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The King of Fighters XV/Mai Shiranui/Strategy: Difference between revisions
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==Neutral== | ==Neutral== | ||
===<big>Pokes</big>=== | ===<big>Pokes</big>=== | ||
Far A fills a lot of space in front of Mai for little commitment. It hits people trying to jump on their way up if they're within range. It's plus and has little pushback so you can use it to hold people in place for a little bit. It isn't cancelable so you don't get damage off this move. The goal is to frustrate people. | |||
Far B hits people for hopping at you from about half screen. It also hits most characters for running. Therefore you can press this periodically to stop most forward movement. You also don't get combos off this move; you're just filling space. It misses vs crouching opponents. It will lose outright to most sweeps. If you're late with this you could get hit with run 2Bs too. | |||
2A goes really far for a light. This is also 5f startup and +1 on block like far A so you can also use this to harass people. It reaches a little further than far A in exchange for not hitting hops. It also has a little more pushback than far A but you can combo off this move. It self chains and it's special cancelable. Mai can do 2A 2A and confirm into 214AC to start combos from much further than most characters. | |||
2B also goes really far for a light. It chains into 2A except the 2A whiffs at the very tip. This is her fastest move so you may want to use it to contest other people doing run 2A or 2B. Mai 2B also ducks under a ton of moves. | |||
2C has short range but you can use it as a counterpoke. You can press it outside the range of other characters' buttons and tag their extended hurtbox. | |||
CD has really big range. It hits just short of round start distance. It goes over lows. It can hit people on the way up as they start to jump but you're generally looking to use this vs grounded opponents. This wall sticks like all CDs so you get combos if it hits. | |||
===<big>Antiairs</big>=== | |||
As stated above far B can stop hops preemptively at a distance. | |||
Far D is your main reactive antiair. It hits above Mai and in front of her. | |||
Neutral jump CD puts up a wall that's very difficult to contest. | |||
Mai's 2B can get under a lot of air buttons and punish landing recovery for a full combo especially if you run behind the attacker first. | |||
Air throw is good for intercepting attackers at the peak of their jump before they've pressed a button. | |||
Jump back D is a low risk way to cut off air approaches. Try not to corner yourself from retreating too much. | |||
Jump B is really active and hits all around Mai so you can press it really early to win air to air exchanges. | |||
Mai's | |||
Close C is fast and hits around Mai's head so you can use it when people hop from close range like after you block a 2A. | |||
Close D hits straight up above Mai. It's really tall and skinny. This is mostly just useful if someone superjumps over you. You can wait for them to pass over and score a little damage with this. | |||
236236AC is invincible and creates a flame pillar above Mai. You want the enemy close when you use this so all the hits land instead of just clipping them with one or two. | |||
'' | Climax targets the opponent's position during super freeze so it's effectively a full screen anti air. It does take some time to travel so hitting hops with it is difficult. The earlier you do this in the opponent's jump arc the better. | ||
== | ==Offense== | ||
===<big>Hitconfirms</big>=== | |||
2B 2A - universal staple across the cast. 2B is your low starter then 2A is cancelable and plus so you can start combos on hit and have lots of options on block. | |||
2B 2B 2A - if you're starting from close range you can do three lights instead of two to give yourself more time to confirm. | |||
crossup jB close A 2B 2A - Putting a low in the middle of a string like this is really nice for hitting people trying to break throws. | |||
== | ===<big>Frametraps</big>=== | ||
close A, 2C - if the 2C hits you can combo off it with 3D 214AC. | |||
2A delay canceled into another 2A - if you press the next 2A right away, it's a true blockstring instead of a frametrap. | |||
2A canceled into 214A - if the 214A hits and the opponent is cornered, you can combo off it with 214AC. If the defender GC rolls the button before your 214A then they will punish the 214A. | |||
CD 236C - this is mostly just to hit the opponent for trying to jump over the A fireball which would give you more frame advantage. Any button canceled into fireball is also punishable with GC roll. | |||
===<big>Safejumps</big>=== | |||
214AC 236D ender: whiff 2C, hyperhop forward | |||
