Difference between revisions of "XV Broken/Mai Shiranui"

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
[[File:KOFXV Mai Profile.png|thumb|Mai is a kunoichi and successor of the Shiranui style of ninja arts. Her opponents are at the mercy of her graceful movements and fascinating attire.<br/>Using large fans as weapons, her fighting style is to "float like a butterfly, sting like a bee".]]
<section begin="image"/>[[File:KOFXV Mai Profile.png|thumb|Mai is a kunoichi and successor of the Shiranui style of ninja arts. Her opponents are at the mercy of her graceful movements and fascinating attire.<br/>Using large fans as weapons, her fighting style is to "float like a butterfly, sting like a bee".]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
==Movelist==
==Movelist==
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Mai is a perfect character for players who want a tool for every situation, who are always on the move and who like amazing mobility options.
Mai is a perfect character for players who want a tool for every situation, who are always on the move and who like amazing mobility options.
| pros=
| pros=
* Easy gameplan
* '''Easy and Straightforward''' Mai's poking gameplan is easy to grasp, easy to perform, and easy to adjust to in a match. Rarely does she ever have to put much effort into making tough decisions, which lets Mai focus more on the match than her moveset.
* Most of her Special Moves have additional traits, allowing her big utility
* '''Versatile''': Mai has tons of utility in her kit. Lots of good normals, including several that are great pokes, compliment her diverse special move list. Fireballs, DPs, mobility moves... she's got it all.
* Great range on many moves,such as Blowback
* '''Good Pressure''': Mai has good pressure and can easily perform crossups out of the end of her combos.
* Has rather easy access to crossup situations
* '''Anti-Zoning''': While a decent zoner herself, Mai is known for her powerful anti-zoning. She can compete in the fireball war well with her fan projectiles, and outmanuver slower zoners easily with her mobility.
* Variety of combo paths and options
* Has multiple ways to deal with zoning
* Superb mobility and aerial tricks
| cons=
| cons=
* Very reliant on meter for combos and reversals
* '''Meter Dependent''': While Mai can do good damage with meter, without it her damage is pitiful. Large confirms, alongside a true reversal, are locked behind having a good amount of meter.
* No grounded Overheads and, therefore, limited mixup options
* '''Mediocre Mix''': Without a standing overhead, Mai is somewhat in a paradox; she needs meter for threat, but can't spend it on a big mixup into a kill, meaning her use of Quick Max is small.
* No invincible reversals
}}
}}


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|moveId=mai_fb
|moveId=mai_fb
|description=
|description=
* Mai performs a quick kick aimed at the opponents head. Can stop hops at a farther distance than far A & can be used a close to mid-range poke. Whiffs on a majority of characters that are crouching.
* Mai performs a quick kick aimed at the opponents head. Can stop hops at a farther distance than far A & can be used a close to mid-range poke. Whiffs on a majority of characters that are crouching unless they're in hitstun.
}}
}}


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|moveId=mai_cd
|moveId=mai_cd
|description= Mai spins and hits the opponent with her tail.
|description= Mai spins and hits the opponent with her tail.
* Probably the best Blowback in the game. It has huge range because Mai also moves closer while doing it. Leads into damaging hit confirms with enough meter to spare.
* Probably the best Blowback in the game. It has huge range because Mai also moves closer while doing it. Also can go over lows. Leads into damaging hit confirms with enough meter to spare.
}}
}}


