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The King of Fighters XIII/Mai Shiranui: Difference between revisions
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===Gameplay Notes=== | ===Gameplay Notes=== | ||
Less combo friendly, having one of lowest damage outputs to most her MaxCancel combos (due to damage scaling from her DM) and she even | Less combo friendly, having one of lowest damage outputs to most her MaxCancel combos (due to damage scaling from her DM) and she even lost her anti-air from her repertoire makes even the most diehard Mai fans cringe when they first tryout XIII Mai. It's almost easy to chalk her off as fan-service for the "No Mai, No buy" XII complainers. | ||
Mai XIII however, really belongs to this growing list of revamped (and refreshing) characters such as Ralf, Chin, and even Kensou. Once mastered, she's really a deadly weapon | |||
(To be continued) | |||
===Pros=== | ===Pros=== |
Revision as of 00:12, 23 February 2011
Gameplay Overview
SNK Technical Reference
(http://www.youtube.com/watch?v=OI1dRG_okQs)
Gameplay Notes
Less combo friendly, having one of lowest damage outputs to most her MaxCancel combos (due to damage scaling from her DM) and she even lost her anti-air from her repertoire makes even the most diehard Mai fans cringe when they first tryout XIII Mai. It's almost easy to chalk her off as fan-service for the "No Mai, No buy" XII complainers.
Mai XIII however, really belongs to this growing list of revamped (and refreshing) characters such as Ralf, Chin, and even Kensou. Once mastered, she's really a deadly weapon
(To be continued)
Pros
Cons
Normals
Standing
st. A -
- Chain/Cancelable
- Hit Detection: High
- Damage: 25
st. B -
- Hit Detection: High
- Damage: 30
st. C -
- Hit Detection: High
- Damage: 80
st. D -
- Hit Detection: High
- Damage: 80
cl. A -
- Chain/Cancelable
- Hit Detection: High
- Damage: 25
cl. C -
- Cancelable
- Hit Detection: High
- Damage: 70
cl. D -
- Cancelable
- Hit Detection: High
- Damage: 70
Crouching
cr. A -
- Chain/Cancelable
- Hit Detection: High
- Damage: 25
cr. B -
- Chainable
- Hit Detection: Low
- Damage: 30
cr. C -
- Cancelable
- Hit Detection: High
- Damage: 70
cr. D -
- Cancelable
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Cancelable
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Cancelable
- Hit Detection: Mid
- Damage: 72(70)
j. D -
- Cancelable
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD -
- Cancelable
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw
Fuusha Kuzushi = (b/f+C/D) close -
- Can be broken
- Hit Detection: Close
- Damage: 100
Yura = (b/d/f+C) close in air -
- Can't be broken
- Hit Detection: Close
- Damage: 125
Command Moves
Filler Picture
"There's no picture of the wall jump in the mook, just read the description below!"
Wall Jump = (press uf when near the wall in the air, ub on the 2P side) -
- Area Detection: 1P Wall (uf) / 2P Wall (ub)
Ukihane = (d+B) in air -
- Cancelable
- Hit Detection: Mid
- Damage: 60
Special Moves
Kachousen = (qcf+P) -
(EX) = qcf+AC -
- Super Cancelable
- Hit Detection: High
- Damage: 60/120
Ryuuenbu = (qcb+P) -
(EX) = qcb+AC -
- Drive/Super Cancelable
- Hit Detection: High
- Damage: 65/40+65/50+80
Hissatsu Shinobi Baichi = (hcf+K) -
(EX) = hcf+BD -
- Drive/Super Cancelable
- Hit Detection: High
- Damage:45x3/50x2+45+50/32x6
Musasabi No Mai = (d~u+P) -
- Hit Detection: High
- Damage: 70
Musasabi No Mai (Air) = (qcb+P) in air -
(EX) = qcb+AC in air -
- Drive/Super Cancelable
- Hit Detection: High
- Damage: 70/48xN+48
Desperation Moves
Chou Hissatsu Shinobi Baichi = (qcb hcf+K) also in air -
(EX) = qcb hcf+K
- Max Cancelable
- Hit Detection: High
- Damage: 30+25x8(25x8)/45+25x11
Neomax
Kunoichi no Mai = (qcf hcb+AC) also in air -
- Hit Detection: High
- Damage: 0+450
Combos
Combos (Starters are: d.B, d.A/s.A; s.C/s.D and are interechangeable)
Misc.