C throw in the corner: immediate run, immediate hyperhop forward | |||
===<big>Mixups</big>=== | |||
Mai's special mixup tool is her crossup jB. It is especially dangerous because she can hop over standing opponents. Any time she is nearby she can go for it and it might hit on one side or the other. | |||
Mai's | |||
j2B can also be used to cross the opponent up. It always moves Mai towards the opponent a fixed distance horizontally. You want to aim this right at the opponent's head so it hits right away as opposed to waiting for Mai to start descending so they don't have time to think about what side she's on. j2B is usually punishable on block so you want to use it sparingly. | |||
''' | ==Zoning== | ||
Mai's zoning focuses purely on using '''all versions of Kachousen''', her only projectile. | |||
'''A Kachousen''' is the go-to version to use because the fan travels slowly and Mai recovers quickly, meaning she can run behind it to get close. Keep in mind that the opponent can easily jump over it or roll out of the way, but Mai can beat those options if she reacts fast enough. The best possible scenario would be if the opponent blocks the projectile or gets hit by it, both giving Mai an opportunity to rush the opponent down and land a combo, respectively. | |||
'''EX Kachousen''' is usually used to win the zoning wars by destroying opponent's projectiles. It will beat regular projectiles and continue its path, potentially giving Mai the momentum she needs (See more about this move on the Overview page). | |||
''' | |||
214A can erase enemy projectiles while building meter. | |||
==Mobility== | |||
Mai has some of the best mobility in the game. Maybe not on the ground, but undoubtedly in the air. | |||
''' | ===<big>In The Air</big>=== | ||
Her '''wall jump''' is a great way to escape tough situations and to alter her trajectory. '''Ukihane''' isn't really a mobility tool, but it can help in some situations, like when Mai is about to jump into a projectile, she can use this to save herself. '''Air Musassabi no Mai''' is great for the same reason as Ukihane (avoid landing on a projectile), but it is also used for suddenly stopping Mai's momentum to fly downwards. The '''EX version''' is a launcher, so it's always a threat when she's in the air and has meter. | |||
===<big>On The Ground</big>=== | |||
As for her grounded mobility, her '''rolls''' and '''run speed''' are decent. Not too fast, but not too slow either. Her '''grounded Musasabi no Mai''' helps her to easily leap across the stage, whether it's to close the distance or get away. This move is usually used for the latter reason, since she can easily cancel her blockstrings into a backwards Musasabi no Mai, which sends her to fullscreen distance, making her almost impossible to punish. | |||
==Tips & Tricks== | |||
===<big>How Can EX Musassabi Hit 3 Times During A Combo?</big>=== | ===<big>How Can EX Musassabi Hit 3 Times During A Combo?</big>=== | ||
Mastering this technique will be crucial on a more advanced level. EX Musassabi ([2]9AC~214AC) will usually hit 2 times during combos. However, it is possible to make it hit 3 times. To do this, the opponent must be pretty close to Mai, so it's best done in corner combos and some situational midscreen combos (Like 214AC > 236BD > [2]9AC~214AC). You will usually do some attack that will give you enough time to charge the input. Next, use the game's generous buffer window (The button hold method) to ensure that the first part lands as fast as possible. Now here comes the tricky part, since you have to manually time this one yourself. '''You have to do 214AC once Mai has jumped over the opponent and once the opponent has started falling down'''. The opponent has to be kinda below and in front Mai. | Mastering this technique will be crucial on a more advanced level. EX Musassabi ([2]9AC~214AC) will usually hit 2 times during combos. However, it is possible to make it hit 3 times. To do this, the opponent must be pretty close to Mai, so it's best done in corner combos and some situational midscreen combos (Like 214AC > 236BD > [2]9AC~214AC). You will usually do some attack that will give you enough time to charge the input. Next, use the game's generous buffer window (The button hold method) to ensure that the first part lands as fast as possible. Now here comes the tricky part, since you have to manually time this one yourself. '''You have to do 214AC once Mai has jumped over the opponent and once the opponent has started falling down'''. The opponent has to be kinda below and in front Mai. | ||