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|input=j.2B
|input=j.2B
|description=* Mai floats slightly upwards and falls down.
|description=* Mai floats slightly upwards and falls down.
* It's main use is altering the jump arc, as well as applying ambiguous crossup situations. Must be blocked standing and grants hard knockdown on hit, forcing yet another guessing situation. Unsafe on block, but can be made plus as a meaty attack.
* Its main use is altering the jump arc, as well as applying ambiguous crossup situations. Must be blocked standing and grants hard knockdown on hit, forcing yet another guessing situation. Unsafe on block, but can be made plus as a meaty attack. If you want to make yourself safer on block, make sure to cancel Ukihane into Air Musassabi no Mai.
}}
}}
===Koukaku no Mai===
===Koukaku no Mai===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|description=* Mai does a sliding kick, ending with another kick.
|description=* Mai does a sliding kick, ending with another kick.
* Hits Low and it's unsafe when done raw. Go-to combo extender from cancelable normals. Its big range and lingering hitbox makes it possible to do a combo even from the furthest  range of some moves.
* Hits Low and it's unsafe when done raw. Go-to combo extender from cancelable normals. Its big range and lingering hitbox makes it possible to do a combo even from the furthest  range of some moves.
* The second hit juggles but the only way to combo afterwards is to quick max it.
}}
}}
===Sankaku-Tobi===
===Sankaku-Tobi===
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|description=* Mai jumps off of the wall.
|description=* Mai jumps off of the wall.
* The wall doesn't have to be a literal wall in the corner, it can also simply be the edge of the screen.
* The wall doesn't have to be a literal wall in the corner, it can also simply be the edge of the screen.
* Mai can jump so high off the wall that she is barely visible on the screen. This, acoompanied with her aerial options, makes her very hard to pin down.
* Mai can jump so high off the wall that she is barely visible on the screen. This, accompanied with her aerial options, makes her very hard to pin down.
}}
}}
===Target Combo===
===Target Combo===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|input=B~D
|input=B~D
|description=* Mai does a two-kick attack.
|description=* Mai does a two-kick attack.
* Only possible from cl.B (f.B won't work). Due to its limited cancel options, it's not as good as df+D, but still a good option to have.
* Only possible from cl.B
* Second hit forces stand
* Serves as a damaging low starter
}}
}}


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|name=Ryuuenbu
|name=Ryuuenbu
|input=214A/C/AC
|input=214A/C/AC
|description3=* Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact.
|description3=* Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact. Unlike Krohnen, normal versions only negate regular projectiles.
* '''A version''' = Hits somewhat later, launcher in the corner.
* '''A version''' = Hits somewhat later, launcher in the corner. pretty safe on block, and can be made plus if done meaty or from further away.
* '''C version''' = Hits almost instantly and hits twice. Because its first hit lands faster than A version, using the C version makes certain combos possible. Normally unsafe on block, but can be made plus if done meaty.
* '''C version''' = Hits almost instantly and hits twice. Because its first hit lands faster than A version, using the C version makes certain combos possible. Normally unsafe on block, but can be made plus if done meaty.
* '''EX version''' = Go-to launcher for every situation, regardless of the position in the stage or during a combo. Hits 3 times and has faster startup than the C version.
* '''EX version''' = Go-to launcher for every situation, regardless of the position in the stage or during a combo. Hits 3 times and has faster startup than the C version. Technically negates EX projectiles but impractical as it takes a long time for the flame hitbox to appear.
}}
}}
===Kachousen===
===Kachousen===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|input=236A/C/AC
|input=236A/C/AC
|description3=* Mai's projectile. Despite being a projectile, its main purpose is usually not the zoning, but rather space control.
|description3=* Mai's projectile. Despite being a projectile, its main purpose is usually not the zoning, but rather space control.
* '''A version''' = The projectile travels slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is the go-to move to end blockstrings due to its safety and distance on block. It is also the primary way of forcing the opponent to block on oki and after a restand,  
* '''A version''' = The projectile travels slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is an ok way to end blockstrings, though the blockstun is quite short and could actually leave Mai punishable if she's too close. Regardless, it's still a good method of forcing the opponent to block on oki or after a restand situation. Mai can also use this version to deal extra damage in stun combos, since Mai can retreat to fullscreen distance, throw A Kachousen, run behind it and do whatever she wants next.
* '''C version''' = The projectile travels faster, but Mai doesn't racover quickly. This version can also be used during blockstrings and restands, but Mai can't really do much afterwards due to the slower recovery. Therefore, this version is more used as a pure zoning tool.
* '''C version''' = The projectile travels faster, but Mai doesn't racover quickly. This version can also be used during blockstrings and restands, but Mai can't really do much afterwards due to the slower recovery. Therefore, this version is more used as a pure zoning tool.
* '''EX version''' = The projectile travels the same speed as the C version, but Mai recovers faster now. Hits twice, regardless if it gets blocked or if it hits. It just needs to collide with the opponent in order to activate the second part. It destroys projectiles, but depending on which projectile it collided with, different outcomes happen:
* '''EX version''' = The projectile travels the same speed as the C version, but Mai recovers faster now. Hits twice, regardless if it gets blocked or if it hits. It just needs to collide with the opponent in order to activate the second part. Destroys regular projectiles and clashes with EX projectiles. The fan does not spin upwards in either case.
1) If it collides with a regular projectile, it will nullify it and continue its path.
}}


