The King of Fighters XIV/Mai Shiranui

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Charaimg mai.png

Movelist

(!) = MAX OK

(*) = EX OK

Throws

Shiranui Gorin - close Bk.gif / Fd.gif + C.gif

Fuusha Kuzushi - close Bk.gif / Fd.gif + D.gif

Yume-Zakura - in air, close Bk.gif / Fd.gif + C.gif

Command Normals

Sankaku-Tobi (wall jump) - in air near wall, Uf.gif

Ukihane - in air, Dn.gif + B.gif

Special Moves

Ryuuenbu - Qcb.gif + A.gif / C.gif (*)

Kachousen - Qcf.gif + A.gif / C.gif (*)

Hissatsu Shinobi-Bachi - Hcf.gif + B.gif / D.gif (*)

Musasabi no Mai (ground) - charge briefly Dn.gif then Up.gif + A.gif / C.gif (*)

Musasabi no Mai (air) - in air, Qcb.gif + A.gif / C.gif (*)

Super Special Moves

Chou Hissatsu Shinobi-Bachi (ground) - Qcb.gif Hcf.gif + B.gif / D.gif (!)

Chou Hissatsu Shinobi-Bachi (air) - in air, Qcb.gif Hcf.gif + B.gif / D.gif (!)

Kagerou no Mai - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Climax Desperation Move

Shiranui-Ryu Ougi: Kunoichi - Qcf.gif Hcb.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Low, Anywhere
Low, Anywhere
Corner

c.B, c.A, qcb+C = 144 dmg
c.B, cl.B>D, hcf+D = 175 dmg
s.CD, c.C, qcb+A, cl.C = ??? dmg

1 Meter

Low, Anywhere
Low, Near Corner

c.B, cl.B>D, BC, cl.B>D, qcb+AC, hcf+BD = ??? dmg
c.B, cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcb+C = ??? dmg

2 Meters

Low, Near Corner

c.B, cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcb+C, SC, qcb,hcf+B/D = ??? dmg

3 Meters

Anywhere

s.CD, Climax Art = ??? dmg

Gameplay Overview

Mai is a strong zoning character who combines high ground and air mobility with a strong projectile and a robust set of great normal attacks. Mai tries to cut off space with her A Kachousen projectile and punish the opponent for trying to destroy or evade it with her normals and supers. She has some excellent EX moves for neutral play like her EX Kachousen, which helps her both zone and pressure her opponent. She has some surprisingly safe shenanigans with her Ukihane knee drop to repeatedly knock the opponent down and mix them up.

Mai can switch easily between pressure and zoning as the situation dictates, and can build her own meter quite safely. She requires low to medium execution for her combos, and can function well in any team order. She is an excellent zoning pick for beginners and experienced players alike.

Normals

Standing

Far A: A fast, safe poke that's plus on block. Doesn't reach as high as other s.As, but its range and fast recovery make it hard to whiff punish with lows. Can hit crouching opponents.

Far B: Slightly slower to start up and recover than s.A, but with a perfect angle for anti-airing hop attacks. A great, fast whiff punish to gain frame advantage. Neutral on close block. Chains from Mai's other A and B normals. Can hit crouching opponents.

Far C: Though slow, this move covers a huge arc in front of and slightly above Mai, making it great to stop low jumps or high jumps that can't quite cross up. Minus but safe on block.

Far D: A high roundhouse kick. Recovers faster than s.C, but leaves Mai wide open to low attacks on whiff. A much safer short-notice anti-air against hop attacks. Minus but safe on block.

Close

Close A: A short-range elbow that's plus on block. Unlike s.A, close A is special-cancellable. Chains to her other close light normals. Can hit crouching opponents. Combo filler and frame trap tool.

Close B: A shin kick that hits low, but can't be chained to any attacks except her close B > D target combo. Special-cancellable and slightly plus on block.

Close B>D: Target combo from close B. Not safe on block, but cancellable to safe specials. A great hit-confirm and blockstring tool. You can delay the 2nd hit slightly, allowing just enough time to build down charge for Musasabi no Mai.

