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The King of Fighters '98 UMFE/Mai Shiranui
Introduction
Mai is a midrange poking character with excellent mobility and keepaway strategies. Mai has access to some great pokes to control space in front of her that can make approaching her difficult. When the opponent starts jumping to beat these, Mai has access to a DP, good air-to-air options, and an air throw to stop them. At long ranges, Mai has a fireball and a fireball DM to control space with. Up close, Mai is a bit weaker, as she's lacking in good light confirms, but she can still has a few solid pressure options. On defense, Mai suffers some because her DP is not fully invincible.
Changes from Previous Versions
98 to 98UM
Normals:
- nj.B's priority has been reduced
- 2D's priority has been reduced
Specials:
- 236P's recovery has been shortened
- Both hits of 623K now launch the opponent on hit
Supers:
- 236236P can now be performed in the air
- The 12f gap between the 2nd and 3rd fan of 236236P has been removed
98UM to 98UMFE
Specials:
- 623P now has less recovery, the A version is -1 on block, and the C version is -10 on block
Supers:
- 236236P now has faster startup, the A version has slightly slower projectile speed, and the C and MAX versions have slightly faster projectile speed
- 214214P now has less recovery
Normal Moves
Close
- cl.A: Fairly standard cl.A. Her best choice when it comes to combos from lights. Chainable and cancelable.
- cl.B: Mai's only other cancelable light besides cl.A, and simply a worse choice than that when it comes to combos and cancels. Cancelable.
- cl.C: Works well as an anti-air when they're close enough for it to activate. Cancelable.
- cl.D: Hits a good vertical area in front of Mai. Another decent anti-air if they're up close, but it doesn't have as much range as cl.C, so stick to that one for anti-airing purposes. Cancelable.
Standing
- 5A: Fast poke, but with short reach and bad priority.
- 5B: Fast and has long range. Excellent poke to stop the opponent's hops. Whiffs on all crouchers.
- 5C: Poke with decent range that can function as an anti-air for hops and occasionally jumps. Can also be used as an occasional poke to try and beat an opponent's button.
- 5D: Has low invincibility starting from the active frames through half of the recovery frames.
Crouching
- 2A: Long range and good priority for a 2A, so it works well as a poke.
- 2B: Mai's only low combo starter and therefore an important tool, but when compared to other 2Bs it is quite slow. Chainable.
- 2C: Mai's main combo normal alongside 2B. It comes out fast, has good range, and has a nice amount of active frames, making it good for meaties. This also makes it a good hit-confirming tool. Cancelable.
- 2D: It has good range, a nice amount of active frames (making it good for meaties), and is cancelable into 236P or something like [2]8P. Altogether a nice sweep. Cancelable.
Jumping
- j.A: Has a nice long hitbox below her, so it can be used as a jump-in, though it is outclassed by j.D for this. Cancelable.
- nj.A: A jumping attack very similar to j.A, but with her fan fully unfolded. Just like with j.A, Mai has better options for downwards-hitting attacks than this.
- j.B: This move has nice priority, making it useful as an air-to-air. Can also crossup.
- nj.B: Long hitbox in front of her, but doesn't have good priority, so it's prone to trading or getting beaten as an air-to-air. As a result, it's best to avoid this move.
- j.C: This move comes out fast and has a good hitbox for air-to-airs. On grounded opponents it has less hitstun than other jumping heavies, making it trickier to combo out of, as you need to do the following attack in the combo very quickly. Cancelable.
- nj.C: Can hit people above Mai, but has no other real use.
- j.D: Mai's main jump-in attack of choice, as it is fairly fast and has a good hitbox. It can also be used as an air-to-air when jumping back. Cancelable.
- nj.D: Your best air-to-air normal when you happen to be neutral jumping.
Throws
Shiranui Flaming Steel Crush: 4/6C (close)
- Regular throw, techable. Mai grabs the opponent and does a frontflip above the opponent, then flings them forward a full screen away. Mai moves forward a bit with the throw.
Windmill Destroyer: 4/6D (close)
- Regular throw, techable. Mai grabs the opponent's head with her legs and does a backflip, carrying the opponent with her and flinging them back almost full screen away. Mai moves forward a bit with the throw.
Cherry Blossom Phantasm: 4/2/6C (close, in air)
- Air throw, not techable. Mai grabs the opponent in the air and brings them straight down to the ground. Causes hard knockdown.
Command Moves
Crimson Crane Dance: 3B
- A sliding kick that hits twice.
- Hits low.
- Does not low-profile moves.
- Not cancelable.
- Causes soft knockdown.
Black Swallow Dance: 6B
- A long forwards-hopping kick.
- Hits overhead.
- Has a lot of startup, but is plus on block.
- On hit, you can link a 2C or perform a quickmax into slide afterwards for a combo if you're close enough.
- Can be used as a nice frametrap when canceled into.
Fortune's Wheel Drop: j.2A
- A downwards hammerfist.
- Has quite small range, but deals a lot of hitstun and blockstun, so it can be used as a combo starter as well as for pressure.
- When used during a backdash, it makes the backdash go faster and further. The earlier you do it, the further the backdash will go.
- Causes a hard knockdown on aerial hit.