2) If it beats one projectile and collides with a second projectile, it will get nullified and the opponent's projectile will keep going.
3) If it collides with Supermove projectiles, it will get nullified.
}}
===Hissatsu Shinobi-Bachi===
===Hissatsu Shinobi-Bachi===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
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|name=Musasabi no Mai • Front
|name=Musasabi no Mai • Front
|input=[2]9A/C/AC
|input=[2]9A/C/AC
|description3=* Mai performs a huge leap across the stage, depending on which direction is chosen. Cancelable into Ukihane (j.d+B) at any point. If there is no wall nearby, she will just end up performing a jump. If there is a wall, she can either keep holding the button to perform Air Mussatatsbi no Mai, or do nothing to drop slowly to the ground (It's best not to go for this because she literally can't do anything in this recovery state).
|description3=* Mai performs a huge leap across the stage, depending on which direction is chosen. Cancelable into Ukihane (j.d+B) at any point. If there is no wall nearby, she will just end up performing a jump. If there is a wall, she can either keep holding the button to perform Air Mussatatsbi no Mai, or do nothing to drop slowly to the ground. While she's dropping Mai can perform an air normal, though she cannot do j.2B, j.CD, or supers.
* There seems to be no difference between A and C versions, but it does affect the angles of the followup Air Mussatatsbi no Mai.
* There seems to be no difference between A and C versions, but it does affect the angles of the followup Air Mussatatsbi no Mai.
* '''EX version''' = Yet another launcher to extend combos and travels the furthest distance. Can go into Ukihane (j.d+B) if needed, however, there is a better option. By doing j.214AC, Mai will perform EX Air Mussatatsbi no Mai. This is the part of this move that allows further combos. Despite the input itself being like an EX move, it does not cost extra meter. During combos, it can either hit 2 or 3 times, but this doesn't really affect the options she can do afterwards.
* '''EX version''' = This has a hitbox on the jumping portion of the move which acts as a launcher. Can go into Ukihane (j.d+B) if needed, however, there is a better option. By doing j.214AC, Mai will perform EX Air Mussatatsbi no Mai. This is the part of this move that allows further combos. Despite the input itself being like an EX move, it does not cost extra meter. During combos, it can either hit 2 or 3 times, but this doesn't really affect the options she can do afterwards.
 
The EX version also has some projectile invincibility, giving Mai an extra edge in zoner match-ups.
}}
}}
===Musasabi no Mai • Back===
===Musasabi no Mai • Back===
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|name=Kagerou no Mai
|name=Kagerou no Mai
|input=236236A/C/AC
|input=236236A/C/AC
|description2=* Mai creates a huge pillar of fire around herself. Due to its lack of horizontal range, it must be done up close in order to connect. Can be repeatedly done in the corner in specific situations. Hard knockdown upon contact.
|description2=* Mai creates a huge pillar of fire around herself. Due to its lack of horizontal range, it must be done up close in order to connect. Can be followed up in the corner with specific conditions. Hard knockdown upon contact.
* Nullifies projectiles, including Supermove projectiles. Level 1 version loses to Level 2 projectile Supers, but Level 2 version beats them.  
* Nullifies projectiles, including Supermove projectiles. Level 1 version loses to Level 2 projectile Supers, but Level 2 version beats them.  
* Doesn't combo into MAX Chou Hissatsu Shinobi-Bachi properly. Use that super first if going for an advanced cancel.
}}
}}


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===Shiranui-Ryuu Ougi • Kuzunoha===
===Shiranui-Ryuu Ougi • Kuzunoha===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=mai_2141236cd
|moveId=mai_214236cd
|input=2141236CD
|input=2141236CD
|description=* can be done both on the ground and in the air. Goes through the projectiles (probably fully invincible for all attacks?), hits fullscreen and does huge damage. Integral part for Blowback hit confirms, as well as simply whiff punishing stuff on reaction. Can also be cancelled from Air Mussatatsbi no Mai.
|description=* Can be done both on the ground and in the air. Goes through the projectiles (probably fully invincible for all attacks?), hits fullscreen and does huge damage. Integral part for Blowback hit confirms, as well as simply whiff punishing stuff on reaction. Can also be cancelled from Air Mussatatsbi no Mai.
* If done in the air, the pre-attack cinematic is significantly shorter and the move launches quicker.
}}
}}