Close C: A great anti-hop anti-air with a surprisingly long activation range for a close normal. It can fail sometimes as run-under anti-air (too close) but is otherwise a great anti-air and combo/frame trap tool. Slightly plus on block and special-cancellable.

Close D: Has shorter activation range than close D, but is better for run-under anti-air. Very negative on block, but can be cancelled to safe specials like qcf+A.

Crouching

Crouching A: Slightly shorter range than her s.A, but similarly plus on block and special-cancellable. Standard string and combo filler from c.B with which to pressure the opponent.

Crouching B: Hits from just inside her c.A range. Ducks nice and low to anti-air non-deep jump attacks with. Slightly plus on block.

Crouching C: Mai ducks low to the ground with this move, allowing it to low profile certain air attacks like her c.B and c.D can. Very negative on block, but can be cancelled to safe specials.

Crouching D: A fast sweep with great range, great for whiff punishing opponents who fail to counterpoke her faster s.A and s.B. Also good in the corner to catch opponents watching for hop attacks. Very negative on block, but can be cancelled to safe specials.

Jumping

Jump A: A phenomenal air-to-air with great horizontal range and tons of active frames (lasts for about half of Mai's jump length). Excellent for air-to-air zoning from a high jump. Can be cancelled to Ukihane and air Musasabi no Mai for occasional unsafe shenanigans.

Jump B: Less active frames than j.A, but a great deep frontal jump-in, and a short-ranged but very ambiguous crossup. Can't be cancelled into any air moves.

Jump C: Mai's deepest jump-in, a very ambigious hop crossup much like her j.B. However, it's not a reliable air-to-air in this game because only the very bottom of the slash can hit (no higher than the elbow on Mai's attacking arm). You can option-select an air throw with this move by pressing b/f+C, but you must be higher in the air in order for the throw to land. Cancellable to Ukihane and Musasabi no Mai, but if you cross up with j.C, Ukihane will go the wrong way and whiff.

Jump D: Not as long-ranged or active as j.A, but protects Mai's hurtbox underneath a bit better. This move can cross up crouching opponents, but it's not as easy as j.B or j.C. Use this move for poking from hops when you're inside j.A's maximum range. A good air-to-air as well so long as you're a little higher in the air than your opponent. Can't be cancelled into any air moves.

Blowback

Stand CD: One of the best CD attacks in the game. Fast startup, long range, hugely plus on block, and cancellable to safe specials to boot. So long as you space it out a bit to bait whiffs and attempt punishes, you can safely fish for a wall splat with this move to seize control of the fight. Cancel to A Kachousen for staple pressure, but beware of the big, vulnerable gap between the two moves at s.CD's maximum range.

Jumping CD: Great range and speed for a j.CD, though the move can't hit very deep, so it will whiff gloriously if done early against crouching opponents. Still, a very safe tool to fish for a soft knockdown from a hop or air-to-air zoning, allowing Mai to adjust her spacing for offense or defense.

Throws

Shiranui Gorin - (b/f+C) close

  • Mai flips over the opponent and flings them far forward.
  • Can be broken
  • Soft knockdown, opponent flies too far to reach with super jump attacks afterwards. Use purely for corner push or keep.

Fuusha Kuzushi - (b/f+D) close

  • Mai grabs the opponent with her legs and flings them behind her.
  • Can be broken
  • Hard knockdown. You can super jump afterwards for a crossup j.B, or walk backward slightly and then super jump for a fake crossup.

Yume-Zakura - in air, (b/f+C) close

  • Mai grabs the aerial opponent and knee drops them, landing far away.
  • Hard knockdown
  • Unbreakable, but very small activation range (Mai must be slightly above her opponent, about chest height)
  • Can juggle after most moves that leave the opponent in a float state (not a free/anywhere juggle)

Command Moves

Sankaku-Tobi (wall jump) - in air near wall, uf

  • Mai air jumps off the stage wall, flies farther forward than a ground jump from the same spot
  • Cannot be performed after attacking in the air
  • Can perform any air attack afterwards, landing recovery properties same as a ground jump

Ukihane - in air, d + B

  • Mai stops her jump, rises a tiny bit in the air, then does a falling knee drop. Hits overhead
  • Hard knockdown
  • Active until Mai lands, and inflicts ridiculous blockstun -- neutral on block at worst in most situations
  • Can be a very ambiguous crossup and can be performed very low from hops for a mild "vortex" mixup
  • Can be cancelled into from j.A, j.C, j.CD, and charge Musasabi no Mai
  • Can cancel into air Musasabi no Mai

Special Moves

Ryuuenbu - (qcb + A/C)

  • A version starts up slower, does 1 hit, and starts a float state (soft knockdown). Neutral on block.
  • C version starts up faster, does 2 hits, and is unsafe on block. Can juggle after 2nd hit on high air hit.

EX Ryuuenbu: 3 hits, minus but safe on block, starts a juggle combo. Juggles after other EX. Can juggle anything afterwards.


Kachousen - (qcf + A/C)

  • A version starts up slower, recovers faster, and flies slower. Can juggle afterwards on air hit.
  • C version starts up faster, recovers slower, and flies faster. Can juggle afterwards on air hit.

EX Kachousen: Fan flies forward, destroying non-EX or super projectiles. Bounces off the opponent on hit/block and falls straight down for a 2nd hit. Recovery comparable to A version. Can juggle after both hits on air hit.


Hissatsu Shinobi-Bachi - (hcf + B/D)

  • B version starts up faster, flies a shorter distance, won't combo properly on crouching opponents (2nd hit blockable).
  • D version starts up slower, flies a farther distance, both hits combo properly on standing or crouching opponent.
  • Mai is in an aerial state if she super cancels the 2nd hit early, grounded if she cancels later (Kagerou no Mai available).
  • Massively unsafe on stand block but actually POSITIVE on crouching block (2nd hit) due to its massive blockstun. Do not rely on this property -- please hit-confirm into this move.

EX Hissatsu Shinobi-Bachi: Startup and travel distance comparable to D version. Neutral on both standing and crouching block. 5 hits, the last of which launches the opponent. Juggles from other EX. Can juggle anything afterwards.


Musasabi no Mai (charge) - (charge briefly d, then u + A/C)

  • Hold down A or C as Mai leaps toward the wall to perform a wall dive attack. Same frame advantage, hit, and dive speed properties as the A and C air versions.
  • After a minimum amount of time has passed while leaping, Mai can cancel the leap to Ukihane before she reaches the wall.
  • Both A and C wall leaps are exactly the same. Button used determines the angle of the dive attack; A for a sharp downward angle, C for a shallow downward angle.
  • If you reach the wall without holding A or C, Mai will drop straight down, unable to attack, with landing recovery.

EX Musasabi no Mai (charge): Flies dramatically faster to the wall, has fireball invulnerability on startup. Dive attack properties same as EX air Musasabi no Mai.


Musasabi no Mai (air) - (in air, qcb + A/C)

  • A version dives at a shallow angle, C version dives at a sharp angle. Both have the same startup, dive speed, and recovery. Unsafe if blocked at head height, but ranges from slightly minus to slightly plus if it hits lower.
  • No minimum height, so you can "tigerknee" it as qcb,ub+A/C. Does not hit overhead.
  • Starts a float state on hit. Can juggle anything afterwards.

EX Musasabi no Mai (air): 3 hits, slightly plus on block even if blocked at head height. All hits knock down, all 3 hits juggle. Last hit starts a float state just like the regular version.

Super Special Moves

Chou Hissatsu Shinobi-Bachi (ground) - qcb, hcf + K

  • Both B and D versions deal 7 hits, do same damage, have the same travel speed and distance. Both are fast enough to combo from A/B normals. No startup invulnerability.
  • Unsafe on block.
  • Use as combo filler only, avoid at neutral.

MAX: Has full invulnerability on startup, but not useful for anti-air like Kagerou no Mai and her Climax Art. Use to fill out combos.


Chou Hissatsu Shinobi-Bachi (air) - in air, qcb, hcf + K

  • Same (lack of) safety, startup, juggle properties as ground version
  • No minimum height requirement; can be "tigerknee"'d with qcb,hcf,uf+B/D or qcb,qcb,uf+B/D
  • Can juggle opponent after last hit if they are high enough in the air
  • Should still be used only as combo filler

MAX: Fully invulnerable startup just like the ground MAX version. Slightly more useful since it can blow through air-to-air attacks, but may not juggle the opponent in an advantageous way in that situation. Reserve mostly for combo filler.


