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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

Less combo friendly, having one of lowest damage outputs to most her MaxCancel combos (due to damage scaling from her DM) and she even losing her anti-air from her repertoire makes even the most diehard Mai fans cringe when they first tryout XIII Mai. Mai XIII however, really belongs to this growing list of revamped (and refreshing) characters such as Ralf, Chin, and even Kensou. It's almost easy to chalk her off as fan-service for the "No Mai, No buy" XII complainers.

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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