-Strategy Update-
Mai Shiranui Offense:
> Mai’s jumping A has many uses. Use jumping A (preferably early) to anti-air opponents from the mid range (to keep them from super jumping), screwing with the opponents jump ins altogether, and for corner pressure.
>When the opponent is cornered, maintain a safe distance and lock the opponent down with neutral hop jumping A, CD attacks (whiff cancel into qcb+A or qcf+A, hop j2B (in front of the opponent because you want to frame trap the opponent) - bully the opponent with cr.B and st.A as you slowly advance towards the cornered the opponent (Mai’s walk speed is ridiculous). After doing a jump in, go for throws every now and then (there is NO crouch tech).
> Do NOT forget about Mai’s ground CD attack. The air version is also reliable. Mai’s ground CD is very fast and can put stop to low hit confirms.
> A good block string to use against cornered opponents are things like: j.C, st.C, qcb+A, cr.C, qcb+C. This can be used in combos and qcb+A has the shortest recovery. DO NOT rely on qcb+C. Mai’s qcb+C is still safe on block but Mai will not get anything off of it when it is blocked. Mai needs to be the one instigating offense and forcing the opponent back on the defensive in this scenario. This is KOF, but remember to adapt to the opponents play style… CHANGE UP YOUR OWN GAME PLAN TO ADJUST, and don’t get overly predictable. Mai is the LAST character you should be predictable with. She is a ninja.
> Don’t bother trying to play Mai as if she was Kyo or Mr. Karate. Because, she is not them (but you also need to keep in mind that she benefits from the system mechanics of this game quite well) You need to be thinking in terms of how a King player would - good buttons, awesome meter options, great mobility/movement and high HD combo damage. That is what Mai is meant for, while she is a rather unorthodox character like Chin is but in a different way. Mai needs to make the opponent go “What the hell is this woman doing…?” Mai needs to scare the opponent into making mistakes - hence, Mai’s fast walk speed, run speed (Mai HAS the fastest run speed which can even be used for crossing under stuff while the opponent is in mid air), annoying normals, annoying air control, etc…
> When Mai gets a bar and drive, you need to be focused on driving the opponent into the corner. Mai gets 553 damage for 1 bar and 1 drive. With a full drive (HD) and no meter, Mai can get 650+ damage. With two bars and full drive, you will get 804 damage. You need play Mai while having the same plan down as you would with King or Leona. Without meter, Mai will not do that much damage. With meter, she can easily change things up just like that. Until you build meter for that much damage, Mai needs to keep poking around while aggravating the opponent with her movement - forcing the opponent to make mistakes. SHE IS A NINJA, so you have to think somewhere along those lines.
> If you are a new Mai player: DO NOT try qcf+A into hcf+K set up. It is not safe. If you want to follow up after qcf+A… go for another qcf+A (if you’re the full range), run forward-stop-run forward-stop… (stagger your offense and rush down. Mai is a fast character, so why would you NOT do this…? Baiting your out unsafe move or making the opponent whiff something is part of Mai’s MO). After qcf+A you can also go for air throw or neutral jump A (or CD) if the opponent tries super jumping in on you. Or, at the mid range, you can back dash and go for other options after the back dash, like ground Musasabi or a poke. Against smarter opponents, you need to be more creative with Mai’s options.
Mai Shiranui Defense:
> If you are getting stuck in the corner, use back dashes, or back dashes into wall jumps. You can also neutral jump and then go for wall jumps and/or a air qcb+P to get out of the corner safely. Ground Musasabi is also a good options because Mai just say “Forget this” and jump straight from the corner all the way to the other side. Avoid getting cornered (a general rule in KOF and in most 2D fighting games) and do let Mai suffer an untechable knockdown. If she does then get ready to block, roll, GC roll, or GC blow back. Pay attention to what is happening and what the opponent is doing. A lot of things being said here would be considered common sense at this point.
> “Oooooh nooooooes… Mai doesn’t have a DP so she sucks. Wah. Wah. Wah”. The truth is, you really shouldn’t be relying on that sort of thing. One because, even if Mai had a DP, the player isn’t going to get that much damage. A generic DP is usually going to equal to about 120 damage from a hard punch/kick version. Why don’t just block…? Or use j.A, back dashes, st.A, st.C, cr.C (which will make a lot of jump ins whiff BTW - Mai is already a tiny character), roll, GC roll, GC blowback, or st.D instead…? Besides, Mai having a DP would be like trying to give King a air fire ball during her back dash. Do you REALLY want to do that…? Having a DP is better than not having a DP but… in this case, Mai does not NEED one for obvious reasons. Get this through your head, NOW.
> Jump back j.A and j.CD is great for keeping your opponent at bay if they are getting close to you. Then you can capitalize with grounded normals or a counter action with Mai running up to start an offense. Another thing to understand is that Mai is VERY good at dealing with… overly aggressive/impatient or “Try Hard” type players because of how she is designed in this game. I will state this once again: She is a ninja. Deceive the opponent into thinking they are safe when they are not. Mess with the opponents head. Whiff light normals while staggering your offense when Mai is on the ground at the mid range as she closes in gradually. Mai can EASILY take the passive aggressive approach in her game play. Woo and Louffy enjoy doing this, both of whom are considered some of the best KOF players around.
> Mai can change the trajectory of her own jumps with j2B, air Musasabi, and even her air DM’s.
> Mai has really good EX moves, all of which are either plus frames or are relatively safe on block. Remember this.
There will be more to follow later over time.