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The King of Fighters XIII/Mai Shiranui

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File:Mai sprite.gif

Console Changes

- Kaschousen comes out faster, also has quicker recovery

- Ukibane (down + B in air) has different trajectory than Arcade, recovery time has been changed

- Musasabi(from ground) can be canceled to Floating attack

- WK>FK is a chain combo. Can be used to connect into HD mode, and also gives Mai more damage on pokes

- EX air Shinobibachi added in game. Invincible until hit detection comes out.

- Crouching FP has more cancelable frames

- Weak Ryuenbu has more vertical hitbox

- Neomax comes out faster and freezes time when it reaches the edge of screen

Producer Yamamoto says: We’ve balanced her as a female ninja by giving her attacks that can make her fight more tricky from the air. Using Ukibane to trick the opponent and doing an attack string, or hit confirming from her crouching fierce punch have become effective tactics. Her Neomax has also been buffed.

Gameplay Overview

Gameplay Notes

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

Mai (XIII), however, really belongs to this growing list of revamped (and refreshing) characters such as Ralf, Chin, Iori and even Kensou. Once mastered, she's really a deadly weapon and some have reported that she's a lot more interesting to play than her former, formulaic iterations.

Pokes, priority, speed, and everything in between. Mai has amazing pokes; all of her ground pokes near and far are good. Close/Far C is fast and kind of acts as a pseudo anti-air (the close version is cancelable). Far D is meaty, has good range, and has a nice upward slant. Close/Far B has good range and is quick. Far A/Close A is fast and cancelable. Next thing one will realize about her is awesome priority: sick. Her priority is pretty disgusting and it was probably designed that way to compensate for a lack of a real anti-air. If timed correctly, Mai's j.B and j.C will even beat Kyo's wake up Oniyaki (dp+P). She has excellent air normals, in particular her j.CD is real fast (and a huge hitbox to boot), and her crossups are great and reliable (j.C and j.B). Her air throw is extremely threatening when you factor in her sheer speed hence, it is always a good habit to hold any direction (but up) plus C when you jump, to throw your opponent if they try to attack you air to air. Her dash speed is definitely one of the fastest in the game which work hand-in-hand with her pokes excellently. Everything combined, makes her have good offensive pressure and helps make her the perfect battery character.

Mai's pitfall is that she struggles to do great damage mid-screen. Mai's d.B, d.A/s.A, hcf+D (Hisstatsu Shinobi Baichi) combo is hard to hit confirm as well (remember she has no command attacks anymore) and she'll get punished easily if the opponent blocks your hcf+K. Her air.qcb+P (Musasabi No Mai)is not safe either; the Ex version is only safe if you aim it at their feet.

During a wake up block string, d.A, d.C works wonders and it will catch your opponent off guard the first couple of times. Do not risk throwing out too many blocked Ryuenbu to a savvy opponent as they are easily GCAB rolled --> punish. The only decent block string for pressure is j.CD, s.CD, qcf+C. If the opponent tries jump after the s.CD, more that likely they will get hit by the C Kachosen since the s.CD puts them in a longer hit stun.

Her only mid screen combo that's decent is a jump attack of choice, d.B, d.A/s.A, Ex Ryuenbu (qcb+P), hcf+D which is pretty handy considering you don't need to blow a drive cancel. Beware, if d.C --> C Ryuenbu is spaced even slightly apart, it will not combo. Alternatively, one can do d.B, d.A/s.A, Ex hcf K, far D even though it does slightly less damage.

On the subject of spacing, Mai's jump arcs need time adjusting to, because of her speed, making you miss the opponent when going for jump-ins if not used to it. Poke away or j.CD the opponents and overall just zone them until they are in the corner. Even when in the corner, her Ex Ryuenbu > C Ryuenbu > C Ryuenbu > air throw is so picky on timing that it's best off skipping the last C Ryuenbu and going for the air throw. Much like Hwa Jai, she doesn't have much mid-screen options but turns in to a monster in the corner (especially in HD).

A special mention to her Ex Kachosen (qcf+P), it is extremely fast and will catches people off guard. Even her C Kachosen is fast again. When connecting her Kachosen, her NeoMax can be quickly linked even from a full screen away. Also, her j.B, j.D, and j.CD have a special property which allows them to wall jump AFTER they have put the opponent in block stun, in the corner, from above.

In hindsight, SNK did a good job taking an cookie-cutter character (jump attack > stand attack > command attack > special attack) and made her gameplay more interesting. All in all, despite her shortcomings, her pros compensate and she belongs in the solid mid-tier section.

