View Full Version : CVS2: Mai
IcecreamPhoenix
08-15-2002, 12:47 AM
I haven't heard much about her and she's a character I want to learn. Any pointers would be a great help.
GalzPanic
08-15-2002, 01:32 AM
st.fierce for anti air. crossup with lk, walking lk good, standing lp good, combo = cr.hp, qcb hp. jump hk good priority, a-groove ok....cc = st hk x n, cr mk after 8 hits, super. play defensive with lots of st. fierce, but don't get predictable and rush down if u can...low jump hk is great......run away with triangle jump qcf hp...
i do this too much.
IcecreamPhoenix
08-15-2002, 01:40 AM
any bread and butters to speak of?
Shouta
08-15-2002, 01:56 AM
Speed is Mai's biggest advantage of course. I confuse the schmutz out of slower characters easier. =) There's a few guides for Mai out there so I'll just say what I do.
Of course the number one thing is to keep moving at ALL times unless you're distancing and baiting your opponent. You also have to be careful in how you move as well as you might accidently find yourself at the fist end of a Tiger Upper or any other DP =P.
As for combos, I use the standard 2in1 for Mai (c.hp hcb+hp). It's easy to do and does a great amount of damage (for mai anyway).
If you ever hit your opponent with a j.hk while moving around go straight into Honoo San Rengeki (tm, a personal nickname I came up with for that three-hit kind of generic though ~_^)
Her sweep has decent range and comes out fast.
Her fan-slap in close is a nice, quick move and should be done straight into her Shinobi Bachi (or Hachi, I don't remember)
Ka cho sens are good for throwing off the balance of players as well. Definitely mix them up. LP KCS is a JD-ers nightmare I swear :mad:
Her Nanmp Cho Hissatsu Shinobi Bachi is probably her best super at level 3 but it doesn't connect well in combos (well I haven't figured one out for it) her easiest to combo into is definitely j.any attack (preferably j.hk) in to qcbx2 +P.
Oh one last tip when you're in the air, if you're getting hit with a anti-air standard move (something like Sagat's s.fk or cammy's s.fk, whatever that kick for her is) pretend you're jumping in and go into a Musasabi no Mai. They'll probably throw their move at but you'll spin in place and then attack while their recovering =) Just be careful though because they'll punish you BAD if you miss.
I'll post some more stuff later since I'm still learning her. Mostly in K-groove though.
GalzPanic
08-15-2002, 11:34 AM
Originally posted by IcecreamPhoenix
any bread and butters to speak of?
yah cr.fierce, qcb fierce
or something more advanced would be cr.jab,st.short,cr.strong,qcf fierce
basically low strong and low fierce are mad bufferable.
Strike
08-15-2002, 10:53 PM
A much better and more practical B&B is: crouching LKx2 xx HCF+LK.
- good amount of time to see if the LKs hit
- crouching LK is much safer and easier to hit with than a crouching HP
crouching HP xx QCB+HP is much better as a mistake punisher than B&B
Combo her (any level) Super Deadly Ninja Bees (QCB, HCF+K) anytime you land a crouching LKx1-3. If it is blocked, a sweep usually catches any kind of non DP/super counter attempt. It's really the only super worth using
Best Jump ins:
LK (cross up)
HP (air-to-air)
HK (jump in)
Best pokes:
standing LP
crouching LK
croucning HK xx fireball
Anti-air:
Standing (far) HP
GalzPanic
08-16-2002, 02:18 AM
Oh yah...an easy way to combo the ninja bee super is using low short. Do low short, move the stick to back, press low short again, and then hcf k.
And throw a lot...
And stand jab is good
close stand short is good too.
FOBio
08-16-2002, 12:36 PM
Somebody told me she's not really good. But I like using her (and it's not to just look at her).
GalzPanic
08-16-2002, 12:55 PM
Originally posted by FOBio
Somebody told me she's not really good. But I like using her (and it's not to just look at her).
Well, she's not mean like Sagat or Cammy. She doesn't have the weapons they have. You have to work a little. She's like mid-tier...or lower...ish I dunno I'm stuck on that chick since Fatal Fury 2
I like lookin at her!
IcecreamPhoenix
08-19-2002, 03:37 AM
Anything else I should know?
kusanagi/yagami
09-14-2002, 03:33 AM
Does Mai really say "ME BOUNCY" after she wins a match?
I was just wondering thats all!:eek: :lol:
Gunter
09-14-2002, 07:48 AM
Originally posted by kusanagi/yagami
Does Mai really say "ME BOUNCY" after she wins a match?
I was just wondering thats all!:eek: :lol:
NO.
She says "Nippon ichi!" Which means "The best in Japan."
I believe one of her quotes in the English version is "I'm the best female ninja in Japan!" or something. That's basically a translation of that saying.
hey u guys....im new to this web site but i've been playing cvs2 for quite a while. Mai is one of my main characters.
the main super combo that i do with mai is j.Roundhose, c.Fierce and any level super. I usually do the qcb,hcf Kick super. Just remember to hold on to the fierce button to prevent her regular special move from coming out instead of the super.
Does anybody know to retaliate against a blocked blanka ball?
Other than the ninja bee super that only connects for only one hit, I cant find anything.
GalzPanic
09-15-2002, 03:40 PM
Originally posted by Dnut
hey u guys....im new to this web site but i've been playing cvs2 for quite a while. Mai is one of my main characters.
the main super combo that i do with mai is j.Roundhose, c.Fierce and any level super. I usually do the qcb,hcf Kick super. Just remember to hold on to the fierce button to prevent her regular special move from coming out instead of the super.
Does anybody know to retaliate against a blocked blanka ball?
Other than the ninja bee super that only connects for only one hit, I cant find anything.
I believe u can do walk forward st.roundhouse, but u have to have perfect timing. Maybe running low roundhouse or st. jab. I forget.
Gunter
09-15-2002, 04:01 PM
Originally posted by GalzPanic
I believe u can do walk forward st.roundhouse, but u have to have perfect timing. Maybe running low roundhouse or st. jab. I forget.
Haven't been able to do walk toward roundhouse, but walk toward jab works every time...
Gandido
09-16-2002, 08:46 AM
When people try and cross you up, s.close forward (her vertical leg split) nulls the crossup. She can also do ghetto rushes with her s.short, and low strong beats out a lot of stuff too. My Chun-Li has the most trouble playing a good Mai. I think she's an ok counter to her, seeing as her j.rh beats out Chun's sweep all the time (Chun can't do low strong tripguard anti-air either.) Low strong pretty much beats out a lot of stuff in the game. Mai, IMO, is an extremely underrated character. She can runaway all day pretty well too with wall dives and such (See ECC7 tapes >_<) but she can rush your ass pretty well too.
Can somebody list the easy and difficult links for Mai?
I use c.jab x3 and a s.jab. Only chip damage though:confused:
Wolfe
09-17-2002, 12:21 AM
It's been a long time since I posted on SRK, but after seeing this thread I decided to put my two cents in on what I know for CVS2 Mai.
Her best grooves are presumably N and C. N for the mobility that it gives her to maximize her rushdown potential, and C so I can sit on that bar so when a person slips, I can immediately punish him/her with a super. Also the simple fact that you can roll cancel moves in these grooves are a good enough incentive to use either of these two grooves.
For her jab and short, I use her cr.jab and short for rapid fire poking. Her st. jab is also good for poking at a distance, and her st. close short is her best limb to use for combobility. Her st. close short can chain into her st. and cr. strong, cr. fierce, and cr. rh. For jumping, her short is best for crossing up.
For her strong and forward, I find little uses for them. I use her cr. strong after 2 rapid fire jabs or shorts to stuff most counter attacks attempted against my rapid fire poking. I also use her cr. forward to poke at max distance, and to sneak in a little bit of damage if my opponent isn't paying attention. Her jumping forward is also a cross-up, but it's hell to actually connect it. Other than that, there aren't much uses for her strong and forward attacks.
For her fierce and rh, I use either st. far fierce or either st rh that comes out for anti-air. For jumping, her fierce is best for air-air combat while her rh is best for air-ground. Her fierce in the air can also be used to throw your opponent out of the air. Her cr. fierce is best to use after her st. close short, and her cr. rh has nice reach, good speed, and can be cancelled out of if blocked.
Her fans (qcf+p) are best used after a blocked cr. fierce or rh, when a character is getting up (to force him/her to block), or from full screen away when you know that it is safe to do so.
Her Ryuu-Enbu (qcb+p) should mostly be used as an anti-poke or after a b&b combo, otherwise there isn't much safe uses for it unless roll cancelled as a wake-up.
Her Deadly Ninja Bees (hcf+k) should be used as her finisher for practically all her combos that connect.
Her charged Flying Squirrel Dance (hold d, u+p) only has two uses. One is to quickly create space between you and your opponent when needed. And two is to help fight your way out of a corner. When you force your opponent to block the move, you should either recover before your opponent or at the sametime as your opponent when the move is done at the right distance.
Her manual Flying Squirrel Dance (in the air, qcb+p) has three uses. One is to create space between you and your opponent. Two is to bait out and punish anti-airs (due to the bad recovery time of this move, it is best to use this strategy sparingly, or you'll suffer severly). And three is to counter attack low pokes by doing a modify Flying Squirrel Dance (qcb, ub+p) as soon as the limb is thrown to jump a little bit off the ground and immediately attack with the move.
