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

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

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

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. Minus but safe on block. Chains from Mai's other A and B normals.

Far C: Though slow, this move covers a huge arc in front of and slightly above Mai, making it good to check cornered opponents with if you're not sure whether or not they'll jump out of your pressure. Minus but safe on block.

Far D:

Close

Close A

Close B

Close C

Close D

Crouching

Crouching A

Crouching B

Crouching C

Crouching D

Jumping

Jump A

Jump B

Jump C

Jump D

Blowback

Stand CD

Jumping CD

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina