Start at points 30:44, 1:12:01 and 1:26:06
Some newer combos to keep in mind:
Mai Shiranui:
Meter-less (corner): close st.C, qcf+A (link) d+C, qcb+A = 245 damage. (This combo isn’t difficult to perform).
Meter-less (corner): close st.C, qcb+A, d+C = 194 damage. (Reset. On some occasions you might use st.A as well to limit Mai’s recovery).
Meter-less (corner): close st.C, qcf+A (link) d+C, hcf+D = 268 damage (Different combo ender from the first one).
1 bar 0 drive (corner): close st.C, EX qcb+P, qcb+C, qcb+C, Air Throw = 483 damage. (Almost 50%).
1 bar 1 drive (mid screen -> corner): close st.C, EX qcb+P, hcf+D, qcf+C, qcb+C, qcb+C, st.C = 500 damage. (Reset and 50%)
1 bar 1 drive (“near” the corner - one character width): close st.C, EX qcb+P, qcb+C, qcb+C, qcb+C (fist hit) [DC] qcf+A, qcb+C, qcb+C, air throw = 553 damage.
1 bar 1 drive ( corner): close st.C, EX qcb+P, qcb+C, qcb+C (first hit) [DC] qcf+A, qcb+C, qcb+C, air throw = 522 damage
1 bar 1 drive (corner) s.C, Ex qcb+P, qcb+C, hcf+D [2hits], [DC] qcb+C, qcb+C, qcb+C, air throw = 518 dmg
Start the following video at 7:06. Mature/Mai/Elisabeth player is Mau.
EDIT: This is a continuation.
Hello Shiranui style fans, I am a kinda new player of the Kof series and i am obliged to give my thanks to everyone involved for this great thread about Mai Shiranui.
It is very convinient to pile all this info on a single thread and i found it very helpful especially for beginner like me (especially Musasabi no Mai tech, which improved my poor performance dramatically).
Despite being a beginner I already love Mai and she is my star of the show in the 2nd place.
It wasn’t hard to notice how important and how much damage potential increase for a 2nd place Mai with 2 meters and a full HD bar,so i focused on these combos a lot.
To my surprise I couldn’t spot here the combo i thought it was more optimal and use a lot.
The combo starts like your usual meterless 40-30% corner combo, the one i prefer is the one that Woo used on this year’s Evo top 8 vs Romance and goes like this:
J.C/D, CrB, StB, StD, HD activation, StB, St D, Hissatsu Shinobi-Bachi D, HDC Musasabi no Mai C, Hissatsu Shinobi-Bachi D, HDC Ryuuenbu C, Ryuuenbu C, Ryuuenbu C, HDC kachousen A,
Ryuuenbu C, Ryuuenbu C, HDC kachousen A, Ryuuenbu C, Ryuuenbu C, Instant Air EX Chou Hissatsu Shinobi-Bachi, Ryuuenbu C, J.f.C(airthrow)/StC(Reset)
This Combo does 779 dmg with no Counter hit start up[768 if StC(Reset)is your choice], which is around 40-60 dmg lower than the highest 2 meter HD combos I know which are around 800 dmg.
So far compared to Neo Max finisher combos we have:
Pros:
- Low dmg difference than highest dmg alternatives
- Hard Knockdown or Reset mix up
- The opponent can be easier locked down on corner
- Kinda easy to buffer instant air EX Super during ryuenbu C
- It fills 80% meter[90% if if StC(Reset)is your choice] which can help you finish your opponent or be a great help if your opponent is not the last one
Cons:
- Lower damage
- Instant Air EX super is trickier to input on laggy online matches
- Less stylist(no Nippon Ichi LOL)
With this mindset I find this Combo to be the most optimal if the opponent is not meant to be killed by it(then of course others are better since they are easier to execute and have higher dmg).
If this combo is already here and i missed it/forgot about it please forgive me or if this combo isn’t as optimal as i think and my mindset is faulted please explain to me why so I can
improve my mindset and gameplay.
Please forgive my poor english and my inexperience and I am much obliged for your help
Greetings @Body_Ga,
I’m very happy to see another Mai player here XD. Here is the dream cancel wiki entry for Mai - bookmark the page when you get the chance. When you scroll down, you will find more optimal HD combos there. When you scroll down all the way to the bottom you will find the Mai tutorial videos.
http://dreamcancel.com/wiki/index.php?title=Mai_Shiranui_(XIII)
On the third video, the speaker will elaborate on combo options with and without meter.
In the fifth video, you will learn more of Mai’s about what kind of mentality and approach the player should generally take when they play as Mai.
Small notes.
> Mai can get 835 damage from 2 bar HD combo if she starts off with her cl.C, qcf+A, cr.C link in the corner. It becomes relatively easy after some practice. Otherwise, if you do the combo regularly starting from far st.D, you’ll get 804 damage instead.
> Back into air qcb+P or EX air qcb+P is a very good way of getting out of pressure and starting your offense at the same time. (You are neutral on block from air qcb+C. Also remember that EX qcb+P is plus frames on block).
> When you start a combo with st.C, EX qcb+P and if you want to go for another qcb+C, you need to actually see Mai walk backwards a tad before doing so that way the next qcb+C will hit. When done correctly and if you have another drive, that’s basically 50% of the opponents health gone.