Revision as of 19:40, 16 December 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Mai is a kunoichi and successor of the Shiranui style of ninja arts. Her opponents are at the mercy of her graceful movements and fascinating attire.
Using large fans as weapons, her fighting style is to "float like a butterfly, sting like a bee".

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

(Air OK) = Can be done on both the ground and in the air.

Throws

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

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

Yume-Zakura - Bk.gif / Fd.gif + C.gif (Midair Only)

Command Normals

Ukihane - Dn.gif + B.gif (Midair Only)

Koukaku no Mai - Df.gif + D.gif

Sankaku-Tobi - Uf.gif (Near Wall) (Midair Only)

Target Combo - (close) B.gif > D.gif

Special Moves

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

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

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

Musasabi no Mai * Front - Dn.gif ~ Uf.gif + A.gif / C.gif (*)

Musasabi no Mai * Back - Dn.gif ~ Ub.gif / Up.gif + A.gif / C.gif (*)

Musasabi no Mai (Air) - Qcb.gif + A.gif / C.gif (Midair Only) (*)

Super Special Moves

Chou Hissatsu Shinobi-Bachi - Qcb.gifDb.gifQcf.gif + B.gif / D.gif (!)

Air Chou Hissatsu Shinobi-Bachi - Qcb.gifDb.gifQcf.gif + B.gif / D.gif (Midair Only) (!)

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

Climax Super Special Moves

Shiranui-Ryuu Ougi * Kuzunoha - Qcb.gifDb.gifQcf.gif+C.gif+D.gif (Air OK)

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Mai is an all-round character who focuses on controlling the neutral. Her fast, safe and long ranged pokes can slowly drain the opponent's health. As an all-rounder, she can play rushdown, zoning, apply setups and be extremely mobile in the air, should the situation arise. Not to mention her combo structure allows for so much creativity, as the majority of her moves are launchers or combo extenders.

Mai is a beginner firendly character with great neutral and lots of combo options. Her moveset allows her to apply pressure, zone and perform all sorts of aerial tricks. Mai functions the best in the Anchor positions, because her best potential requires tons of meter.

Mai is a perfect character for players who want a tool for every situation, who are always on the move and who like amazing mobility options.
Pros Cons
  • Easy and Straightforward Mai's poking gameplan is easy to grasp, easy to perform, and easy to adjust to in a match. Rarely does she ever have to put much effort into making tough decisions, which lets Mai focus more on the match than her moveset.
  • Versatile: Mai has tons of utility in her kit. Lots of good normals, including several that are great pokes, compliment her diverse special move list. Fireballs, DPs, mobility moves... she's got it all.
  • Good Pressure: Mai has good pressure and can easily perform crossups out of the end of her combos.
  • Anti-Zoning: While a decent zoner herself, Mai is known for her powerful anti-zoning. She can compete in the fireball war well with her fan projectiles, and outmanuver slower zoners easily with her mobility.
  • Meter Dependent: While Mai can do good damage with meter, without it her damage is pitiful. Large confirms, alongside a true reversal, are locked behind having a good amount of meter.
  • Mediocre Mix: Without a standing overhead, Mai is somewhat in a paradox; she needs meter for threat, but can't spend it on a big mixup into a kill, meaning her use of Quick Max is small.


Normals

Far Standing Normals

Far A

far A
f.A
f.A
XV mai fa ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid super 5 4 8 +3 +1 - 30 60
  • This quick swipe using her fan is good for stopping hops at a close range distance. Has a small amount of frame advantage on block. Can be chained from her crouching light normals. Hits crouching opponents and cannot be special canceled.

Far B

far B
f.B
f.B
XV mai fb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 4 11 0 -2 - 30 60
  • Mai performs a quick kick aimed at the opponents head. Can stop hops at a farther distance than far A & can be used a close to mid-range poke. Whiffs on a majority of characters that are crouching unless they're in hitstun.