Her Sunfire Samba (hold d, u+k) can be used as a anti-air, and much more. Although her short version comes out extremely fast, it lacks priority and only hits once. With the forward and rh versions, Mai has start-up invincibility against any and all attacks that either (a) aren't throws or (b) doesn't hit her below her knees. The animation from her knees and below are the only animation with collision boxes during the start-up period (before the flames totally engulfs her) of her forward and rh Sunfire Sambas. It it suggested to use the forward version since it is faster and does good enough damage as compared to her rh version which is although more damaging, is slower to come out. In either case, if the move is used correctly, u can negate and punish a lot of attacks. However, if used at bad timings, Mai is open for any punishment you can think of for it has one the worst recovery times in the game.
To be continued...
Wolfe
09-17-2002, 12:58 AM
Part II
Her Fandango super (qcf x2+p) is the most useless of the 3 supers she has. It's only real use would be to safely chip an opponent that isn't hessitant to use a guard cancel roll or a guard counter, or is either proficient with P or K groove. Otherwise, it is best to stay clear from this super.
Her Super deadly Ninja Bees (qcb, hcf+k) is her best super in her arsenal. It's the most damaging to use in combos, and unless your opponent is prone to using guard cancel rolls or counters, or is proficient in either P oR K groove, this super chips the most life points and you are perfectly safe. The super leaves you a nice distance away from your opponent, and you only recover a couple of insignificant frames after your opponent (insignificant in the fact that she can't be punished by any super in the game, and your opponent is too far to hit you with any limb without you having the chance to a least block). It's also good as a wake-up super.
Her Super Flying Squirrel dance (qcb x2+p) should be used the exact same way as her manual Flying Squirrel Dance was used, with the exception of using it to create space between you and your opponent. When using it as a anti low attack, it's best to do the modify as such: qcb x2, ub+p.
Her B&B combos are usually 3 cr. rapid fire jabs and/or shorts into a special or super of choice, or a simple cr.fierce into special/super move of choice (with logic as to which special/super are actually appropriate to use (no intention to insult anybody there)).
For a more advanced combo, take this chain and do what your heart desires with it:
jump in cross over short (cross over forward) (non cross over rh), st. close jab (cr. jab) (st. close short) (cr. short) (skip if jumped in with rh), st. close short, cr. fierce (any limb except for st. or cr. forward, st. fierce, and st.rh), Deadly Ninja Bees/Super Deadly Ninja Bees (any special/super move that is connectable)
Any move that is not in parentheses is the combo that I do, any other command in the parentheses are the options that you have with that chain.
As for strategy, Mai is basically rushdown. Everybody, although using the same general strategy, has his/her own uniqueness to the style of play and decides what moves he/she chooses to use and not use while using that strategy, so I'll let you all find that niche of yours with rushdown Mai. If you want to know how I play her (or at least want to), reply and I'll let you know.
yeah...i would to know how you use mai as a rushdown character? Or any strageties against certain characters such as a N-Blanka and a N-Bison?
Wolfe
09-18-2002, 09:39 PM
I haven't really gotten the chance to play against any real strong Blankas nor Bisons, so I can't really help you much there. But I'll tell you my strategy for playing her.
It's best that while using her rushdown you use her crouching attacks, because that's where most of her good pokes are at. While the st. far jab and st. close short are good pokes, you have access to her rapid fire jabs and shorts (it's better to use her rapid fire short), strong, forward (at max distance), fierce, and rh clip while crouhing. Just be wary of overheads and small jumps.
While crouching, if you're close to your opponent, use 2 rapid fire or shorts into a strong. It's not a complete stun combo, but if yor opponent tries to attack you after the shorts the strong should stuff his/her attack. If the shorts connect, buffer into either the Ryuu Enbu (test to see if that connects, I can't remember at this point), or if you're good enough into her Deadly Ninja Bees. If you have a bar and the two shorts connect, throw out a third short and buffer into Her Super Deadly Ninja Bees (this is your best option obviously). If you want, you can use a fierce after the 2 rapid fire shorts, but just remeber that the attack is slightly slower than the strong. If the fierce connect, go into Ryuu Enbu or, more preferrably, the Deadly Ninja Bees. If you have the bar, Super Deadly Ninja Bees is the best way to go. If the fierce is blocked, buffer into the fan to prevent any retaliation. If you want to do more chipping, and you know it's safe to do so, cancel any of the following limbs mention into a Super Deadly Ninja Bees. If the attack was blocked completely, you cannot be punished in any way. If you are a certain distance away, you could do her forward slide to poke at your opponent. Be warned, used this move seldomly, for this move's start up is a little slow, and is punishable if done at a bad distance. Use her rh clip as a surprise attack from time to time, it's quick, and if your opponent is down, the momentum of the match now switches in your favor. If the clip is blocked, buffer into the fan to be safe, or into the Super Dealy Ninja Bees if you can waste the bar.
