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  |description= Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact.
  |description= Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact.
* '''A version''' = Hits somewhat later, launcher in the corner.
* '''A version''' = Hits somewhat later, launcher in the corner.
* '''B version''' = Hits almost instantly and hits twice. Because its first hit lands faster than A version, using the B 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 on the stage or during a combo. Hits 3 times and has similar startup to the B version.
* '''EX version''' = Go-to launcher for every situation, regardless of the position on the stage or during a combo. Hits 3 times and has similar startup to the C version.
  }}
  }}
}}
}}
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  |description= Mai's projectile. Despite being a projectile, its main purpose is usually not the zoning, but rather space control.
  |description= Mai's projectile. Despite being a projectile, its main purpose is usually not the zoning, but rather space control.
* '''A version''' = The projectile travles slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is the go-to move to end blockstrings due to its safety and distance on block. It is also the primary way of forxing the opponent to block on oki and after a restand,  
* '''A version''' = The projectile travles slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is the go-to move to end blockstrings due to its safety and distance on block. It is also the primary way of forxing the opponent to block on oki and after a restand,  
* '''B version''' = The projectile travels faster, but Mai doesn't racover 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 racover 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.
* '''EX version''' = The projectile travels the same speed as the B version, but Mai recovers faster now. Hits twice, regardless if it gets blocked or if it hits. It just needs to collide with the opponent in order to activate the second part. It destroys projectiles, but depending on which projectile it collided with, different outcomes happen:
* '''EX version''' = The projectile travels the same speed as the C version, but Mai recovers faster now. Hits twice, regardless if it gets blocked or if it hits. It just needs to collide with the opponent in order to activate the second part. It destroys projectiles, but depending on which projectile it collided with, different outcomes happen:
1) If it collides with a regular projectile, it will nullify it and continue its path.
1) If it collides with a regular projectile, it will nullify it and continue its path.


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  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description= 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 cr.A.
*
* '''D version''' = Most damaging meterless combo ender.
* '''EX version''' = Launcher, hits 5 times on its own and usually 3 times during combos.
  }}
  }}
}}
}}
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  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description= Mai performs a huge leap across the stage, depending on which version is chosen. Cancelable into Ukihane (j.d+B) 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 (It's best not to go for this because she literally can't do anything in this recovery state).
*
* There seems to be no difference between A and C versions, but it does affect the angles of the followup Air Mussatatsbi no Mai.
*
* '''EX version''' = Yet another launcher to extend combos and travels the furthest distance. Csn go into Ukihane (j.d+B) if needed, however, there is a better option. By doing j.qcb+AC, Mai will perform EX Air Mussatatsbi no Mai. This is the part of this move that allows further combos. Despite the input itself being like an EX move, it does not cost extra meter. During combos, it can either hit 2 or 3 times, but this doesn't really affect the options she can do afterwards.
  }}
  }}
}}
}}
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  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description= Everything is the same as written above, except the fact this Backwards version cannot be used for combos.
*
*
*
  }}
  }}
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  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description= Mai flips in the air and flies at an 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.
  }}
  }}
}}
}}

Revision as of 21:48, 7 March 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Mai is a kunoichi and successor of the Shiranui style of ninja arts. Her opponents are at the mercy of her graceful movements and fascinating attire.
Using large fans as weapons, her fighting style is to "float like a butterfly, sting like a bee".

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

Shiranui Gorin - (close) / +

Fuusha Kuzushi - (close) / +

Yume-Zakura - / + (Midair Only)

Command Normals

Ukihane - + (Midair Only)

Koukaku no Mai - +

Sankaku-Tobi - (Near Wall) (Midair Only)

Target Combo - (close) >

Special Moves

Ryuuenbu - + / (*)

Kachousen - + / (*)

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) (!)

Kagerou no Mai - + / (!)

Climax Super Special Moves

Shiranui-Ryuu Ougi * Kuzunoha - ++ (Air OK)

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Mai Shiranui is an XYZ charcter who does QWE using ASDF.
Pros Cons
  • Easy gameplan
  • Great range on many normals, especially Lights
  • Variety of combo paths and options
  • Superb aerial mobility
  • Very reliant on meter
  • Lack of proper meterless combos
  • No invincible reversals


Normals

Far Standing Normals

Far A

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NO IMAGE FOUND

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  • This quick swipe using her fan is good for stopping hops at a close range distance. Has a small amount of frame advantage on block. Can be chained from her crouching light normals.

Far B

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NO IMAGE FOUND

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  • Mai performs a quick kick aimed at the opponents head. Can stop hops at a farther distance than far A & can be used a close to mid-range poke. Whiffs on a majority of characters that are crouching.