Far C

far C
f.C
f.C
XV mai fc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid super 8 5 20 -4 -6 - 70 120
  • Mai swings her fan from above her head towards the ground. Can be used to stop hops at a mid-range or stop attempts from the opponents jumping over Mai's head. Has a fair amount of recovery frames if whiffed.

Far D

far D
f.D
f.D
XV mai fd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 8 5 15 +1 -1 - 70 120
  • This roundhouse kick can be used to anti-air jumps at a close range and even hyper hops at a mid-range distance away from Mai.

Close Standing Normals

Close A

close A
cl.A
cl.A
XV mai cla ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 4 7 +4 +2 - 30 60
  • Cancelable into specials and command moves. Plus on block. Leads into good autocombo options.

Close B

close B
cl.B
cl.B
XV mai clb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 5 5 8 +2 0 - 30 60
  • Cancelable. Low hit. Leads into her Target Combo (cl.B > D).

Close C

close C
cl.C
cl.C
XV mai clc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 4 14 +3 +1 - 70 120
  • Cancelable. Plus on block. Go-to button to start combos and apply restand situations.

Close D

close D
cl.D
cl.D
XV mai cld ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 7 6 13 +2 0 - 70 120
  • Cancelable. Does more damage than cl.C.

Crouch Normals

Crouch A

crouch A
2A
2A
XV mai 2a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 3 9 +3 +1 - 30 60
  • Cancelable, good range.

Crouch B

crouch B
2B
2B
XV mai 2b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 4 4 10 +1 -1 - 15 30
  • Low poke.

Crouch C

crouch C
2C
2C
XV mai 2c ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 6 18 -3 -5 - 70 120
  • Great range, cancelable. Usually used in combos and reset situations.

Crouch D

crouch D
2D
2D
XV mai 2d ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 8 6 20 SKD (23: Tech / 50: Non-tech) -7 - 70 120
  • Cancelable, low sweep.

Jump Normals

Jump A

jump A
j.A
j.A
XV mai ja ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 5 5 1 on ground - - - 30 50

jump A jump A

45 High - 5 7 1 on ground - - - 30 60
  • Covers the perfect angle right in front and below Mai, very active.

Jump B

jump B
j.B
j.B
XV mai jb ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 10 1 on ground - - - 30 50

jump B jump B

45 High - 5 12 1 on ground - - - 30 60
  • Not very good range, but is usually used as a crossup.

Jump C

jump C
j.C
j.C
XV mai jc ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High special 7 4 1 on ground - - - 70 100

jump C jump C

70 High special 7 5 1 on ground - - - 70 120
  • The only cancelable jump normal.

Jump D

jump D
j.D
j.D
XV mai jd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 7 7 1 on ground - - - 70 100

jump D jump D

70 High - 7 8 1 on ground - - - 70 120
  • Covers good area.

Rush Moves

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
XV mai rush1 ima.png
XV mai rush2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid - 6 - - -6 -4 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 7 - - -6 -7 - 30 180 (60+60+60)
  • Placeholder

Blowback

Blowback

Blowback
CD
CD
XV mai cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 13 6 20 Splat (+74~+90) -3 - 100 160

Mai spins and hits the opponent with her tail.

  • Probably the best Blowback in the game. It has huge range because Mai also moves closer while doing it. Also can go over lows. Leads into damaging hit confirms with enough meter to spare.

ShatterStrike

Shatterstrike
236CD
236CD
XV mai 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

jump CD

jump CD
j.CD
j.CD
XV mai jcd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid special 12 5 1 on ground - - - 80 120

jump jump

90 Mid special 12 5 1 on ground - - - 80 140

Mai spins and hits the opponent with her tail.

  • Just like the grounded version, it has big range (Possibly disjointed?).

Throws

Shiranui Gorin

Shiranui Gorin
(close) 4/6C
(close) 4/6C
XV mai cthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (39) Unblockable - - -
  • Mai holds the opponent by their shoulders, flips over them and throws them.
  • Sends the opponent almost fullscreen distance. Hard knockdown upon contact. Good situation to use C or EX Kachousen afterwards as an oki tool.