Pros

  • Great Pokes
  • Normal moves have great priority
  • Possesses a variety of options in mid-air
  • Moves very quickly
  • Good keep away
  • Gets around the stage easily with the ground Musasabi no Mai while supporting her keep away and her ability to zone
  • Very strong battery or second character
  • 50/50 high/low and cross-up mix-ups
  • Arguably the best Neomax in the game due to its rather large hitbox and the fact that it can be used for multiple purposes such as a counter attack, a psuedo-anti-air, punishing laggy move, and as a combo finisher from certain BnB or HD combos.
  • Damaging 2 meter corner HD combos
  • All EX special move places the opponent into a juggle state
  • High jump arcs enable to her to control air-air battles along with throw option
  • Safe jumps are not quite as difficult thanks to her unusual jump arcs and landing quickly on the ground after a jump
  • She can hop over any regular FB's in the game except for Mature's

Cons

  • Damaging combos do not really emerge until she corners the opponent
  • Low meter-less damage output from mid-screen
  • Pitiful damage without meter
  • High jump arc makes her more susceptible to anti-air tactics
  • Weak under pressure, specially if cornered
  • No reversal options under 2 meters

Normals

Standing

st. A: 25 damage, chain/cancel-able, hits mid. A quick standing horizontal poke, very fast and is cancel-able and it chains into s.A again or s.B.

st. B: 30 damage, hits mid. Chains only into s.D, also very fast, great poke overall.

st. C: 80 damage, hits mid. A very fast over the head forward swing with her fan. This move has a decent hit box and is the normal of choice against hoppers an hyper hoppers.

st. D: 80 damage, hits mid. Mai faces towards the screen leans back and does a sidekick upward at a 20 degree angle, somewhat similar looking to her s.C (close version) If used preemptively, her far D works well against hoppers also.

Close Normals

cl. A: 25 damage, chain/cancel-able, hits mid. A quick standing horizontal poke, very fast and is cancel-able and it chain into s.A again or s.B (same as far A).

cl. B: 30 damage, hits mid. Mai leans back and tilts slightly giving a quick kick to the chest/head area, also very fast, great poke overall. (Same as far B)

cl. C: 70 damage, cancel-able, hits mid. A very fast over the head forward swing with her fan. This move has a decent hit box and is the normal of choice against hoppers an hyper hoppers. (Same as far C)

cl. D: 70 damage, cancel-able, hits mid. Mai faces away from the screen leans back and does a sidekick upward at a 35 degree angle. It would seem that s.D has a larger cancel window than s.C.

Crouching

d. A: 25 damage, chain/cancel-able, hits mid. A standard quick poke to the shins, it still can be blocked high but it has great recovery. d.A --> d.C is a 1-2 frame link. This is chain-able to d.A, s.A, and s.B; it also is cancel-able.

d. B: 30 damage, chain-able, hits low. Also a very standard low hitting down B, chains easily to d.A/s.A/s.B.

d. C: 70 damage, cancel-able, hits mid. Mai's d.C from the previous years. A very meaty crouch back-elbow attack that is perfect for canceling out of. This move makes Mai crouch down extra low (on a very petite character to begin with) and will duck many high hitting moves if spaced correctly (Terry's Crack Shot etc.).

d. D: 80 damage, cancel-able, hits low. Another one of her normals from the older version. A standard sweep, it is cancel-able.

Jumping

j. A: 45(40) damage, cancel-able, hits overhead. Quick poke with her fan angled 45 degrees downwards. It stays out for quite some time so it's a pretty safe bet even for air-to-air battles and it works well air-to-ground and is also cancel-able.

j. B: 45(40) damage, cancel-able, hits overhead. Mai leans in and knees forwards, somewhat like Joe's Tiger Kick. Her j.B stays out for a long time, good air-to-ground, crosses up easily, and is cancel-able.

j. C: 72(70) damage, cancel-able, hits overhead. A very quick over-the-head forward fan swing (somewhat similar to her s.C) except she's jumping of course, and her body is tucked in. This move is very fast and has real good priority, it cancels, works well air-to-air and air-to-ground (crosses up well also but not as good as j.B). Also, if you hold any direction but up, Mai will perform an air throw. Easily her more versatile jump attack.

j. D: 70(68) damage, cancel-able, hits overhead. A very standard, ninja-like (martial arts like) air kick angled 45 degrees. Decent air-to-air (but j.C and j.B is better), great air-to-ground, and it also cancels.