If you want to use standing pokes as well (which I strongly suggest), try using her st. far jabs and st. close shorts. The jabs are relatively quick, and have very good range. If you happen to connect one of them, and you have the reaction time to do a lvl 3 Super Deadly Ninja Bees when you have it, waste it. As for the st. close short, it's undisputedly her best comboable limb in her arsenal. The limb can combo into the following: st. far and cr. jab; st. close, far, and cr. short; st. and cr. strong; cr. fierce; and cr. rh; and any of her ground based special or super moves! Basically every time your st. close short is blocked or not, and your opponent can't guard cancel counter or roll, you do not have to fear any type of retaliation what so ever. Her st. strong is the limb with the least usage, and should therefore be steered clear from. Her st. far forward can be used as an anti-low poke and somewhat of a carrier move (although not advised). Her st. far fierce and st. rh (close and far) can be used as anti-airs.
For jump-ins, you only need 3 buttons. Those three buttons are her short, fierce, and rh. Her short for cross-ups and air-air combat, her fierce for air-air combat (especially since that is her air grab botton), and her rh for air-ground combat. Using any other attack button is unadvisble (except for maybe the jab for air-air combat) and is used at your own risk (especially the forward for cross-ups).
For combos, I already gave those out is an earlier post, so to not feel redundant, please refer to the earlier post.
To be continued...
Wolfe
09-18-2002, 10:50 PM
With what I said in my 3 earlier posts, I shall now go as in depth as I can into the ideal strategy for rushdown Mai.
First and foremost, she MUST, and I repeat, she MUST be pick in either Nor K groove. N for it gives her the most mobility plain and simple. She can run, small jump, roll (and thus roll cancel), and counter roll. K for it's gives her the ability to help her get in their and do major damage with it's run, small jump, just defend, quick bar building, power and defense increase when the bar is maxed, and the ability to freely waste a super when you want/need to. The downsides to each 1 is that in N you can't waste a lvl 3 super as freely as you can in K, and in K you can't roll (and therefore you cannot roll cancel). Please also note that unlike K groove, Mai's goal (besides the obvious) in N groove (depending on how valuable she is to you) would also be to build up stocks for the powerhouse of the team. Because of her speed and quick moves, you should be able to build up at least 2 stocks with Mai if she is defeated (unless you were raped).
If you play Mai, she must either be a ratio 1 or 2 charater. She doesn't have enough tools or do enough heavy damage to be a ratio 3 or 4 character.
First and foremost, you must knock your opponent down to the ground to truly start utilizing Mai's rushdown potential. This can be done with the obvious clip (which must be buffered into a fan if she misses), or any of her special/super moves except for her fan. Once knocked down, do a deep meaty cross-up (deep enough so that if you connected and land, you can connect a combo) and either do a combo if it connects, or start playing the poking game if it's blocked. The best suggestion is this, every single time you do a deep meaty cross up (blocked or not), go into the following chain: st. close jab, st.close short, cr. fierce. From that chain, you have two definite options. Either you (a) throw a fan if the chain is blocked and tro to knock the character down again, or (b) do her (Super) Deadly Ninja Bees if the chain connects and repeat starting from deep meaty cross up. Practice doing that until you can do it 80% of the time. If your opponent starts to do quick get up, depending on how you knocked your opponent down, you can either retaliate with the strongest attack(s) you can do with the alloted time you have to hit him/her to knock him/her back down to the ground and guess that he'll/she'll either do another quick get up or not (which is basically either attempt the cross up or wait for the next quick get up), or simply do nothing since you do not have time to do anything and must try to knock your opponent down again. If your opponent tries to use slow get up, time your croos ups better, or throw a slow fan so they will get up into it and force him/her to block and start pressuring your opponent from there. This strategy is good in both N and K groove.
In the beginning of the match, it's best to either do one of three things. Those three things are clip into strong fan, Ryuu Enbu, or nothing. The safest is nothing, but if you can catch your opponent with one of the other two, the match already starts in your favor. If you did the clip into fan, if it's blocked then it's no big deal. You just now have to start on your mission to knock your opponent down. If it connects however, it now depends on what occurs after the clip. If you didn't throw the fan (for what ever reason), follow the instructions in the earlier paragraph. If you did throw the fan after the clip connected, then it all depends on what your opponent does. If he just simply falls, then nothing will occur. If he does a quick get up, the fan should hit him and you should recover with enough time to either do the strongest attack(s) you can do in the alloted time you have to knock him/her down and guess what's gonna happen next as with all knockdowns concerning the possibility of a uick get up, or run in their and start the pressure game on your opponent depending on how deep in your are. If the opponent does a slow get up, you should recover in time to do the strategy for slow get up based fighters. If you connect with the Ryuu Enbu, if the opponent simply falls, then do a running jump to start the cross up tactic. If he does a quick get up, too bad. If he does a slow get up, it's the same strategy as it is with all slow get ups. You can try to begin the match with a Deadly Ninja Bees, but if it's blocked you'll regret doing so. If it connects, then it's like doing a regular knock down, in which case just follow the instructions in the earlier paragraph.