Special Moves
Kacho Sen: 236A/C
- Mai chucks a fan as a projectile.
- A version travels slower than the C version, but they both travel fullscreen.
- Can be hopped over.
- One of the key tools of Mai's long-range zoning game, as the A version projectile recovers fast enough for Mai to react to the opponent's reaction to the fireball.
- Not great to use midscreen, as the opponent can easily jump or hop over it for a punish. At that range you also have 214P, which covers a similar space but with less recovery.
Ryu En Bu: 214A/C
- Mai produces a flame strike with the tail of her dress.
- Counts as a projectile. This gives it amazing priority, as the entire fireball doesn't have a hurtbox. It's essentially a big fiery shield in front of Mai.
- One of Mai's good anti-air options for jumps from further away.
- It also works well as a safe pressure tool, as the opponent can't really contest it head-on, and its large hitbox and generous amount of active frames make it good to catch hops, ill-timed jumps, and roll recovery frames.
- Does not knock down.
- This move is really good, so use it a lot.
Flying Dragon Blast: 623B/D
- An upwards flame strike.
- This is Mai's DP and her primary anti-air. Great to use in combination with her fireball for a classic zoning game.
- Unsafe on block or whiff.
- Has startup invincibility, but it ends as the first active frame comes out, so it can't really be used as a proper reversal as it will at best trade with meaties.
- On an air trade, it knocks the opponent up into a juggle state.
- Causes a soft knockdown.
Deadly Ninja Bees: 41236B/D
- Mai does a cartwheeling kick that carries her forward.
- Mostly good as a combo ender, since it's very risky to throw out in neutral. However, it can technically function as an anti-air.
- Very unsafe on block.
- Causes a soft knockdown.
Snowy Heron Dance: 623A/C
- Mai does a spinning dance move with two fans stretched out.
- A version is safe on block, making it a nice combo tool.
- C version is unsafe on block, but can be used as a combo tool.
- Causes a soft knockdown.
Flying Squirrel Dance: [2]8A/C (can be held)
- Mai jumps to the edge of the screen behind her.
- When done without the followup, Mai simply falls to the ground below the wall. This can be a good occasional escape option if you want to create some distance from the opponent.
- If done with the followup by holding the button, Mai does a diving attack diagonally downwards. Actually hitting an opponent with this followup can be tricky, as it will most likely miss if they're not committing to some forward movement.
- If spaced well, the followup can be made fairly safe on block.
- Followup causes a soft knockdown.
Flying Squirrel Dance: 214A/C (in air)
- Identical to the divekick followup to the full version of the move, but can be done anywhere onscreen so long as Mai is in the air. Good for changing jump trajectory.
Desperation Moves
Super Deadly Ninja Bees: 2141236B/D
- Mai does cartwheeling kick similar to her 41236K, but this one is more fiery and deals more hits.
- B version starts up faster and the flames part comes out quicker, while the D version is the opposite.
- D version is good for combo-ing into.
- Has startup invincibility.
- Causes a soft knockdown.
- The MAX version has a lot more invincibility, making it a good reversal. It also does more damage.
Phoenix Fandango: 214214A/C (can be performed in the air)
- Mai jumps up and starts spinning, creating a big wheel of fire; she then travels diagonally downwards towards the ground.
- A version goes a shorter distance than the C version.
- Can be used for gimmicky crossup shenanigans.
- The air version goes straight down, and can be good as an unpredictable attack.
- Causes a soft knockdown.
- MAX version does more hits and damage, and is a part of Mai's 100% combo on big-bodied characters.
Waterfowl Fandango: 236236A/C
- Mai throws a series of fan projectiles.
- The A version's projectiles travel slower than the C version's.
- Can be used as a zoning move, as well as an anti-zoning move against an opponent's projectile. It can also be used as a combo tool.
- The opponent cannot roll through all the fans at once.
- Cannot be low-profiled.
- Causes a soft knockdown.
Combos
General Notes
Meterless
Low
2B, cl.A, 41236B/214C
- BnB from a low confirm. 41236B is the most damaging meterless option, but 214C can also be used as a safer option that doesn't knock down.
Mid/Jump-In
(j.X), 2C, 41236D/214C
- BnB for punishes or jump-ins. 41236B is the most damaging meterless option, but 214C can also be used as a safer option that doesn't knock down.
Other
6B, 2C, 41236D
- Link combo from a close 6B overhead hit.
With Meter
Low
2B, cl.A, 2141236D
Mid/Jump-In
(j.X), 2C, 2141236D
j.D, 2C, 236236AC, 214214AC
- Mai's 100% combo. Only works on big-bodied characters. Requires 5 Advanced mode stocks, with MAX Mode activated prior to the start of the combo.
Other
6B, 2C, 2141236D
- Link combo from a close 6B overhead hit.
3B(1), AB, A/B/C/D, 41236D/2141236K
- Slide conversion with Extra mode dodge selected. Requires 1 stock for the dodge cancel.
With Quick MAX
6B, ABC, 3B (1), AB, A/B/C/D, 41236D/2141236K
- Overhead conversion that involves both overhead Quick MAX and slide dodge cancel. Requires Extra mode dodge.
6B, ABC, 3B
- Overhead conversion into slide if you do not have Extra mode dodge selected.