- j.D, j.d.B [128]
1 stock/No Drives
- s.C, Ex hcf K, Far D [260] - s.C, Ex qcb P, hcd D [267] - (Corner) s.C, Ex hcf K, qcb C, s.C [316] - (Corner) s.C, qcb+AC, qcb+C, qcb+C, air throw [431]
2 stocks/No Drives
- s.C, Ex qcb P, qcb~hcf+K DM [315] - (Corner) s.C, Ex qcb~hcf+K, air throw [408]
0 stocks/1 Drive
- (Corner) s.C, hcf+K (2hits), [DC] air.qcb+C, qcb+C, air throw [383]
1 stock/1 Drive
- (Corner) s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] qcf+P, qcb C, qcb C, s.C [497] - (Corner) s.C, Ex qcb P, qcb C, hcf D [2hits[, [DC] qcb C, qcb C, qcb C, air throw [514]
2 stocks/1 Drive
- (Corner) s.C, Ex hcf K, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C x2, s.C [455] - (Corner) s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C, air throw [543] - (Corner) s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C x2, s.C [554]
3 stocks/ 1 Drive
- (Corner) d.B, s.A, Ex qcb P, qcb P, hcf D [2hits], [DC] qcb C x2, Ex qcb~hcf+K [580]
HD Combos
No stocks
- (Corner) j.C, s.C, [HD] s.D, hcf D, [HDC] air.qcb C, hcf D [2hits], [HDC] qcb C, hcf D [1hit], [HDC] qcb A, hcf D [2hits], [HDC] qcb C, qcb C, air throw [640] - (Corner) j.C, s.C, [HD] s.D, hcf D, [HDC] air.qcb C, hcf D [2hits], [HDC] qcb C, hcf B [1hit], [HDC] qcb C, (hcf D [2hits], [HDC] qcb C) x2, qcb C, air throw [659]
2 stocks
- (Corner) j.C, s.C, [HD] s.C, qcb C [1hit], [HDC] Ex qcb P, (qcb C, qcb C [1hit], [HDC] qcf A) x2, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C, qcb C, s.C [655] - (Corner) j.C, s.C, [HD] s.C, hcf D [2hits], [HDC] air.qcb P, hcd D [2hits], [HDC] qcb C, qcb C, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C x2, air throw [711] - (Corner) j.C, s.C, [HD] s.D, hcf D [2hits], [HDC] air.qcb C, hcf D [2hits], [HDC] qcb C, hcf B [1hit], [HDC] qcb A, (hcf D [2hits], [HDC] qcb C) x2, qcb C, Ex qcb~hcf+ K [769]
(Corner to corner combo 2 stocks HD)
- j.C, s.C, HD, dash D, (hcf D [1hit], [HDC] qcb C [1hit], [HDC] Ex qcb P) x2, hcf D [1hit], [HDC] qcb A, hcf D [2hits], [HDC] qcb C, qcb C, air throw [619]
3 stocks
- (Corner) s.C, [HD] s.C, hcf B [2hits], [HDC] air.qcb P, hcf D [2hits], [HDC] qcb C, hcf D [2hits], [HDC] qcb C, qcb C, qcb C [1hit], [HDC] qcf A, [MC] qcf~hcb +AC NM [776] - (Corner) j.C, s.C, [HD] s.D, hcf D, [HDC] air.qcb C, hcf D [2hits], [HDC] qcb C, hcf D [2hits], [HDC] qcb C, hcf D [2hits], [HDC] qcf A, [MC] NM [799]
4 stocks
- (Corner) j.C, s.C, [HD] s.D, hcf D [2hits], [HDC] air.qcb P, hcf D [2hits], [HDC] qcb C, qcb C, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C, qcb C [1hit], [HDC] Ex qcb P, qcb A, qcb C, Ex qcb~hcf +K DM [808]
5 stocks
- (Corner) j.C, s.C, [HD] s.D, hcf D [2hits], [HDC] air.qcb P, hcf D [2hits], [HDC] qcb C, hcf B [1hit], [HDC] qcb C, qcb C, Ex qcb~hcf +K DM, [MC] qcf~hcb +AC NM [908]
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference
http://www.youtube.com/watch?v=OI1dRG_okQs
Discussion Threads
Discuss at Dream Cancel