This trick isn't mandatory. Mai can still function very well without it. However, it gives her access to some specific situations that wouldn't be possible if she did the 2-hit version. And, of course, that one additional hit means more damage, so that's always good. | This trick isn't mandatory. Mai can still function very well without it. However, it gives her access to some specific situations that wouldn't be possible if she did the 2-hit version. And, of course, that one additional hit means more damage, so that's always good. | ||
===<big>Understanding Combo Structure</big>=== | |||
* '''cr.B chains into itself and cr.A.''' | |||
* '''cr.A is cancelable.''' | |||
* '''cr.C is the only far reaching normal that can combo into 3D.''' | |||
* '''3D is the go-to command normal.''' | |||
* '''A Ryuuenbu is a meterless launcher in the corner.''' | |||
* '''C Ryuuenbu hits earlier than the A version, making certain combos possible.''' | |||
* '''C Ryuuenbu is the basic combo extender, ender and the go-to special move to cancel into Supers.''' | |||
* '''Blowback > C Kachousen will always hit.''' | |||
* '''EX Ryuuenbu, EX Shinobi Bachi and EX Musassabi are usually all interchangeable during combos.''' | |||
{{CharNavbox_XV}} | {{CharNavbox_XV}} |
Latest revision as of 15:40, 19 October 2024
Neutral
Pokes
Far A fills a lot of space in front of Mai for little commitment. It hits people trying to jump on their way up if they're within range. It's plus and has little pushback so you can use it to hold people in place for a little bit. It isn't cancelable so you don't get damage off this move. The goal is to frustrate people.
Far B hits people for hopping at you from about half screen. It also hits most characters for running. Therefore you can press this periodically to stop most forward movement. You also don't get combos off this move; you're just filling space. It misses vs crouching opponents. It will lose outright to most sweeps. If you're late with this you could get hit with run 2Bs too.
2A goes really far for a light. This is also 5f startup and +1 on block like far A so you can also use this to harass people. It reaches a little further than far A in exchange for not hitting hops. It also has a little more pushback than far A but you can combo off this move. It self chains and it's special cancelable. Mai can do 2A 2A and confirm into 214AC to start combos from much further than most characters.
2B also goes really far for a light. It chains into 2A except the 2A whiffs at the very tip. This is her fastest move so you may want to use it to contest other people doing run 2A or 2B. Mai 2B also ducks under a ton of moves.
2C has short range but you can use it as a counterpoke. You can press it outside the range of other characters' buttons and tag their extended hurtbox.
CD has really big range. It hits just short of round start distance. It goes over lows. It can hit people on the way up as they start to jump but you're generally looking to use this vs grounded opponents. This wall sticks like all CDs so you get combos if it hits.
Antiairs
As stated above far B can stop hops preemptively at a distance.
Far D is your main reactive antiair. It hits above Mai and in front of her.
Neutral jump CD puts up a wall that's very difficult to contest.
Mai's 2B can get under a lot of air buttons and punish landing recovery for a full combo especially if you run behind the attacker first.
Air throw is good for intercepting attackers at the peak of their jump before they've pressed a button.
Jump back D is a low risk way to cut off air approaches. Try not to corner yourself from retreating too much.
Jump B is really active and hits all around Mai so you can press it really early to win air to air exchanges.
Close C is fast and hits around Mai's head so you can use it when people hop from close range like after you block a 2A.
Close D hits straight up above Mai. It's really tall and skinny. This is mostly just useful if someone superjumps over you. You can wait for them to pass over and score a little damage with this.
236236AC is invincible and creates a flame pillar above Mai. You want the enemy close when you use this so all the hits land instead of just clipping them with one or two.
Climax targets the opponent's position during super freeze so it's effectively a full screen anti air. It does take some time to travel so hitting hops with it is difficult. The earlier you do this in the opponent's jump arc the better.
Offense
Hitconfirms
2B 2A - universal staple across the cast. 2B is your low starter then 2A is cancelable and plus so you can start combos on hit and have lots of options on block.
2B 2B 2A - if you're starting from close range you can do three lights instead of two to give yourself more time to confirm.
crossup jB close A 2B 2A - Putting a low in the middle of a string like this is really nice for hitting people trying to break throws.
Frametraps
close A, 2C - if the 2C hits you can combo off it with 3D 214AC.