To be continued...
Wolfe
09-18-2002, 11:46 PM
So now you basically know what to do once you know your opponent down (If there are any strategy based errors that you find in my posts, please address them immediately so that people won't end up using a strategy that isn't sufficient enough for usage). Now you're wondering "Ok, you mentioned something earlier about a 'pressure game', how do you pressure with Mai?" Well, you're about to find out now.
There're two distint reasons as to why Mai is best played in either N or K groove, run and small jump. Once everything is set to equal momentum (nobody is on top of anybody), try not to really force your way in close to your opponent. Instead, try to break your opponent's guard with certain attacks that, once you break their guard, you can do a knock down move and start having fun hopefully from there. Try using the small jump rh to poke at a distance and slowly break their guard, and force your opponent to block high (small jumping is your answer to Mai's lack of an overhead attack). Since her small jump is fast, and her j. rh is quick coming out, you may catch your opponent off guard from time to time. If you're in deep enough and you land in time if your j. rh actually do connect, do a Deadly Ninja Bees to knock your opponent down and do what is necesary to do depending on the sitiation that occurs. If it doesn't then keep on applying the pressure with walking distant st. jabs, cr. rh into fan (unless the guard crashes, then you do Deadly Ninja Bees into blah blah blah), seldom fans here and there (just to both chip and break their guard), an occasional Ryuu Enbu to counter limbs along with the ever stuffing cr. strong, an occasional st. far or cr. forward to go over low attacks or slide under high ones respectively and to get in their more, more small jumping rh, more clips, more distant st. jabs, more whatever it takes until their guard breaks, or they try to do something (in which case, mind games will come into play, but I'll explain that a little bit later). That's basically her pressure game when you're close enough to use the attacks mentioned. If you're in any closer than the distance of her cr.strong, then you're either doing the cross up chain or doing the 2 cr. shorts into cr.strong or fierce into what is apprpriate depending on the situation (which was explained earlier).
Now then, how would you start the pressure if you are a good distance away. Simple, unless you are a full distance away, you run at him/her. If you are full distance away, and you know that you are safe to do this, throw a jab fan and run after it. In both situations, if while running they try to attack you via jump in, anti-air them. If they try to hit you via super, do what the groove gives you (N is roll or roll cancel a move, K is to JD or get the hell out of their somehow). If they block the fan, you have just ran in so close to them that you can start poking at them to break their guard again. If they parry/JD the fan, stop running and see what happens from there (it's the safest thing to do if you're dealing with something of that calibur). If you're a little gutsy, you should be close enough to poke with a st. jab. Another option you can do is if you're following the fan, you can do a running jump to do a deep cross up (or a jump attack of some sort) while the fan is making your opponent block. The worst that should happen is that your opponent rolls (unless he/she can roll cancel, or he/she can parry/JD).
On to the next post...
Wolfe
09-19-2002, 01:03 AM
Ok, so the strategy is sounding a little nice now, no, yes, maybe, who cares (it's past 2:30 in the morning and I'm writing what seems to feel like a never ending strategy guide, I can be a little out of it at this point). Anywho, now you run into a obstacle, you're starting to notice that you can't take what you can dish out, meaning you can't handle being rushed down on. What do you do, let ole Dr. Wolfe perscribe the proper medication to your
illness (it's official, I'm out of it).
Let's start with the ground game. You're being outpoked *cough**cough* cr. fierce *cough*. Now-a-days that's considered to be the common cold for most players, with many different strands of the virus floating around, with the worst cases being referred to as the "Sagat" and "Blanka" viruses, with other strands floating around. What're the remedies for these nasty viruses you'e pondering? Well, here's how you can fight these terrible diseases.
First off, try a cr. strong, it has stuffing potential. It has been seen to be effective against a Blanka cr. fierce from time to time, but watch out for the sliding fierce, it's not breaking through that, and I never really tested to see if it works on Sagat's cr. fierce. other limbs to use are the cr. fierce, the st. far forward (to leap over certain low hits and counter attack), and the st. far jab (it got reach). You can also try to Ryuu Enbu (jab or strong are suggested) certain attacks. If you can, try to roll cancel either her jab Sunfire Samba or her fierce Ryuu Enbu. with Both of those two moves in your arsenal, you can counter attack fast fierces on reaction (at least for sure with the fierce or jab Ryuu Enbu)!!!
