and flings them behind her.
  • Can be broken
  • Hard knockdown. You can hyper hop with j.B/j.D for a safejump setup afterwards.

Yume-Zakura - in air, (b/f+C) close

  • Mai grabs the aerial opponent and knee drops them, landing far away.
  • Hard knockdown
  • Unbreakable, but very small activation range (Mai must be slightly above her opponent, about chest height)
  • Can juggle after most moves that leave the opponent in a float state (not a free/anywhere juggle)

Command Moves

Sankaku-Tobi (wall jump) - in air near wall, uf

  • Mai air jumps off the stage wall, flies farther forward than a ground jump from the same spot
  • Cannot be performed after attacking in the air
  • Can perform any air attack afterwards, landing recovery properties same as a ground jump

Ukihane - in air, d + B

  • Mai stops her jump, rises a tiny bit in the air, then does a falling knee drop. Hits overhead
  • Hard knockdown
  • Very minus on block, punishable by close C/D normals if the move is blocked early (at opponent's head level)
  • Can only be plus on block if blocked meaty on opponent's wakeup
  • Active until Mai lands
  • Can be a very ambiguous crossup and can be performed very low from hops for a mild "vortex" mixup
  • Can be cancelled into from j.C, j.CD, and charge Musasabi no Mai (before reaching wall)
  • Can cancel into air Musasabi no Mai, air supers, and air Climax Art

Special Moves

Ryuuenbu - (qcb + A/C)

  • A version starts up slower, does 1 hit, and starts a float state (soft knockdown). Neutral on block.
  • C version starts up faster, does 2 hits, and is unsafe on block. Can juggle after 2nd hit on high air hit. Both hits super-cancellable.

EX Ryuuenbu: 3 hits, minus but safe on block, starts a juggle combo. Juggles after other EX. Can juggle anything afterwards.


Kachousen - (qcf + A/C)

  • A version starts up slower, recovers faster, and flies slower. Can juggle afterwards on air hit.
  • C version starts up faster, recovers slower, and flies faster. Can juggle afterwards on air hit.

EX Kachousen: Fan flies forward, destroying non-EX or super projectiles. Bounces off the opponent on hit/block and falls straight down for a 2nd hit. Recovery comparable to A version. Can juggle after both hits on air hit. An awesome pressure and mixup tool.


Hissatsu Shinobi-Bachi - (hcf + B/D)

  • B version starts up faster, flies a shorter distance, won't combo properly on crouching opponents (2nd hit blockable). Both hits super-cancellable.
  • D version starts up slower, flies a farther distance, both hits combo properly on standing or crouching opponent. Both hits super-cancellable.
  • Mai is in an aerial state if she super cancels the 2nd hit early, grounded if she cancels later (Kagerou no Mai available).
  • Massively unsafe on stand block but actually POSITIVE on crouching block (2nd hit) due to its massive blockstun. Do not rely on this property -- please hit-confirm into this move.

EX Hissatsu Shinobi-Bachi: Startup and travel distance comparable to D version. Neutral on both standing and crouching block. 5 hits, the last of which launches the opponent. Juggles from other EX. Can juggle anything afterwards.


Musasabi no Mai (charge) - (charge briefly d, then u + A/C)

  • Up-forward goes to forward wall, up-back to back wall, neutral up to nearest wall.
  • Hold down A or C as Mai leaps toward the wall to perform a wall dive attack. Same frame advantage, hit, and dive speed properties as the A and C air versions.
  • After a minimum amount of time has passed while leaping, Mai can cancel the leap to Ukihane before she reaches the wall.
  • Both A and C wall leaps are exactly the same. Button used determines the angle of the dive attack; A for a sharp downward angle, C for a shallow downward angle.
  • If you reach the wall without holding A or C, Mai will drop straight down, unable to attack, with landing recovery.

EX Musasabi no Mai (charge): Flies dramatically faster to the wall, has projectile invulnerability on startup. Dive attack properties same as EX air Musasabi no Mai. Has excellent synergy with EX Kachousen.


Musasabi no Mai (air) - (in air, qcb + A/C)

  • A version dives at a shallow angle, C version dives at a sharp angle. Both have the same startup, dive speed, and recovery. Unsafe if blocked at head height, but ranges from slightly minus to slightly plus if it hits lower.
  • No minimum height, so you can "tigerknee" it as qcb,ub+A/C. Does not hit overhead.
  • Starts a float state on hit. Can juggle anything afterwards.