Kagerou no Mai - qcf, qcf + A/C

  • Partially invulnerable startup, ends at 1st active frame (move can trade). A great anti-air and wakeup reversal, provided it doesn't whiff or get blocked.
  • Massively unsafe on block
  • Can juggle with anything after Kagerou no Mai trades with an attack that doesn't knock down. However, Mai loses the trade on life vs C/D normals.

MAX: Fully invulnerable startup and more damage.

Climax Super Special Moves

Shiranui-Ryu Ougi: Kunochi - qcf, hcb + AC

  • Very brief startup, then a super freeze, then Mai rockets off the wall behind her. Trajectory is fixed, but collision region is gigantic, and Mai's travel speed broadcasts it all over the screen. Will generally only miss an opponent right underneath her in the corner.
  • Mai is fully projectile (all?) invulnerable when she flies off the wall, until the active frames end.
  • Massively unsafe on block.
  • Can easily punish any height jump on reaction, as long as the oppnent is not at or past the peak of the jump arc.
  • Can be performed in the air.

Combos

  • Close A, Crouching A and Crouching B can link into Close B>D target combo.

Notation

0 meter

  • cl.C/D, hcf+B/D (152/157 DMG)

(cr.C can be substituted for cl.C/D)

  • cl.C, qcb+A/C (131/166 DMG)

(cr.C can be substituted for cl.C/D)

  • cl.D, qcb+A/C (141/176 DMG)
  • cr.B, cr.A, qcb+C (144 DMG)
  • (cl.A, cr.A/B), cl.B>D, hcf+B/D (172/175 DMG)
  • (cl.A, cr.A/B), cl.B>D, qcb+A/C (153/184 DMG)

1 meter

  • cl.B>D, BC, cl.C, qcb+AC, hcf+B/D (279/282 DMG)

(hcf+D positions Mai on the other side of the opponent if combo doesn't end in the corner)

  • cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcb+C (315 DMG)

(This combo works around the center of the stage and corner carries the opponent. This also works in the corner.)

  • cl.B>D, BC, cl.C, hcf+BD, qcb+AC, qcb+C (335 DMG)

(Only works midscreen and corner. Combo corner carries.)

2 meters

  • cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcb+C, SC, qcb,hcf+B/D (383 DMG)

(This combo works around the center of the stage and corner carries the opponent. This also works in the corner.)

  • cl.B>D, BC, cl.C, hcf+BD, qcb+AC, qcb+C, SC, qcf,qcf+A/C (435 DMG)

(Only works midscreen and corner. Combo corner carries.)

3 meters

  • cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcf,qcf+AC (412 DMG)

(This combo works around the center of the stage and corner carries the opponent. This also works in the corner.)

  • cl.B>D, BC, cl.C, hcf+BD, qcb+AC, qcb+C, SC, qcf,qcf+AC (570 DMG)

(Only works midscreen and corner. Combo corner carries.)

4 meters

  • cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcb+C, qcf,hcb+AC (562 DMG)

(This combo works around the center of the stage and corner carries the opponent. This also works in the corner.)

  • cl.B>D, BC, cl.C, hcf+BD, qcb+AC, qcb+C, SC qcf,hcb+AC (582 DMG)

(Only works midscreen and corner. Combo corner carries.)

5 meters

  • cl.B>D, BC, cl.B>D, hcf+BD, qcb+AC, qcb,hcf+B/D, CC, qcf,hcb+AC (573 DMG)

(This combo works around the center of the stage and corner carries the opponent. This also works in the corner.)

  • cl.B>D, BC, cl.C, hcf+BD, qcb+AC, qcb+C, SC, qcb,hcf+B/D, CC qcf,hcb+AC (621 DMG)

(Only works midscreen and corner. Combo corner carries.)

  • J.C, cl.C, BC, cl.C, hcf+BD, qcb+AC, qcb+C, SC, qcb,hcf+B/D, CC, qcf,hcb+AC (686 DMG)

(Only works midscreen and corner. Combo corner carries.)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

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