Another tactic against the ground game is to quickly move back and forth, in and out of your opponents range. Do it so that when your opponent swings you are out of the range of the attack. With Mai's speed (being the 4th fastest in the game excluding the bosses and including Blood Riot Iori), it shouldn't be too difficult once you know where the range of the attack you fear is. Once the opponent misses (if he/she misses), try to find a way to knock down your opponent. From there, it's all routine.
The final tactic to the ground game is, no not the roll (depending on who you're fighting, that's practically useless), the Modified (Super) Flying Squirrel Dance. When you know your opponent is going to do a series of ground pokes that's gonna leave (her)himself open, do qcb, ub+p to do the MFSD, or qcb x2, ub+p for the SMFSD (don't get qcb x2, ub+p confused with qcb, ub x2+p, I mean do qcb, qcb, ub+p). What should happen is that (depending on how much height you gained before the move was entered) you should be high enough to evade the move that was whiffed as you are spinning in air, and you should be coming down quick enough to hit your opponent as he/she is recovering. This should apply for both the MFSD and the SMFSD. If done incorrectly, you will either eat the move you were trying to evade, or you will be blocked and punished for your lack of execution. Remember, this should only be done seldomly, otherwise you'll finding yourself being blocked and punished more than what you should. Try mixing this tactic up with small jumping, and you may find yourself catching someone sleeping on the job as you give him/her the pink slip for doing so (or in lamen terms, overhead into knockdown into deep cross up chain, haven't said that in a while).
Air-air combat shouldn't be too much of a problem, since Mai is one of the masters of the air. In air-air combat, you should basically use your jabs, shorts, and especially your fierces to knock people out of the air. Especially the fierce, since it is your airthrow as well.
Ok, now let's say that your opponent beats you to the air, what can you do then? Well that's simple enough (or so it may seem). Either jump straight up and use either of the limbs I mentioned earlier to knock the person out the air, or use either her st. fierce or rh (dependind on the distance) to anti-air the person. If you already have it charged, and you can react fast enough to use it, use the forward Sunfire Samba. It has start up invincibility from her head to her knees, and it comes out rather quick compared to the rh version. Just be wary of the fact that there are still air moves that can actually reach her knees before the flames start, such as Haoh Maru's fierce and Yamazaki's rh to name a couple. Depending on the type of jump your opponent has, you can simply just run under your opponent untouched (you got to love how Mai runs low to the ground) and anti-air him/her from the back. The most obvious tactic of all is to just roll away. These tactics also work well for cross ups that weren't deep and meaty (ecxept for trying to jump and anti-air or just doing a st. anti-air). The safest one to do overall is the roll, with the Sunfire Samba overruling that if you can pull it off as a reversal. The run is only for just in case you have the time and space to do it.
Now then, if you are just being overwhelmed by pokes, another tactic you can do is either the guard cancel back roll (if you have the room to do so) or forward (if the limb doesn't retract quick enough). Or, you can (if you already charged it) do the Charging Flying Squirrel Dance to create distance between you and your opponent. Always use the jap version, that way you won't end up flying so close towards the enemy. Also, if you are being poked in the corner, you can use that move as an anti-low poke or (if you have or can create enough distance between your opponent and the corner) to gain the advantage in the poking game. If you do the move at the right distance , you should recover before your opponent does (or at least at equal recovery) so you can start poking back with the shorts into your poking game.
These tactics are in the assumption the you are in N groove. If you are in K groove and is being outpoked, you need more practice in JD!!!!!!! You can also use the nonroll based tactics that are stated here in K groove, but a major part of your defensive game is JD->punish->regain the momentum.
And yet there's still more...
Wolfe
09-19-2002, 01:58 AM
It's 3:55 A.M. in Miami, FL. I'm tired, I'm sleepy, I'm sitting right next to my bed, and it's yearning for me to sleep in it!!!!!!!!! But since this is the last part of this five post strategy guide, I'll stay up until I finish it. Hopefully it'll be of great use to people that intend to use this guide. If it's not, it doesn't matter. I'll just shoot myself later on for writing so much for nothing. J/K.
Anywho, it's time for the MIIIIIIIIIIIIIIIIIIIIIIIIIIIND GAAAAAAAAAAAAAAAAAAAAAAAAAMES (which I'm losing now against my bed). These are the things you do to fuck around with your opponent. After you do a deep meaty cross up with short that's been blocked, do a short jump cross up with either jab short. It's a little harder to combo off of, but it's doable. And for some reason you can't combo a st. close short from the small jump jab or short, just do a knock down move or a fan to make your opponent block. Just remember that the small jump jab or short will only cross up if your opponent is ducking. If he/she stands aw well, you're still in close to do more psyche outs.