Fuusha Kuzushi

Fuusha Kuzushi
(close) 4/6D
(close) 4/6D
XV mai dthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (29) Unblockable - - -
  • Mai holds her opponent by their neck with her legs, flips herself over and slams them to the ground.
  • Same properties and options as Shiranui Gorin, except Mai throws the opponent backwards.

Yume-Zakura

Yume-Zakura
(air close) 4/6C
(air close) 4/6C
XV mai athrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (18) - - - -
  • Mai catches her opponent in the air, drives her knees in their abdomen and slams them in the ground.
  • Hard knockdown upon contact. Usually done as a combo ender in the corner.

Command Moves

Ukihane

Ukihane
j.2B
j.2B
XV mai j2b ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 High special 10 Active until on ground 16 HKD (+38~+41) -10~+2 - 100 120
  • Mai floats slightly upwards and falls down.
  • Its main use is altering the jump arc, as well as applying ambiguous crossup situations. Must be blocked standing and grants hard knockdown on hit, forcing yet another guessing situation. Unsafe on block, but can be made plus as a meaty attack. If you want to make yourself safer on block, make sure to cancel Ukihane into Air Musassabi no Mai.

Koukaku no Mai

Koukaku no Mai
3D
3D
XV mai 3d ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (30+40) Low [Mid] super [special] 11 [17] 6 (2) 3 26 [24] SKD (25: Tech / 52: Non-tech) [SKD (27: Tech / 54: Non-tech)] -10 - 40 (20+20) 60 (30+30)
  • Mai does a sliding kick, ending with another kick.
  • Hits Low and it's unsafe when done raw. Go-to combo extender from cancelable normals. Its big range and lingering hitbox makes it possible to do a combo even from the furthest range of some moves.
  • The second hit juggles but the only way to combo afterwards is to quick max it.

Sankaku-Tobi

Sankaku-Tobi
j7 (near the wall)
j7 (near the wall)
XV mai j7 ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- N/A - - - 1 on ground - - - - -
  • Mai jumps off of the wall.
  • The wall doesn't have to be a literal wall in the corner, it can also simply be the edge of the screen.
  • Mai can jump so high off the wall that she is barely visible on the screen. This, accompanied with her aerial options, makes her very hard to pin down.

Target Combo

Target Combo
B~D
B~D
XV mai bd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
87 (30+60) Mid special 10 5 19 -3 -5 - 90 (30+60) 140 (60+80)
  • Mai does a two-kick attack.
  • Only possible from cl.B
  • Second hit forces stand
  • Serves as a damaging low starter

Special Moves

Ryuuenbu

Ryuuenbu
214A/C/AC
214A/C/AC
XV mai 214a ima.png
XV mai 214c ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 15 9 22 Juggle - SKD (35: Tech / 62: Non-tech) -1 Low Body: 8 to 16 (9 Frames) 80 100

C C

101 (40+65) Mid super 10 3 (15) 9 29 SKD (28: Tech / 55: Non-tech) -7 Low Body: 13 to 25 (13 Frames) 120 (60+60) 140 (60+80)

AC AC

116 (30+30+65) Mid - 7 2 (15) 2 (8) 11 28 Juggle - SKD (46: Tech / 73: Non-tech) -8 Low Body: 8 to 18 (11 Frames), Low Body: 25 to 45 (21 Frames) 0 200 (60+60+80)
  • Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact. Unlike Krohnen, normal versions only negate regular projectiles.
  • A version = Hits somewhat later, launcher in the corner. pretty safe on block, and can be made plus if done meaty or from further away.
  • C version = Hits almost instantly and hits twice. Because its first hit lands faster than A version, using the C version makes certain combos possible. Normally unsafe on block, but can be made plus if done meaty.
  • EX version = Go-to launcher for every situation, regardless of the position in the stage or during a combo. Hits 3 times and has faster startup than the C version. Technically negates EX projectiles but impractical as it takes a long time for the flame hitbox to appear.

