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The King of Fighters 2002 UM/Mai Shiranui: Difference between revisions

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: Poor damage compared to the 2 bar conversion, waste of meter. '''52.5%'''.
: Poor damage compared to the 2 bar conversion, waste of meter. '''52.5%'''.


* crossup j.B/j.d+A, cl.C, df+B(1), BC, cr.C, df+B(1), qcb+B, hcf+B(1), qcb+C(1) hcf+B (1), qcb+C(1) (SC) qcb,hcf+BD
* crossup j.B/j.d+A, cl.C, df+B(1), BC, cr.C, df+B(1), qcb+B, hcf+B(1), qcb+C(1) hcf+B(1), qcb+C(1) (SC) qcb,hcf+BD
: Backturn combo.
: Backturn combo.



Revision as of 08:24, 23 March 2025

Movelist

Throws

Shiranui Gourin - close, / +

Fuusha Kuzushi - close, / +

Yume-zakura - close in air, / / +

Command Moves

Tsubakuro no Mai - +

Benitsuru no Mai - +

Daiwa Fuusha Otoshi - in air, / / +

Ukihane - in air, +

Yurasura Ume - in air, / / +

Special Moves

Ryuuenbu - + /

Koyasen Tori - + /

Ka Chou Sen - + /

Hissatsu Shinobi Hachi - + /

Midare Kachou Ougi - + (Up to 4 times in a row)

Musasabi no Mai - in air, + /

Musasabi no Mai - charge ~ + /

Musasabi no Mai - + /
Yurasura Ume - + /
Ukihane - + /
Toukajou Tsubute - close, +

Desperation Moves

Hissatsu Shinobi Hachi - + /

Hanaarashi - + /

Super Desperation Move

Chou Hissatsu Shinobi Hachi - +

Hidden Super Desperation Move

Shiranui Ryuu Kyuubi no Kitsune - +

Quick Starter Combo Reference

Notation
You can input qcb+C(1), (SC) qcb hcf+K/BD as qcb+C(1), (SC) hcf+K/BD

0 Bar

Low

Anywhere

cr.B, cl.A/B, df+B(1), qcb+B, qcb+C = 29%

(jump-in), cl.C, df+B(1), qcb+B, qcb+C = 31%

2 Bar

Low

Anywhere

cr.B, cl.A/B, df+B(1), BC, cr.C, df+B(1), qcb+B, qcb+C(1), (SC) qcb hcf+K = 43%

(jump-in), cl.C, df+B, qcb+C(1), (SC) qcb hcf+B = 41%
(jump-in), cl.C, df+B(1), BC, cr.C, df+B(1), qcb+B, qcb+C(1), (SC) qcb hcf+K = 45%

3 Bar

Low

Anywhere

cr.B, cl.A/B, df+B(1), BC, cr.C, df+B(1), hcf+B(1), qcb,hcf+BD = 52%

(jump-in), cl.C, df+B(1), BC, cr.C, df+B(1), hcf+B(1), qcb,hcf+BD = 54%

Gameplay Overview

 

Normals

Close cl.A/B/C/D are cancelable.

Standing

Crouching Crouch C/D are whiff-cancelable. Crouch C is cancelable on hit, but Crouch D is not.

Jumping Has different animations for neutral jump vs ub or uf jump/hop, super jump, neutral hop, and hyper hop.

Throws

Shiranui Flaming Steel Crush - (b/f+C)

  • Forward Throw


Windmill Destroyer - (b/f+D)

  • Reversed Throw


Cherry Blossom Phantasm - (b/d/f+C)

  • Air Grapple, Works in all directions except upward motions(ub + C, u + C, uf + C)


Command Moves

Black Swallow Dance - (f+B)

  • Overhead, slow but good range. It beats out lows, and can be linked to crouching A or crouching C for more damage. It can even catch people off guard in frametraps in some given instances.


Crimson Crane Dance - (df+B)

  • Sliding low


Fortune's Wheel Drop - (d+A) in air

  • Cancels into qcb + A/C


Ukihane - (d+B) in air


Yusura - (d+D) in air

  • Good crossup tool, cannot be performed with short hop


Wall Jump - in air uf or ub


Special Moves

Ryu Enbu - (qcb+A/C)

  • Mai spins and unleashes flames with the tail of her Kimono, A version strikes once, C version is two strikes and can combo off of all cl.attacks(A/B/C/D).


Sayo Chidori - (qcb+B)

  • Mai Swings her fan swiftly in a downward motion
  • Anti-air tool when baited
  • Can cancel into qcb+A/C


Kachou Sen - (qcf+A/C)

  • Mai hurls her fan toward an opponent and reveals a hidden fan to replace the previously thrown.
  • Her projectile can be used for not only zoning, but for okizeme as well. When timing her soft knock downs correctly, Mai can place her light punch fan right on top of the opponent and get in with her df+B or long range air normals to get in easily and damage.


Dishevelled Kacho Sen - (qcb+D) (Can enter 4 times in a row)

  • Swings fans in an upward motion as they transform into sakura petals. When the maximum inputs is reached mai unleashes a barrage of fans at close range knocking back the opponent.
  • Rekkas
  • Good pressure tool


Deadly Ninja Bees - (hcf+B/D)

  • Mai performs a cartwheel rushing into an opponent with her elbow
  • Very unsafe when blocked
  • Distance covered by cartwheel varies by B and D


Triangle jump/Musasabi No Mai - (d~u+A/C~qcb+A/C)

  • Mai jumps to the wall and bounces off toward the opponent
  • Mai can utilize all air command moves
  • Flying Squirrel Dance can be performed without Triangle jump
  • This move helps compliment her air dominance, catching people trying to play Mai in the air or for very confusing and scary pressure.