Blowback Attack

CD: 75 damage, whiff/cancel-able, hits mid. Mai spins around real quick and her "tail" whips the opponent.

j. CD: 90(80) damage, cancel-able, hits mid. Somewhat similar to her ground CD, Mai spins around and whips her opponent. It is real fast and has great air-to-air priority and good horizontal hitbox.

GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack: Same kick as her close D.

Throw

Fuusha Kuzushi = Close (b/f+C/D): 100 damage, can be broken, causes a hard knockdown. Mai uses her legs to wrap around the opponent's neck, flips over them and drops them to the ground.

  • After C throw in the corner you can roll for an ambiguous roll setup that crosses up, or roll late to land on the same side each option leads to meaty d. b.


Yura = close in air (b/d/f+C): 125 damage, can't be broken. Mai grabs their body and plants both hands on their torso as if it was a pommel horse and as she "springs over" them she lands her knees onto their body and rides them down to the ground.

  • After air throw ender in the corner you delay a full jump > J[1]D for a safejump setup. NOTE: For the safejump setup certain characters get up slowly so some need a Super Jump which are as follows: Ash, Yuri, Kensou

Kirah's original post

Command Moves

Wall Jump = (press uf when near the wall in the air, ub on the 2P side. Basically, the diagonal up direction away from the wall) -

- Area Detection: 1P Wall (uf) / 2P Wall (ub)

Ukihane = in air (d+B): Mai does a double knee downwards just like her air throw frames. She flips up slightly before coming downwards. This move has very high priority and has been known to beat certain DPs but is extremely punishable if blocked although it can be canceled.

- Cancellable

- Hit Detection: Mid

- Damage: 60

Special Moves

Kachousen = (qcf+P): Mai's trademark fan toss. It is still of great debate where Mai pulls her fans out from.

(EX) = qcf+AC - Very fast projectile that cancels out regular projectiles and knocks down.

- Super Cancelable

- Hit Detection: High

- Damage: 60/120

Ryuuenbu = (qcb+P): Mai whips around hitting the opponent with her "tail". It's basically a flaming version of her s.CD with a decently large hitbox. The A version is faster but C version hits twice if close enough. Canceling off the first hit sets up juggle opportunities in the corner.

(EX) = qcb+AC - Juggles. Leads to big damage (in her terms) in the corner.

- Drive/Super Cancelable

- Hit Detection: High

- Damage: 65/40+65/50+80

Hissatsu Shinobi Baichi = (hcf+K): D version hits 3 times on crouching opponents and 2 times on a standing opponent. B version hits 2 times.

(EX) = hcf+BD - Juggles. Also leads to damage if you use a drive cancel in the corner. The Ex version hits 5 times and is safe against everything but 1 frame grabs.

- Drive/Super Cancelable

- Hit Detection: High

- Damage:45x3/50x2+45+50/32x6

Musasabi No Mai = (c.d~u+P): Sends Mai shooting towards the back corner. You can force Mai to jump on the other corner by doing c.d~uf+P. If you hold onto the P it will make Mai perform her Musasabi No Mai. If you just tap the P she'll land on the wall but then fall to the ground.

- Hit Detection: High

- Damage: 70

Musasabi No Mai (Air) = (qcb+P) in air: Mai dives to the ground head first. Generally a very unsafe move if blocked.

(EX) = qcb+AC in air - A lot safer than the regular version and also juggles.

- Drive/Super Cancelable

- Hit Detection: High

- Damage: 70/48xN+48

Desperation Moves

Chou Hissatsu Shinobi Baichi = (qcb hcf+K) - can be done in the air

Another trademark move for Mai. Her whole body engulfs in flame as she does the cartwheel forward into the leaning elbow just like her hcf+K. This move sadly has a low priority considering it being a DM. The Ex version is slightly better and quicker but due to the forward motion, if the opponent is right above you the Ex DM will miss them completely so it is unwise to use as an anti-air. Her air version is returns after last being in '95 under a hidden movelist, not the best priority, use sparingly.

'(EX) = qcb hcf+BD - can be done in the air and has invincibility in the start-up. You can also link an air throw in the corner

- Max Cancelable

- Hit Detection: High

- Damage: 30+25x8(25x8)/45+25x11

Neomax

Kunoichi no Mai = (qcf hcb+AC) also in air: Mai does Musasabi No Mai and springs quickly to the wall and quickly dives towards the opponent. Reports indicate her dive is just short of fullscreen. This move is relatively quick and will connect if say the opponent is hit by her qcf+P. If her dive connects, she'll proceed to dive in multiple directions (Mai actually spells out a Chinese/Kanji character) finally landing, does a pose point to the screen with her fan and the opponent explodes leaving the kanji "woman" (onna) burning in flames, very cool.