> Remember that Mai is a character who is very good at dealing with over aggressive or (abare) players because of her mobility and (generally) her normal moves. Don’t hesitate to rush down and mix up if the opponent is cornered though. If you’re playing Mai and if the opponent is cornered then it would be a very good time for Mai to start mixing up and converting into damage. Mai + meter + corner pressure = trouble.
> Try to position yourself in a way where Ukihane (j2B) will hit the opponent from the front, even you’re crossing up (MEATY). She is plus frames on block and she maintains safe pressure. The only time you should really be going for Ukihane from above the opponents head is if you have at least one bar. Because, she is completely safe if that is case. Otherwise, be careful about the Ukihane position so that you can still be safe while being able to cross up/mix up from up close. Mai benefits extremely well off of hard knockdowns. “Mai pseudo-vortex”.
Check this out. Gutts provided us with a nice 3/4 frame safe jump set up for our girl Mai Shiranui!
A pretty great series of matches!
Luffy’s Mai is back for Stunfest!
Four Ryuenbuu’s. Getting THREE Ryuenbuu’s after EX qcb+P! Check this out - easier method of performing and getting more damage from just performing cr.Bx2, cr.A.
Some additional notes for the Shiranui ninja:
> Mai’s qcb+C CAN be punished in some situations, usually if the opponent has meter. For example: Mai vs Mai. If the Mai opponent does cr.B, cr.A, qcb+C to end a block string, the other Mai player can punish with EXDM or even her Neo Max. The punish needs to be perfect, however.
Remember when I said not to rely too much on qcb+C?
What happens is that it kills Mai’s momentum if it is blocked. She does not get anything off of it. That’s why it is generally a better idea to simply end block strings with Mai’s normals instead. Mai is plus frames on block for most of her light normals anyhow.
> As stated earlier, Mai can get three qcb+C’s in a row after EX qcb+P if the player simply tries to confirm into it in the corner. She’ll get a decent amount of damage with just one bar. (411 to be exact… on that last Ryuenbuu, you can either drive cancel or just finish the combos, because Mai will be the one with the advantage anyway).
> Mr. Karate match up: Assuming the Mai is fighting against a good/intermediate Mr. Karate, she needs to be more patient while hanging around at the mid screen. At further ranges, Mr. Karate can’t really do that much but he still has number of ways of creating offense.
NOTE: If you are standing while blocking, Mr. Karate’s block strings like cl.C, f+A(two hits), qcf+C will cause more push back making it hard to punish. But, if Mai is crouching while blocking OR if she is cornered, there will be less push back. Mai will be able to punish with Neo Max or her EXDM. Mr. Karate’s qcf+A is safe however.
Against a good Mr. Karate, the Mai player needs to wait him out while playing keepaway. On a general consensus is always a great idea to stay out of the corner.
> Kim match up: Kim without meter isn’t that big of a threat to Mai, because her ranged options help her a lot. When Kim has one bar, the moves you need to beware of are his EX qcb+K and his air EX qcb+K. The latter has invincibility throughout the entire move. Kim can be struck out of his ground qcb+K if the Mai player can make the read. Be more evasive against the metered Kim and time your jumps so that he will not be able to jump him or properly anti-air. Another thing that needs to be realized is that Kim’s better offensive and defensive options actually come from him having meter. He also does not do that well from further ranges, that which is what Mai herself excels at to a large degree. It is okay to play more aggressive if Kim is cornered (even if he has meter) or if he has no meter to begin with because that’s where Mai also starts getting dangerous. It can be relatively easy for her to bait out Kim’s d~charge+u+K attempts (the EX version of that move is a 3 framer).
Mai offensive strategy from up close:
There is a pretty proficient method of continuing offense with Mai: Notice that Mai is plus frames on her j2C (in front) and 0 frames on block from EX air qcb+P while cr.C comes out quickly and whiff cancels. Basically, you’re like a loop in a way. cr.C, d~charge~uf+P, j2B, air qcb+A (or EX), then cr.C or cr.D into d~charge~uf+P again. cr.D WILL cancel into special moves… cr.D into d~charge~uf+P, j2B for low overhead. Relatively safe on block if you use j2B as early as possible during d~charge~uf+P. As you mix the opponent up this way, you can also try visually confirming into a combo or run-up throws.
Always remember that Mai’s j2B will hit the opponent overhead and that it is plus frames at lower heights.
Air qcb+A is safe if you aim towards the opponents legs. EX air qcb+P is safe altogether (at 0 frames on block).
cr.C comes out very quickly. You can also resort to her cr.B or st.A for confirming into a combo.
You can also whiff cancel her cr.D into her special moves.
Try to maintain a degree of discretion while applying the offense. Because, Mai has quite a few moves that are, in fact, plus frames or neutral on block. Don’t be afraid to go for mix ups.
The player also needs to remember that they don’t always have to play a certain way either. If something is not working, try something else. Be creative. A intermediate player is not going to fall for generic tricks, unless they are ignorant of the match up (i.e. bad at the game) altogether. Play keep away or passive aggressively when the situation calls for it, so that you can win. Mai is very good at that sort of thing, even supporting the concept of “Yomi”, and/or dealing with players who are desperately aggressive or like to auto-pilot too much.
#ShiranuiNinja. (^ That’s what ninja’s do).
We have some really good Mai game play here:
Within this video, you will see Mai’s kill combo. Shout outs to Persona!
Imperium KOFXIII Winners Finals: