(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 a beginner firendly character with great neutral and lots of combo options. Her moveset allows her to apply pressure, zone and perform all sorts of aerial tricks. Mai functions the best in the Anchor positions, because her best potential requires tons of meter.
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
No results
No results
No results
NO IMAGE FOUND
No results
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
No results
No results
No results
NO IMAGE FOUND
No results
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
No results
No results
No results
NO IMAGE FOUND
No results
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
No results
No results
No results
NO IMAGE FOUND
No results
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.
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
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
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
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
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
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
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
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
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
Mai spins and hits the opponent with her tail.
Probably the best Blowback in the game. It has huge range because Mai also moves closer while doing it. Leads into damaging hit confirms with enough meter to spare.
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
Mai spins and hits the opponent with her tail.
Just like the grounded version, it has big range (Possibly disjointed?).
Throws
Shiranui Gorin
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Mai holds the opponent by their shoulders, flips over them and throws them.
Sends the opponent almost fullscreen distance. Hard knockdown upon contact. Good situation to use C or EX Kachousen afterwards as an oki tool.
Fuusha Kuzushi
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Mai holds her opponent by their neck with her legs, flips herself over and slams them to the ground.
Same properties and options as Shiranui Gorin, except Mai throws the opponent backwards.
Yume-Zakura
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Mai catches her opponent in the air, drives her knees in their abdomen and slams them in the ground.
Hard knockdown upon contact. Usually done as a combo ender in the corner.
Command Moves
Ukihane j.d+B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Mai floats slightly upwards and falls down.
It's main use is altering the jump arc, as well as applying ambiguous crossup situations. Must be blocked standing and grants hard knockdown on hit, forcing yet another guessing situation. Unsafe on block, but can be made plus as a meaty attack.
Koukau no Mai df+D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Mai does a sliding kick, ending with another kick.
Hits Low and it's unsafe when done raw. Go-to combo extender from cancelable normals. Its big range and lingering hitbox makes it possible to do a combo even from the furthest range of some moves.
Sankaku-Tobi (near wall) j.uf
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Mai jumps off of the wall.
The wall doesn't have to be a literal wall in the corner, it can also simply be the edge of the screen.
Mai can jump so high off the wall that she is barely visible on the screen. This, acoompanied with her aerial options, makes her very hard to pin down.
Target Combo 1 cl.B > D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Mai does a two-kick attack.
Only possible from cl.B (st.B won't work). Due to its limited cancel options, it's not as good as df+D, but still a good option to have.
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 in 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 travels 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 forcing 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 direction 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. Can 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
-
-
-
-
-
-
-
Mai does a cartwheel, engulfs herself in fire and flies towards the opponent. Go-to Supermove due to the fact it can be done both on the ground and in the air. Hard knockdown upon contact.
Level 2 version goes through projectiles during the startup. The invulnerability stops once she has performed the cartwheel.
Air Chou Hissatsu Shinobi-Bachi j.qcb,hcf+B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Same as the grounded version. This aerial version is usually done after doing Hissatsu Shinobi-Bachi, since that move leaves Mai in an airborne state.
Kagerou no Mai qcfx2+A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Mai creates a huge pillar of fire around herself. Due to its lack of horizontal range, it must be done up close in order to connect. Can be repeatedly done in the corner in specific situations. Hard knockdown upon contact.
Nullifies projectiles, including Supermove projectiles. Level 1 version loses to Level 2 projectile Supers, but Level 2 version beats them.
Shiranui-Ryuu Ougi • Kuzunoha qcb,hcf+CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Only Climax in the game that can be done both on the ground and in the air. Goes through the projectiles (probably fully invincible for all attacks?), hits fullscreen and does huge damage. Integral part for Blowback hit confirms, as well as simply whiff punishing stuff on reaction. Can also be cancelled from Air Mussatatsbi no Mai.