From the same deep meaty cross up blocked, you can tick with the st. close jab into a throw, the cross up into a throw, cross up into stall into st. close jab (your opponent, assuming that you're gonna throw him/her attempts to go for a "tech hit" while you're just going for the combo, just make sure you don't take too long and get thrown), and cross up into st. close into stall into the rest of the combo.
Instead of poking with the small jump rh, if you want to get closer in, use either the small jump jab or short to get in closer and either start messing with their minds or just start breaking their guard.
Here's a cool one (not really, but it works from time to time), while in the midst of the poking game, twitch your character in such a way that it looks like you're gonna poke again, but u don't (like tap forward, or just crouch down). One of four things will happen (depending on the groove or the opponent). Either (a) your opponent will do a super (in which case you just save yourself and wasted your opponents 1/2/3 bar(s)), (b) your opponent rolls (in which case you either throw him/her or combo him/her), (c) nothing major (like a parry or JD attempt, or nothing at all, in which case momentum has reseted to equilibrium now), (d) your opponent sees you did nothing and takes this opportunity to go on the offensive (it happens).
Here's an awesome one (oldie but goodie as they say). "Feed" your opponent a tactic (make sure he/she doesn't catch on to this on). Keep on doing a certain pattern, counter attack something a certain way, let him/her keep playing you with that fake style until it looks like he/she has grown "very" comfortable with that style. Then, when he/she least expects it, hit him/her with the real (hopefully better) style of play that you wield. It should catch him/her by surprise (unless he/she iwas either expecting it, played against that kind of style before, or is just that damn good) and should hopefully give you a free win, or two, or three, or so forth.
This is more of a tip than a mind game (more like an extension of the last mind game), always have a general, open, ever changing style of play with Mai. She is generaly rush down, but you can rush people down with herin slightly different ways, have different mind games for the same situation, so forth and so on, but it's still the same general rush down Mai. Like one match it could be about breaking the guard, the next match about crossing up, the next match about toss your opponent around, but to do these things she must still be in there putting as much pressure as you can with the tools you plan to use in that certain match. As long as you have an open style of play, you may lose some, but you will win some, and become stronger with each win lose or draw you recieve (I know, it's all philosophical mumble jumble, but it's true). And make sure that the style of play you are using fits you. Don't force yourself to play a style that isn't you, unless you want to use that style that badly.
Well, that's all I'm going to type for now. If there are better strats out there (which may be, I'm not one of the best players out there, but I've been around with Mai long enough to say that I know what I'm saying about how to use her), I would love to see them. If I can think of more mind games, or anything else for that matter (like fierce throw into jab fan into rushdown), I'll post it in this thread. If you have any questions, I'll try to answer them to the best of my abilities. now I shall depart, and pray that I never have to write another start like this again, too time consuming. Then again,... who knows.
Gandido
09-19-2002, 06:51 AM
Longest posts I've ever seen @_@
Good stuff Wolfe.
eddieW
09-19-2002, 09:48 AM
don't forget mai has a very good run away game. after rushing and taking off some life. u can switch to run away mode for a while. This can frustrate ur opponent and it can open up more windows for damage.... especially if ur in the lead. just my 2 cents
Mummy-B
09-19-2002, 10:15 AM
I don't know about that N or K business. I play her in P just fine.
Does she have a poke, outside of Ryuuenbu, to deal with something like Sagat c.fp?
Wolfe
09-19-2002, 09:05 PM
Originally posted by Mummy-B
I don't know about that N or K business. I play her in P just fine.
Does she have a poke, outside of Ryuuenbu, to deal with something like Sagat c.fp?
P groove plays almost like K, except that you can't waste a lvl three Super Deadly Ninja Bees as freely, and you can't run. But hey, if you can play with the dash and sit on that lvl 3 super, P groove is just as good as K.
Now as for the pokes, the only poke that really comes to mind is the st. far jab. Since I don't have the game with me at this moment, I can't confirm it, but that jab should be able to help you poke outside of Sagat range. Also, don't forget about the Modified (Super) Flying Squirrel Dance. The timing between ub and p gives you enough leeway to jump over the fierce and punish him for throwing it out (just don't abuse it too much, or you'll pay for being so obvious). Small jump attacks should also hopefully help you hop over the fierce and let you hit Sagat cleanly.
On another note, I noticed that one tactic that I didn't get into was the use of the Unmodified Flying Squirrel Dance. There are only two uses for it. One is to make space between you and your opponent. The other (and more practical) is to bait out the anti-air and get a free hit in the process. Thiis will also work the Super version of it, but only use this when you need it most, and when you know that you will bait out the anti-air. Just make sure that you do this move as randomly as possible. Never, and I repeat, never show a pattern of when you are going to use this move (unless you're "feeding" your opponent). The more random this move is (along with the super version, which should rarely be used), the more free damage you will recieve. Obviously mix this tactic up with your regular jump-ins, cross-ups, small jumps, and other aerial tactics there are with her.