Peach Blossom Bounce - (d+D) in air

  • Mai snatches an opponent by their neck with her thighs and drops to the ground
  • Must perform Triangle jump
  • If the opponent is blocking Ukihane will Substitute

Desperation Moves

Blossom Storm - (qcfx2+A/C)

  • Mai rushes toward an opponent. If the rush connects or wiff,she swings her fan upwards and twirls upwards in the air.


Super Deadly Ninja Bees - (qcb hcf+B/D)

  • Mai performs her similar cartwheel but ignites into fire when she reaches her elbow strike animation.


Super Desperation Move

Super Deadly Ninja Bees - (qcb hcf+BD)

  • Mai goes into her elbow animation of her original Super Deadly Ninja Bees and Strikes with a larger flame doing more damage then her DM version. It's fast and invuln up to hit which makes it a better although expensive candidate for punishes or reversals than the DM.
  • There's an extra version where Mai changes into a one piece bikini before attacking with a different animation on the flames. As for its properties :
    • It has the same damage and framedata as the normal version
    • It is invincible from start to end, recovery included. Reducing to zero the already low chances of the move being beaten and forcing the opponent to only grab to punish on block.
    • OTG
    • Probability : 7.35%

Hidden Super Desperation Move

Shiranui Nine tails fox - (qcb hcf+AC)

  • Mai jumps in the air and hawks toward the opponent. When the move connects mai performs various vertical and horizontal dives at the opponent, before showing three possible outfits. You can press/hold a button before the move connects to decide the clothing and if you don't it'll be randomized :
  • Normal outfit. Press/hold A/D.
  • Black and purple dress. Press/hold B.
  • Wedding dress. Press/hold C.
If you end the match with the wedding dress, she wears it as her secret victory art.

Combos

  • All combos work anywhere.
  • You can add a jump-in to every combo that starts with cl.C. If you use j.d+A you might need to walk/run after it for cl.C to connect. Combo damage is calculated with no jump-in.
  • Combos that start with cr.B, cl.A require that you omit cr.B for it to work in a jump-in, the exception being cross-ups with j.B or j.d+A.
  • You can replace cl.C with cr.C for more range and less damage, the follow-up might whiff though.
  • You can use qcfx2+P instead of qcb,hcf+K as the DM combo ender, the latter doing more damage.

0 Stock

  • cr.Bx1~2, st.B
Easy low string ending in a good poke. 10%.
  • cr.B, cl.A >
  • hcf+B
Easy confirm if you're close but unsafe on block. Second hit of hcf+B whiffs on crouching Vice. 11.5%.
  • df+B(1), hcf+B
Adding df+B(1) makes this combo more consistent. 26%.
  • df+B(1), qcb+B, qcb+C
More damaging than the previous one and safe on block. 28%.
  • qcb+C
Nice confirm to default to. Second hit of qcb+C whiffs on crouching Bao. 16%.
  • df+B(1), qcb+Dx4
You can omit the df+B(1) to make this combo even easier. 25%.

 ★ cl.C, df+B(1), qcb+B, qcb+C

Mai's most damaging meterless combo with good corner carry. 30.5%

 ★ cl.C, df+B(1), qcb+Dx4

Less damage than the previous combo but better corner carry and oki. 27.5%
  • cl.C, df+B(1), hcf+B
Decent damage and corner carry but unsafe on block. 28%.
  • j.d+A, j.qcb+A
Only way to combo into j.qcb+A. 21%.

1 Stock

  • cl.C, df+B(1), qcb,hcf+K
Great corner carry and alright oki but too little additional damage compared to her main meterless combo. You can probably spend meter on something better. 34%.
  • f+B, cr.C, qcb,hcf+K
f+B into cr.C is a link so make sure to delay it right. Worth going for it if you manage to hit the overhead. 33%.

2 Stocks

  • cl.C, df+B(1), qcb+C(1) (SC) qcb,hcf+K
You can input qcf+K immediately after inputting qcb+C to make this super-cancel super easy. You can't super-cancel qcb+C(1) after qcb+B outside of Max Mode so this is the best damage you get. You can only super-cancel the first hit of qcb+C and it whiffs on crouching (Bao, Vice), the second hit will combo but you can't super-cancel that. 40.5%.

 ★ cl.C, df+B(1), BC run/walk, cl.C, df+B(1), qcb+B, hcf+B(1), qcb+C(1) (SC) qcb,hcf+K

Decent 2 bar conversion that can also be started from a light chain or a raw df+B(1). If you use cr.C instead of cl.C after BC, you don't need to run or walk for it to connect. You can only super-cancel the first hit of qcb+C and it whiffs on crouching (Bao, Vice), you can omit the hcf+B(1) for those characters and it will work. 50%.

3 Stocks

  • cl.C, df+B(1), BC run/walk, cl.C, df+B(1), qcb+B, hcf+B(1), qcb+C(1) (SC) qcb,hcf+BD
Poor damage compared to the 2 bar conversion, waste of meter. 52.5%.
  • crossup j.B/j.d+A, cl.C, df+B(1), BC, cr.C, df+B(1), qcb+B, hcf+B(1), qcb+C(1) hcf+B(1), qcb+C(1) (SC) qcb,hcf+BD
Backturn combo.

Videos

마이 플레이 모음(Mai Best Rounds) - Big Star(거성죠)
Mai Master Class

External Links

Check Mai Shiranui's frame data

Discuss at 02UM Discord server

Discuss at Dream Cancel

Navigation

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