Far C

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NO IMAGE FOUND

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  • Mai swings her fan from above her head towards the ground. Can be used to stop hops at a mid-range or stop attempts from the opponents jumping over Mai's head. Has a fair amount of recovery frames if whiffed.

Far D

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NO IMAGE FOUND

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  • This roundhouse kick can be used to anti-air jumps at a close range and even hyper hops at a mid-range distance away from Mai.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 7 +4 +2 - 30 60
  • Placeholder

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 5 8 +2 0 - 30 60
  • Placeholder

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 4 14 +3 +1 - 70 120
  • Placeholder

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 7 6 13 +2 0 - 70 120
  • Placeholder

Crouch Normals

Crouch A

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NO IMAGE FOUND

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  • Placeholder

Crouch B

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NO IMAGE FOUND

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  • Placeholder

Crouch C

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NO IMAGE FOUND

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  • Placeholder

Crouch D

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NO IMAGE FOUND

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  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 5 5 1 on ground - - - 30 50

jump A jump A

45 High - 5 7 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 10 1 on ground - - - 30 50

jump B jump B

45 High - 5 12 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High special 7 4 1 on ground - - - 70 100

jump C jump C

70 High special 7 5 1 on ground - - - 70 120
  • Placeholder

Jump D

jump D
j.D
j.D

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 7 7 1 on ground - - - 70 100

jump D jump D

70 High - 7 8 1 on ground - - - 70 120
  • Placeholder

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 13 6 20 Splat (+74~+90) -3 Low Body: 8 to 21 (14 Frames) 100 160
  • Placeholder

ShatterStrike

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

jump CD

jump CD
j.CD
j.CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid special 12 5 1 on ground - - - 80 120

jump jump

90 Mid special 12 5 1 on ground - - - 80 140
  • Placeholder

Throws

Shiranui Gorin
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Fuusha Kuzushi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Yume-Zakura
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Ukihane
j.d+B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Koukau no Mai
df+D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Sankaku-Tobi
(near wall) j.uf
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Target Combo 1
cl.B > D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

Ryuuenbu
qcb+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact.

  • A version = Hits somewhat later, launcher in the corner.
  • 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 on the stage or during a combo. Hits 3 times and has similar startup to the C version.


Kachousen
qcf+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

Mai's projectile. Despite being a projectile, its main purpose is usually not the zoning, but rather space control.

  • A version = The projectile travles slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is the go-to move to end blockstrings due to its safety and distance on block. It is also the primary way of forxing the opponent to block on oki and after a restand,
  • C version = The projectile travels faster, but Mai doesn't racover 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.
  • EX version = The projectile travels the same speed as the C version, but Mai recovers faster now. Hits twice, regardless if it gets blocked or if it hits. It just needs to collide with the opponent in order to activate the second part. It destroys projectiles, but depending on which projectile it collided with, different outcomes happen:

1) If it collides with a regular projectile, it will nullify it and continue its path.

2) If it beats one projectile and collides with a second projectile, it will get nullified and the opponent's projectile will keep going.

3) If it collides with Supermove projectiles, it will get nullified.


Hissatsu Shinobi-Bachi
qcf+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

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 cr.A.
  • D version = Most damaging meterless combo ender.
  • EX version = Launcher, hits 5 times on its own and usually 3 times during combos.


Mussatatsbi no Mai • Front
d~uf+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

Mai performs a huge leap across the stage, depending on which version is chosen. Cancelable into Ukihane (j.d+B) 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 (It's best not to go for this because she literally can't do anything in this recovery state).

  • There seems to be no difference between A and C versions, but it does affect the angles of the followup Air Mussatatsbi no Mai.
  • EX version = Yet another launcher to extend combos and travels the furthest distance. Csn go into Ukihane (j.d+B) if needed, however, there is a better option. By doing j.qcb+AC, Mai will perform EX Air Mussatatsbi no Mai. This is the part of this move that allows further combos. Despite the input itself being like an EX move, it does not cost extra meter. During combos, it can either hit 2 or 3 times, but this doesn't really affect the options she can do afterwards.
Mussatatsbi no Mai • Back
d~ub/u+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

Everything is the same as written above, except the fact this Backwards version cannot be used for combos.

Mussatatsbi no Mai (Air)
j.qcb+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

Mai flips in the air and flies at an 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.

Super Special Moves

Chou Hissatsu Shinobi-Bachi
qcb,hcf+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Air Chou Hissatsu Shinobi-Bachi
j.qcb,hcf+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Kagerou no Mai
qcfx2+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Shiranui-Ryuu Ougi • Kuzunoha
qcb,hcf+CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Misc

Videos

Mai Shiranui Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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