Kachousen

Kachousen
236A/C/AC
236A/C/AC
XV mai 236a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 15 Full Screen Projectile 29 -3~+26 -7~+22 - 60 60

C C

60 Mid super 14 Full Screen Projectile 33 -7~+26 -9~+24 - 60 60

AC AC

80 (40+40) Mid - 18 Full Screen Projectile 25 +1~+26 -1~+24 - 0 120 (80+40)
  • Mai's projectile. Despite being a projectile, its main purpose is usually not the zoning, but rather space control.
  • A version = The projectile travels slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is an ok way to end blockstrings, though the blockstun is quite short and could actually leave Mai punishable if she's too close. Regardless, it's still a good method of forcing the opponent to block on oki or after a restand situation. Mai can also use this version to deal extra damage in stun combos, since Mai can retreat to fullscreen distance, throw A Kachousen, run behind it and do whatever she wants next.
  • C version = The projectile travels faster, but Mai doesn't racover quickly. This version can also be used during blockstrings and restands, but Mai can't really do much afterwards due to the slower recovery. Therefore, this version is more used as a pure zoning tool.
  • EX version = The projectile travels the same speed as the C version, but Mai recovers faster now. Hits twice, regardless if it gets blocked or if it hits. It just needs to collide with the opponent in order to activate the second part. Destroys regular projectiles and clashes with EX projectiles. The fan does not spin upwards in either case.

Hissatsu Shinobi-Bachi

Hissatsu Shinobi-Bachi
236B/D/BD
236B/D/BD
XV mai 236b ima.png
XV mai 236d ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

87 (45+45) Mid super 4 (Air) / 12 (In Front) 2 (6) 2 (8) 23 17 SKD (18: Tech / 45: Non-tech) -21 (Stand Block against 2nd hit) / 0 (Crouch Block 2nd last hit) - 80 (40+40) 160 (80+80)

D D

155 (50+45+70) Mid super 7 (Air) / 19 (In Front) 7 (5) 3 (8) 23 17 HKD(56 - Elbow Hit) / SKD (Hit from behind) -21 (Stand Block against 2nd hit) / -2 (Crouch Block 2nd last hit) - 120 (40+40+40) 240 (80+80+80)

BD BD

147 (40+35+30+35+35) Mid - 8 (Air) / 11 (In Front) 6 (2) 2 (1) 3 (8) 23 17 SKD (36: Tech / 63: Non-tech) -2 - 0 200 (40*5)
  • Mai does a cartwheel and flies forwards with her elbow. Unsafe on block, but can be safer if a crouching opponent blocks it.
  • B version = Has faster startup, meaning it is the go-to version to end small combos, like off of 2A.
  • D version = Most damaging meterless combo ender.
  • EX version = Launcher, hits 5 times on its own and usually 3 times during combos.

Musasabi no Mai • Front

Musasabi no Mai • Front
[2]9A/C/AC
[2]9A/C/AC
XV mai 29a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

- N/A - - - 13 on ground - - - - -

C C

- N/A - - - 13 on ground - - - - -

AC AC

50 N/A - 5 - Only during combos 6 - Only in combos 8 on ground SKD - - 0 -
  • Mai performs a huge leap across the stage, depending on which direction is chosen. Cancelable into Ukihane (j.d+B) at any point. If there is no wall nearby, she will just end up performing a jump. If there is a wall, she can either keep holding the button to perform Air Mussatatsbi no Mai, or do nothing to drop slowly to the ground. While she's dropping Mai can perform an air normal, though she cannot do j.2B, j.CD, or supers.
  • There seems to be no difference between A and C versions, but it does affect the angles of the followup Air Mussatatsbi no Mai.
  • EX version = This has a hitbox on the jumping portion of the move which acts as a launcher. Can go into Ukihane (j.d+B) if needed, however, there is a better option. By doing j.214AC, Mai will perform EX Air Mussatatsbi no Mai. This is the part of this move that allows further combos. Despite the input itself being like an EX move, it does not cost extra meter. During combos, it can either hit 2 or 3 times, but this doesn't really affect the options she can do afterwards.

The EX version also has some projectile invincibility, giving Mai an extra edge in zoner match-ups.

Musasabi no Mai • Back

Musasabi no Mai • Back
[2]7A/C/AC
[2]7A/C/AC
XV mai 28a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

- N/A - - - 13 on ground - - - - -

C C

- N/A - - - 13 on ground - - - - -

AC AC

- N/A - - - 8 on ground - - - - -
  • Everything is the same as Musasabi no Mai • Front, except the fact this Backwards version cannot be used for combos.