EX Musasabi no Mai (air): 3 hits, slightly plus on block even if blocked at head height. All hits knock down, all 3 hits juggle. Last hit starts a float state just like the regular version.

Super Special Moves

Chou Hissatsu Shinobi-Bachi (ground) - qcb, hcf + K

  • Both B and D versions deal 7 hits, do same damage, have the same travel speed and distance. Both are fast enough to combo from A/B normals. No startup invulnerability.
  • Unsafe on block.
  • Use as combo filler only, avoid at neutral.

MAX: Has full invulnerability on startup, but not useful for anti-air like Kagerou no Mai and her Climax Art. Use to fill out combos.


Chou Hissatsu Shinobi-Bachi (air) - in air, qcb, hcf + K

  • Same (lack of) safety, startup, juggle properties as ground version
  • No minimum height requirement; can be "tigerknee"'d with qcb,hcf,uf+B/D or qcb,qcb,uf+B/D
  • Can juggle opponent after last hit if they are high enough in the air
  • Should still be used only as combo filler

MAX: Fully invulnerable startup just like the ground MAX version. Slightly more useful since it can blow through air-to-air attacks, but may not juggle the opponent in an advantageous way in that situation. Reserve mostly for combo filler.


Kagerou no Mai - qcf, qcf + A/C

  • Partially invulnerable startup, ends at 1st active frame (move can trade). A great anti-air and wakeup reversal, provided it doesn't whiff or get blocked.
  • Massively unsafe on block
  • Can juggle with anything after Kagerou no Mai trades with an attack that doesn't knock down. However, Mai loses the trade on life vs C/D normals.

MAX: Fully invulnerable startup and more damage. A great 2-bar corner combo ender due to its damage.

Climax Super Special Moves

Shiranui-Ryu Ougi: Kunochi - qcf, hcb + AC

  • Very brief startup, then a super freeze, then Mai rockets off the wall behind her. Trajectory is fixed, but collision region is gigantic, and Mai's travel speed broadcasts it all over the screen. Hard to miss with unless opponent is right underneath Mai or VERY high in the air and not falling (Nakoruru flight)
  • Mai is fully invulnerable when she flies off the wall, until the active frames end.
  • Massively unsafe on block.
  • Can easily punish any height jump on reaction, as long as the opponent is not at or past the peak of the jump arc.
  • Can be performed in the air. Air version has the exact same starting position and trajectory as the ground version
  • If Mai performs the air version after jumping over the opponent, she will "teleport" back to the side she came from to start the super

Combos

  • Close A, Crouching A and Crouching B can chain into Close B>D target combo.
  • Anytime you see cl.D in a combo, you can substitute cl.C for less damage, but easier execution.
  • Numbers in curly brackets ( {} ) indicate maximum MAX gauge required. (1000 indicates a combo that the 1st character on your team can perform. 1250 and 1500 indicate 2nd and 3rd character respectively.)

Notation

0 meter

No corner

  • cr.B, cr.A, qcb+C = (144 DMG)

(ends in a soft knockdown, far away from the opponent)

  • cr.B, cl.B>D, hcf+D (176 DMG)

(ends in a soft knockdown close to the opponent)

  • cr.B, cl.B>D, qcb+C (184 DMG)

(ends in a soft knockdown. needs to be performed close to the opponent

  • j.D, cl.D, hcf+D (228 DMG)
  • j.D, cl.D, qcb+C (176 DMG)

(both combos can start from any punch or kick jump-in but will have different damage outputs)

  • st.CD, hcf+D (1 hit) (117 DMG)

(wait until the opponent hits the wall, then perform hcf+D)

  • st.CD, qcf+A, hcf+D (166 DMG)

(wait until the opponent hits the wall, then perform qcf+A)

Corner only

  • cr.B, cr.B, cr.A, qcb+C (166 DMG)

(Best used if you aren’t too close to the opponent to do her target combo)

  • cr.B, cl.B>D, qcb+A, cr.D (217 DMG)
  • cl.D, qcb+A, cl.D (213 DMG)
  • st.CD, qcb+A, cl.D (176 DMG)
  • st.CD, cl.A, cl.B>D, qcb+A, cr.D (250 DMG)
  • st.CD, qcf+A, cr.C, qcb+A, cr.D (286 DMG)

(All combos ending in a normal are resets. Last combos must be near max range of st.CD for fan to hit)

  • j.CD (counter hit), j.qcb+C, qcb+C, cl.A (289 DMG)

(best used to try to catch an opponent trying to jump out of the corner.)