2A delay canceled into another 2A - if you press the next 2A right away, it's a true blockstring instead of a frametrap.
2A canceled into 214A - if the 214A hits and the opponent is cornered, you can combo off it with 214AC. If the defender GC rolls the button before your 214A then they will punish the 214A.
CD 236C - this is mostly just to hit the opponent for trying to jump over the A fireball which would give you more frame advantage. Any button canceled into fireball is also punishable with GC roll.
Safejumps
214AC 236D ender: whiff 2C, hyperhop forward
C throw in the corner: immediate run, immediate hyperhop forward
Mixups
Mai's special mixup tool is her crossup jB. It is especially dangerous because she can hop over standing opponents. Any time she is nearby she can go for it and it might hit on one side or the other.
j2B can also be used to cross the opponent up. It always moves Mai towards the opponent a fixed distance horizontally. You want to aim this right at the opponent's head so it hits right away as opposed to waiting for Mai to start descending so they don't have time to think about what side she's on. j2B is usually punishable on block so you want to use it sparingly.
Zoning
Mai's zoning focuses purely on using all versions of Kachousen, her only projectile.
A Kachousen is the go-to version to use because the fan travels slowly and Mai recovers quickly, meaning she can run behind it to get close. Keep in mind that the opponent can easily jump over it or roll out of the way, but Mai can beat those options if she reacts fast enough. The best possible scenario would be if the opponent blocks the projectile or gets hit by it, both giving Mai an opportunity to rush the opponent down and land a combo, respectively.
EX Kachousen is usually used to win the zoning wars by destroying opponent's projectiles. It will beat regular projectiles and continue its path, potentially giving Mai the momentum she needs (See more about this move on the Overview page).
214A can erase enemy projectiles while building meter.
Mobility
Mai has some of the best mobility in the game. Maybe not on the ground, but undoubtedly in the air.
In The Air
Her wall jump is a great way to escape tough situations and to alter her trajectory. Ukihane isn't really a mobility tool, but it can help in some situations, like when Mai is about to jump into a projectile, she can use this to save herself. Air Musassabi no Mai is great for the same reason as Ukihane (avoid landing on a projectile), but it is also used for suddenly stopping Mai's momentum to fly downwards. The EX version is a launcher, so it's always a threat when she's in the air and has meter.
On The Ground
As for her grounded mobility, her rolls and run speed are decent. Not too fast, but not too slow either. Her grounded Musasabi no Mai helps her to easily leap across the stage, whether it's to close the distance or get away. This move is usually used for the latter reason, since she can easily cancel her blockstrings into a backwards Musasabi no Mai, which sends her to fullscreen distance, making her almost impossible to punish.
Tips & Tricks
How Can EX Musassabi Hit 3 Times During A Combo?
Mastering this technique will be crucial on a more advanced level. EX Musassabi ([2]9AC~214AC) will usually hit 2 times during combos. However, it is possible to make it hit 3 times. To do this, the opponent must be pretty close to Mai, so it's best done in corner combos and some situational midscreen combos (Like 214AC > 236BD > [2]9AC~214AC). You will usually do some attack that will give you enough time to charge the input. Next, use the game's generous buffer window (The button hold method) to ensure that the first part lands as fast as possible. Now here comes the tricky part, since you have to manually time this one yourself. You have to do 214AC once Mai has jumped over the opponent and once the opponent has started falling down. The opponent has to be kinda below and in front Mai.
This trick isn't mandatory. Mai can still function very well without it. However, it gives her access to some specific situations that wouldn't be possible if she did the 2-hit version. And, of course, that one additional hit means more damage, so that's always good.
Understanding Combo Structure
- cr.B chains into itself and cr.A.
- cr.A is cancelable.
- cr.C is the only far reaching normal that can combo into 3D.
- 3D is the go-to command normal.
- A Ryuuenbu is a meterless launcher in the corner.
- C Ryuuenbu hits earlier than the A version, making certain combos possible.
- C Ryuuenbu is the basic combo extender, ender and the go-to special move to cancel into Supers.
- Blowback > C Kachousen will always hit.
- EX Ryuuenbu, EX Shinobi Bachi and EX Musassabi are usually all interchangeable during combos.