Musasabi no Mai (Air)

Musasabi no Mai (Air)
j.214A/C/AC
j.214A/C/AC
XV mai j214a ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

70 Mid super 21 Active until on ground 18 SKD (+35) 0 (Lowest height) to -6 (Highest height) - 80 100

C C

70 Mid super 21 Active until on ground 18 SKD (+33) 0 (Lowest height) to -6 (Highest height) - 80 100

AC AC

127 (45*3) Mid - 17 Active until on ground 16 SKD (+37) -2 (Lowest height) to -1 (Highest height) - 0 210 (70*3)
  • Mai flips in the air and flies at an downward angle. Frame data on this move is variable depending on the height of the jump, so it can be unsafe, slightly unsafe and even neutral on block.
  • A version = Mai flies at a 30° angle.
  • B version = Mai flies at a 45° angle.
  • EX version = Launcher. Hits 3 times if done high enough and is slightly minus on block.

Super Special Moves

Chou Hissatsu Shinobi-Bachi

Chou Hissatsu Shinobi-Bachi
214236B/D/BD
214236B/D/BD
XV mai 214236k ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

200 (20+25*6+30) Min:97 Mid advanced,climax 11 3 (5) 29 28 HKD (+54) -11 Full Body: 1 to 6 (6 Frames) 0 0

BD BD

348 (40*3+20*10+28) Min:174 Mid climax 9 2 (1) 2 (1) 2 (4) 32 29 HKD (+52) -12 Full Body: 1 to 23 (23 Frames) 0 0
  • Mai does a cartwheel, engulfs herself in fire and flies towards the opponent. Go-to Supermove due to the fact it can be done both on the ground and in the air. Hard knockdown upon contact.
  • Level 2 version goes through projectiles during the startup. The invulnerability stops once she has performed the cartwheel.

Air Chou Hissatsu Shinobi-Bachi

Air Chou Hissatsu Shinobi-Bachi
j.214236B/D/BD
j.214236B/D/BD
XV mai 214236k ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

205 (25*7+30) Min:99 Mid advanced,climax 12 27 24 on ground HKD (+53) -9 (Lowest height) to -13 (Highest height) Full Body: 1 to 14 (14 Frames) 0 0

BD BD

340 (25*12+40) Min:164 Mid climax 7 39 30 on ground HKD (+47) -14 (Lowest height) to -24 (Highest height) Full Body: 1 to 15 (15 Frames) 0 0
  • Same as the grounded version. This aerial version is usually done after doing Hissatsu Shinobi-Bachi, since that move leaves Mai in an airborne state.

Kagerou no Mai

Kagerou no Mai
236236A/C/AC
236236A/C/AC
XV mai 236236p ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

180 (20*9) Min:90 Mid advanced,climax 7 26 33 HKD (+73) -17 Full Body: 1 to 6 (6 Frames) 0 0

AC AC

325 (20*13+65) Min:162 Mid climax 6 32 42 HKD (+58) -29 Full Body: 1 to 11 (11 Frames) 0 0
  • Mai creates a huge pillar of fire around herself. Due to its lack of horizontal range, it must be done up close in order to connect. Can be followed up in the corner with specific conditions. Hard knockdown upon contact.
  • Nullifies projectiles, including Supermove projectiles. Level 1 version loses to Level 2 projectile Supers, but Level 2 version beats them.
  • Doesn't combo into MAX Chou Hissatsu Shinobi-Bachi properly. Use that super first if going for an advanced cancel.

Climax Super Special Moves

Shiranui-Ryuu Ougi • Kuzunoha

Shiranui-Ryuu Ougi • Kuzunoha 
2141236CD
2141236CD
XV mai 214236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
440 (0+20*13+180) Min:230 Mid - 8 / 14 (Ground) Active until on ground 27 HKD (+87) -34 Full body invincibility until on ground 0 0
  • Can be done both on the ground and in the air. Goes through the projectiles (probably fully invincible for all attacks?), hits fullscreen and does huge damage. Integral part for Blowback hit confirms, as well as simply whiff punishing stuff on reaction. Can also be cancelled from Air Mussatatsbi no Mai.
  • If done in the air, the pre-attack cinematic is significantly shorter and the move launches quicker.

Misc

Videos

Mai Shiranui Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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