1 meter

No corner

  • cr.B, cr.A, qcb+C (2), SC, qcfx2+A/C (284 DMG)


  • st.CD, hcf+D (2nd hit), SC, qcb,hcf+B/D (240 DMG)


Max Mode

Anywhere

  • cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, cr.D (321 DMG) { 1000 }

(use her cl.B>D target combo after cr. B for a bit more damage, but you will need to be close to the opponent)

  • cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, air throw (329 DMG) {1000 }

(ends in a hard knockdown half screen distance away. Use a hyper hop then press back or towards and heavy punch to grab the opponent after the hcf+BD juggle. You can use her cl.B>D target combo after cr. B, or use j.D (or any jump-in normal), cl. C/cr. C/cl.D into [BC] for a jump-in confirm and higher damage.)

  • cr.B, cl.B>D, BC, st.CD, qcf+AC, d~uf+AC, st.CD (291 DMG) { 1000 }

(ends in a soft knockdown. if performed midscreen, the opponent lands back in the middle of the screen or away from the corner. You can use j.D (or any jump-in normal), cl. C/cr. C/cl.D into [BC] for a jump-in confirm and higher damage. You can also switch out st. CD at the end for any far normal that can reach after the d~uf+AC juggle for a reset.)

Near corner

  • cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, cl.A (336 DMG) { 1000 }

(use her cl.B>D target combo after cr. B for a bit more damage, but you will need to be close to the opponent. You can use j.D (or any jump-in normal), cl. C/cr. C/cl.D into [BC] for a jump-in confirm and higher damage.)

  • st.CD, BC (auto-run), cr.C, hcf+BD, qcb+AC, qcb+C, cl.A (318 DMG) { 1000 }

(Must be closer than half screen to link the cr. C)

Corner only

  • cr.B, cr.B, st.B, BC, cl.D, qcb+A, qcb+AC, qcb+C, cl.A (334 DMG) { 1000 }

(use her cl.B>D target combo after cr. B for a bit more damage, but you will need to be close to the opponent. You can use j.D (or any jump-in normal), cl. C/cr. C/cl.D into [BC] for a jump-in confirm and higher damage.)

  • j.D, cl.D, BC, st.CD, wait, qcf+AC, qcb+AC, [qcb+C] x2, cl.D (407 DMG) { 1000 }

(ends in an air reset. Can start on the ground as a punish combo with cl.C or cr. C).

  • st.CD, qcf+A, cr.C, BC, st.CD, wait, qcf+AC, qcb+AC, [qcb+C] x2, cl.D (371 DMG) { 1000 }
  • st.CD, qcf+A, cr.C, BC, cl.D, qcb+A, qcb+AC, qcb+C, cl.A (389 DMG) { 1000 }

(both combos end in an reset. st. CD must hit close enough for qcf+A to hit and cr.C to hit. Does not work on counter hit st.CD.)

2 meters

No corner

  • cr.B, cr.A, qcb+C(2), SC, qcfx2+AC (387 DMG)

(two hit confirm starting from a low into qcb+C. A bit risky because if you don’t confirm into qcb+C well, you can get punished if its blocked. If you are close enough, you can use cr.B, cl.B>D, into qcb+C for a 3 hit confirm.)

Max Mode

Anywhere

  • j.D, cl.D, qcb+C(2) SC, qcfx2+AC (480 DMG) { 1000 }

(you can use a different jump-in attack and a different standing or crouching heavy punch but it will output less damage.)

  • cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+B/D, SC, qcfx2+AC (476 DMG/479 DMG) { 1000 }

(complete the super motion before Mai lands after the hcf+K. When using hcf+B, the opponent ends up in-front, using hcf+D will have the opponent juggle behind Mai, so the super motion will need to be reversed if performed mid-screen. If starting with cr.B, cl.B>D, the damage will be 489/492. If starting with j.D, cl.D, BC, the damage will be 553/556)

  • cr. B, cr. B, st. B, BC, cl.D, qcb+AC, hcf+B+D, qcb+C (1) SC, qcfx2+AC (497 DMG) { 1500 }

( If starting with cr.B, cl.B>D, the damage will be 510. If starting with j.D, cl.D, BC, the damage will be 577)


Corner only

  • cr.B, cr.B, st.B, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (516 DMG) { 1000 }

(pretty easy corner only combo, with great damage output. starting with cr.B, cl.B>D, BC, gives you 529 damage. starting with j. D, cl.D, BC outputs 597 damage.)