- Hit Detection: High

- Damage: 0+450

Combos

0 Stock, No Drive Gauge -

cr.B, cr.B, st.B, st.D = 153 dmg

cr.B, cr.B, cr.A, hcf+B = 154 dmg

cr.B, cr.A, cr.C, qcb+A = 171 dmg

cr.B, cr.A, cr.C, hcf+D = 194 dmg


No Stock, 1+ Drive Gauge -

[Corner] s.C, hcf+K (2hits), [DC] air.qcb+C, qcb+C, air throw = 383 dmg

[Corner] cr.B, cr.B, cr.A, hcf+B [DC] (air) qcb+C, qcb+C, Air Throw = 351 dmg


1 Stock, No Drive Gauge -

j.D, j.d.B [128]

s.C, Ex hcf K, Far D = 260 dmg

s.C, Ex qcb P, hcd D = 267 dmg

cr.B, cr.B, cr.A, hcf+BD, st.D = 246 dmg

[Corner] s.C, Ex hcf K, qcb C, s.C = 316 dmg

[Corner] s.C, qcb+AC, qcb+C, qcb+C, air throw = 431 dmg

[Corner] cr.B, cr.B, cr.A, qcb+AC, qcb+C, qcb+C, qcb+C, Air Throw = 436 dmg


1 Stock, 1+ Drive Gauge -

[Corner] s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] qcf+P, qcb C, qcb C, s.C = 497 dmg

[Corner] s.C, Ex qcb P, qcb C, hcf D [2hits[, [DC] qcb C, qcb C, qcb C, air throw = 514 dmg

[Corner] cr.B, cr.B, cr.A, qcb+AC,qcb+C, qcb+C, qcb+C [DC] qcf+A, qcb+C, Air Throw = 465 dmg


2 Stock, No Drive Gauge -

s.C, Ex qcb P, qcb~hcf+K DM = 315 dmg

[Corner] s.C, Ex qcb~hcf+K, air throw = 408 dmg


2 Stock, 1+ Drive Gauge -

[Corner] s.C, Ex hcf K, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C x2, s.C = 455 dmg

[Corner] s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C, air throw = 543 dmg

[Corner] s.C, Ex qcb P, qcb C, qcb C [1hit], [DC] Ex qcb P, qcb A, qcb C x2, s.C = 554 dmg


3 Stock, 1+ Drive Gauge -

[Corner] d.B, s.A, Ex qcb P, qcb P, hcf D [2hits], [DC] qcb C x2, Ex qcb~hcf+K = 580 dmg

HD Combos

No Stock -

(1) [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]

(2) [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 Stock -

(3) [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]

(4) [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]

(5) [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]

(6) [corner]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]


4 Stock -

(7) [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] NM [776]

(8) [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] qcf~hcb +AC NM [799]

(9) [corner]j.C, s.C, [HD], s.C, hcf D [2hits], [HDC] air.qcb P, (hcf D [2hits],[HDC] qcb C) x2, hcf D [2hits], [HDC] qcf P, qcf~hcb+AC NM[/url]. (Approx. 790dmg) (http://www.youtube.com/watch?v=LvJsHUl1qX8#t=0m14)


4 Stock -

(10) [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]


(11) [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]

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Point: Low Mid -

Mai is in the lower mid tier in this situation. If the player is putting Mai in this position, they are telling one of the three things: 1): They're either playing a zoning team for the sake of her good keep away Or 2): Other characters benefit from her so they will play her as if she were a battery character instead with only three meters. Or 3): They are noobs. Mai CAN do well with just three meters (it would only take one drive guage to produce 381 damage with this: (corner combo) s.C, hcf+K (2hits), [DC] air.qcb+C, qcb+C, air throw. Also she can use cr.C to reset her opponent after a EX HCF > K or her EX DM because she has a lot of time after the move. Her normal moves are very awesome and it is very easy to play keep away. Her Musasabi no Mai (d charge u > P) helps her get around the field more and she can cancel that into her command move which also has good priority as an air to air move but is not safe on block unless you are aiming towards the opponent feet. The Musasabi no Mai can also be utilized after the opponent guards her Kanchousen (projectile). Mai also moves very fast, much like Duo Lon does, but her jumping angles are extremely... funny. She is easily exposed anti-airs this way so her jumps might takes some getting used to. It is easily to conduct safe jumps though. Last, Mai can corner cross-up from her throw attack if she throw her opponent into the corner (King and Mai are the only character who can do this. Whether this is a glitch or not is up to people's interpretation) Her command normal air d.B can beat certain anti-airs as well. It is also important to keep in mid that she can control air-to-air combat because of her (albeit weird) high jump arcs. This position is not recommended and there are better characters who fill the role of the starter character.

