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Fatal Fury: City of the Wolves/Mai Shiranui

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Movelist

(*) = Brake

Command Moves

Ukihane - + (Midair Only)

Koukaku no Mai - +

Yume Kachou - (In Air)

Sankaku-Tobi - (Near Wall) (Midair Only)

Command Combo - (close) > > / (S.P.G. active)

REV Blows

Homura Niren - (S.P.G. active)

Yumihari no Mai - (S.P.G. active, in air)


Special Moves

Kachousen - + /

Ryuuenbu - + /

Hissatsu Shinobi-Bachi - + (*) / (*)

Sayo Chidori - + /

Hana Arashi - + (*) / (*)

Musasabi no Mai (Move) - ~ / / + /

┗Musasabi no Mai (Fall) - /

Air Musasabi no Mai - (In Air) + /

Ignition / Redline Gears

Kagerou no Mai - + /

Chou Hissatsu Shinobi Bachi - + / (*)


Hidden Gear

Ouran no Mai: Akasuzumi - + [REV Button]

Gameplay Overview

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Pros Cons
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Combos

If there's several enders, priority will be hard knockdown then damage unless explicitly said otherwise. Some example alt enders (usually for corner carry or frame advantage) 236B vs 214C from lights. 236B or 214C vs 236D > brake > 623B. 236236B/D vs 236236A/C (Only sometimes, 236236P will work on more situations and 236236K will have to sacrifice damage. In the corner 236236P is always superior)

No resources

Combo Damage Notes
2B > 2A/f.A> 214C 157/152 2A is less damage and smaller than f.A but is -1 on block instead of -2 and cancellable into f.A/B.
2B > c.B > 623D > brake 236D > brake > 623B 196 c.B is +3 making it your best light for pressure up close.
2B > c.A > autocombo 197 2B c.A doesn't often work but it's still worth mentioning for a jumpin or a c.A punish. Sometimes c.C autocombo will whiff 2nd hit netting you 170 damage. While 2D ender is the best damage 6D will reset you at +2.
c.D > 5/6 feint > c.C > 623D > brake > 236D > brake > 623B 254 c.D is decent as a meaty due to being a very fast multihit, but it's fairly slow so go into c.C straight away for tight punishes or a jumpin. Better than route below with REV, otherwise not as great.
c.D > 214D > 2A > 214C 289 Common string if you can't confirm c.D. Frametraps, leaves you +3 on block and combos on hit. Weaker to REV guard and very reactable making ib punishes easier.
f.C/2C > 214C 174 Up close you can go into the above route which is not uncommon either, but sometimes you have to make do with what you get, or spend REV.
f.C > 5/6 feint > 2A > 214C 192 Decent when resetting pressure with f.C instead of frametrapping
623D > brake > 236D > brake > 623B 149 Despite being the same combo as most others I wanted to add it regardless to remind people they can brake their AA
CH 3D > c.C/2P > combo Important CH confirm to be aware of

Super confirms

Combo Damage Notes
2B > 2A/f.A > 236236B/D 269/274 323/328 You can buffer A/B buttons as you chain them to have a very lenient cancel window into super
2B > c.B > 623D > brake 236D > brake > 236236A 332/380
c.D > 5/6 feint > c.C > 623D > brake > 236D > brake > 236236A 390/438
c.D > 214D > 2A > f.B > 236236B/D 422/470 c.D forces standing so f.B becomes 100% consistent after 2A
f.C/2C > 236236B 296/353 Confirmable but hard. Worth adding 220/280 dmg to your button as well as HKD/Corner carry
f.C > 5/6 feint > 2A > 214C 331/382 Better damage than above and way easier to confirm


REV Extensions

For an EX chain ender just remember that:

1st EX: 25% (17% for REV Blow) 2st EX: +15% (7% for REV Blow) 3rd+ EX: +10% (2% for REV Blow)

Meaning REV Blow is usually always worth it.


Since REV combos are so varied and it'll be a pain to do 200000 combos to get the dmg from every starter I'll just add the extensions themselves.

Anywhere/Midscreen

c.C > 3D > REV blow: not great but very low cost at only 17% total and easy to confirm into 3D as well. Never go into 3D unless it hits but if you do at least you can sort of mix people up with REV Blow/no cancel (very bad mix)

Any 623B or slower ender -> 623KK: fast, hard knockdown and sets up left right midscreen, the damage is the same as 214C so it's not that great on slower enders, but it's there. 25% spent.

214PP > 214KK > delay 236D > 623D brake: Delay is optional for more damage as it'll make 236D hit twice. Net 29%.

623D brake 214PP > 214KK > 236D > brake > 214C: worse version of the above. Builds REV earlier which might help not overheating and works from antiair 623D and lights, but otherwise do the above one. Net 32%.

Corner

214PP > 214KK > 236B > 623D > brake > 236D > brake > 623B/623KK: Strong damage and refund at 22% net loss from 0 (55% with EX ender). If 214PP hit an airborne opponent, 236B will require a delay.

214PP > 214KK > delay (623D > brake >) 214C > 623B: Alt version of the above. Higher damage but strict delay and doesn't allow for EX ender. Net 27% (24%) loss.

Grounded 214KK > 236KK > j214PP > 623D > brake > 214C > 623B: Like the above but autotimed. 35% net loss.

Grounded 214KK > 236KK > j214PP > 623D > brake > 214PP > 214KK > delay 214C > 623B: Combines everything we've learnt into one combo. Usually better to end in super to kill but we can't always have one. 75% Net loss

214PP > 236KK > 421[KK] (will come out as 623KK) (> CD): Very dumb sideswap combo for not all that much damage and 50% (52%) heat build. There's other options but they lack the strong HKD or waste too much. Brake 623KK into 214C for a spaced corner KD if you started from cornered to get a 236A that will catch no wakeup/backroll and leave you + and point blank on forward roll (43%)

Fatal Fury: City of the Wolves
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