  • st.CD, cl.A, cl.B>D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (525 DMG) { 1000 }

(a more damaging but difficult version of the combo above. st. CD must be hit close enough for cl.A to hit immediately.)

  • st.CD, qcf+A, cr.C, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcfx2+AC (574 DMG) { 1000 }

(st. CD must hit close enough for qcf+A to hit and cr.C to hit. Does not work on counter hit st.CD. Perform qcb+C as late as possible before super-cancelling for maximum damage. )

3 meters

No corner

  • cr.B, cr.A, qcb+C(2), SC, qcf,hcb+AC (510 DMG)
  • cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+D, SC, qcf,hcb+AC (534 DMG) { 1000 }
  • cr.B, cl.B>D, BC, cl.D, qcb+AC, hcf+D, SC, qcf,hcb+AC (547 DMG) { 1000 }
  • st.CD, qcf,hcb+AC (471 DMG)
  • st.CD, hcf+D, SC, qcf,hcb+AC (483 DMG)
  • st.CD, qcf+A/C, qcf,hcb+AC (492 DMG)

Near corner

  • cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (566 DMG) { 1000 }
  • cr.B, cl.B>D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (579 DMG) { 1000 }
  • cl.D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (611 DMG) { 1000 }
  • st.CD, BC (auto-run), cr.C, hcf+BD, qcb+AC, qcb+C, SC, qcfx2+AC (523 DMG) { 1000 }

Corner only

  • cr.B, cr.B, st.B, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC (571 DMG)
  • cr.B, cl.B>D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC (584 DMG) { 1000 }
  • cl.D, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC (606 DMG) { 1000 }
  • st.CD, qcf+A, cr.C, BC, cl.D, qcb+A, qcb+AC, qcb+C, SC, qcf,hcb+AC (627 DMG) { 1000 }

(Hit the qcb+C as low as possible before the super-cancel for maximum damage from the super.)

4 meters

No corner

  • cr.B, cr.A, qcb+C, SC, qcfx2+A/C, CC, qcf,hcb+AC (531 DMG)
  • cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, qcb+C(1), SC, qcf,hcb+AC (551 DMG) { 1250 }

Near corner

  • cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (578 DMG) { 1250 }
  • cr.B, cl.B>D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (591 DMG) { 1250 }
  • cl.D, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (623 DMG) { 1250 }

Corner only

  • st.CD, qcf+A, cr.C, BC, cl.D, hcf+BD, qcb+AC, qcb+C, SC, qcf,hcb+AC (628 DMG) { 1250 }

5 meters

No corner

  • cr.B, cr.A, qcb+C(2), SC, qcfx2+AC, CC, qcf,hcb+AC (553 DMG)
  • cr.B, cr.B, st.B, BC, cl.D, qcb+AC, hcf+BD, qcb+C(1), SC, qcb,hcf+BD, CC, qcf,hcb+AC (615 DMG) { 1500 }
  • cr.B, cl.B>D, BC, cl.D, qcb+AC, hcf+BD, qcb+C(1), SC, qcb,hcf+BD, CC, qcf,hcb+AC (628 DMG) { 1500 }
  • cl.D, BC, cl.D, qcb+AC, hcf+BD, qcb+C(1), SC, qcb,hcf+BD, CC, qcf,hcb+AC (648 DMG) { 1500 }
  • cl.D, hcf+D(1), SC, qcb,hcf+BD, CC, qcf,hcb+AC (703 DMG)

(If Mai passes under the opponent during qcb,hcf+BD, input Climax from the opposite side)

Near corner

  • cr.B, cr.B, st.B, BC, cl.D, hcf+BD, qcb+AC, qcb,hcf+BD, CC, qcf,hcb+AC (658 DMG) { 1500 }
  • cr.B, cl.B>D, BC, cl.D, hcf+BD, qcb+AC, qcb,hcf+BD, CC, qcf,hcb+AC (671 DMG) { 1500 }
  • cl.D, BC, cl.D, hcf+BD, qcb+AC, qcb,hcf+BD, CC, qcf,hcb+AC (682 DMG) { 1500 }

Corner only

Misc

Frame Data

Mai KOFXIV Frama Data Link

Videos

KoF XIV: Mai Beginner Breakdown


Mai Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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