Battery: High tier -

Mai is probably one of the best battery characters. Mai's pokes and normals are noteoworthy because they provide with the ability to hitconfirm into her BnB's and play a very nice keep away. Another quality of Mai is that she exceedingly well with meter. Mai is basically the corner goddess of this game. Her mid-screen combos are not damaging at all but the player can push the opponent towards the corner. Mai's diving Musasabi is not safe on guard and neither is her HCF > B or C unless it is the EX version. She can played in many methods including keep away, meter builder, or pressure (like Adel used to). Mai also has one of the best Neo Max's in the game. She can cancel her st.A into her QCB.C as well and her st.A has very good range and priority. Her EX Kanchousen can easily catch others off guard as well. Her HD combo for 2 meters is extremely dangerous as well and it does not require much effort to accomplish either if the player simply zones or drags the opponent right back into the corner. Her normals and her speed give her a good advantage and she can just hop over every projectile, except Mature's for obvious reasons and she has a wall jump, all of which can be used for an air-throw, d.B, cross-up, or her dive. A lot of her EX specials leave the opponent in a juggle state. For one stock, Mai can score an easy 436 damage for cr.B, cr.B, cr.A, qcb+AC, qcb+C, qcb+C, qcb+C, Air Throw. This is a practical combo that will take just about half the opponents health and she can benefit from using hard knockdown attacks on her opponent. For two stock HD combos Mai can do this: 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 which equals 769 damage. These are one of Mai's more damaging corner combos for Mai builds meter off of her Ryuenbuu, air Musasabi, and her HCF+A or C moves. Mai's Kanchousen can be used to cancel into her Neo Max as well during her HD mode. During her HD combos or certain BnB combos, Mai can also use her Kanchousen to keep the opponent at bay in the corner as she juggles her opponent. Mai's high jump arcs are still key to her game too because she falls down quickly and she can easily bait others into anti-airing her for Mai use a punish combo. It gets worse for the opponent if she has one super meter ready and if they are in the corner. Mai can also reset her opponent after her EX DM and continue her assault this way or bait the now standing opponent. It is simple to drag the opponent into the corner with cr.B, cr.A > link cr.C, to her HCF.B > QCBHCF.B OR just cl.C, HCF.B, > QCBHCF.B (if Mai is in HD mode she Max cancel for over 600 dmg.) Mai has a lot of options for HD combos. Mai tends gets really weak under pressure, so using her normals, Guard Cancels, and her keep away game will help her a lot

Anchor: High Mid -

Mai's midscreen combos aren't very damaging, but most of them involve her pushing the opponent away from her. This way, Mai can drive her opponent into the corner to apply more pressure and mind games. As said before, Mai has a lot of how low mix-ups, especially from j.C and her chain cancelable A and B moves. Mai's cross up j.D might be good but not as good as j.B. Mai can still use her ground Musasabi no Mai and then cancel that into her air d.B command move can also be cancelled into her dive special. Like Leona, Mai can dominate in the mid-air as well especially thanks to her d.B, her cross-up j.C, and her air throw. For good keep-away she can also use her blow back attack and whiff cancel it into her projectile and then use her ground Musasabi no Mai to propel herself forward for cross-ups block strings or option select throws/throw techs (her Kanchousen causes a huge guard stun like most projectile do). Mai can also chain combo B>D should the opponent what a hit confirm into an HD combo. The reason why she is a bit lower in this category because as a battery character Claw Iori or Ash could help her out big time as anchors when she gets KO'd. This position is also not recommended but the only reason she is still high mid in this position is because Mai can get very vindictive thanks to her corner juggles, keep away, and her Neo Max. For 908 dmg Mai can just use 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 Neo Max. This combo takes most of the opponents health meter away. Without any stock, if the second character should not save meter is something like this... 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 for 659 damage. This is a good HD combo that does not require any stocks. This reinforces her ability to make some impressive comebacks without relying on stocks and doing a fair amount of damage towards the character.

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

Vice

Yuri Sakazaki

Videos

KOF XIII - Mai Shiranui HD Combo Goodies

Mai KOF XIII : Combos into wall

:Musasabi no Mai set ups and movement

:Playing Mai during Professional Tournaments

Discussion Threads

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Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters