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The King of Fighters XIII/Mai Shiranui

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File:Mai.png


Gameplay Overview

SNK Technical Reference

(http://www.youtube.com/watch?v=OI1dRG_okQs)

Gameplay Notes

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

File:Mai sprite.gif

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

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