Also note that throwing with her is just as important as it is with most characters when you want to finish your opponent off quickly and efficiently. Whenever you connect a fierce throw, throw a jab fan and chase after it as if you're trying to apply full screen pressure as I stated in my earlier posts. If you do a rh throw, do a running cross-up. If they have quick get up, all momentum has been reseted back to equilibrium. Slow get up should not affect your gameplay.
Originally posted by eddieW
don't forget mai has a very good run away game. after rushing and taking off some life. u can switch to run away mode for a while. This can frustrate ur opponent and it can open up more windows for damage.... especially if ur in the lead. just my 2 cents
Tis true, but I never really try to play her as a runaway character. She's just too fast for me not to just go all out offensive with her. However, when you do see the oppotunity to win a match or frustrate your opponent via running away, don't hesitate to do so. The more options you have (and actually use) to win, the better your chances are for winning.
Master Chibi
09-19-2002, 09:20 PM
Thanks for all that information Wolfe.
I've always loved using Mai, she's a favorite of mine.
:D
eddieW
09-20-2002, 08:46 AM
well i use mai in c groove so i mix the rush and runaway. Suffering from lowjump so i can't rush alot. but c mai can freely jump back since u don't have to worry about being hit by a fireball and her jump being so fast makes her runaway game more effective than any other groove imo... She can't take damage so got to avoid getting hit ;) If u use her right u can keep the opponent grounded since her fp is so good. and baid rolls which can lead to big punishment:evil:
another note: her s.mk anti-crossup is cancelable. so when they cross u over hit s.mk and cancel into a fan and they will land right on it for a chip and push back...:D
Mummy-B
09-20-2002, 02:06 PM
That's pretty cool. Didn't know that.
Hey, I've never checked the damage on it, but I know you can c.fk XX Cho Hissatsu Shinobi Bachi and juggle with it. Is that even worth it?
eddieW
09-20-2002, 03:06 PM
not worth it. it misses most of the hits so i'd rather cancel a c.fp...
Strike
09-20-2002, 07:19 PM
Her standing close HK is super cancellable. If the crouching HP xx super against mistakes keeps resulting in her Ryu-enbu, try standing HK xx super.
Wolfe
09-20-2002, 09:31 PM
Originally posted by Strike
Her standing close HK is super cancellable. If the crouching HP xx super against mistakes keeps resulting in her Ryu-enbu, try standing HK xx super.
You can either do that, or hold down the fierce button while doing the Super Deadly Ninja Bees motion (holding it before you do the qcb motion of the super) until after you do the super. I prefer doing that for combobility sakes when I chain in the cr. fierce from a st. close short and want to link in that particular super (or anything else for that matter).
SaiYuk
10-18-2002, 04:05 AM
how about st. HP, or walk forward st.HP (far)? that move seems to have quite some range, it might work. i never tried though. never really had to.. i really like to fight blanka-ball happy blankas with Mai as i play K groove and JD that ball... then st. HP works perfectly.
on another note, i recently played some more Mai and found that Mai works either as a rush down or a turtle pretty well. i believe she's actually one of the more well-rounded character in the game, she almost has a way to deal with most (if not all) situations. when i play her i never had feelings like vega getting cornered by kyo's rushdown.
i have yet to utilize all her moves though, i mainly just use the ka cho sen and ryu en bu only. sometimes i pull out ninja bees by accident and it hits (probably because even i myself wasn't anticipating it :p ). never ever used the flying squirrel move (is that what its called?) or the flame pillar move in my games. i believe the flying squirrel move has way too much recovery time to use safely, it's almost as bad as Yun's air dive kick in recovery.. for the flame pillar i guess it just doesn't suit my play style, as i never charge with Mai. i know that the flame pillar has nice startup invincibility though, does anyone really consistently use it as antiair or antiroll or wakeup? the thing is, if it's blocked or not even hit you can expect the biggest combos of the game to follow you up, or if they have a level 3, just leave the stick already.
TRANCEADICT
10-18-2002, 05:49 AM
i use the fliying squierl move all the time and it doesn't
take fore ever to recuporate all you have to do is conect the
bitch by jumping in hk then pop it out right away.it does 5-7 hits
on a level 3 super...
do guys know how to connect any other supers?
and youre right she is really good in k than any other grooves
thats my oppinion...does any body have any really good strats
with her??against sagat,blanka ??cuz i have trouble playing against them...:(
SaiYuk
10-18-2002, 12:36 PM
i was actually talking about the normal flying squirrel move, not the super one.
but good suggestion you have there. i never really use the super flying squirrel either. i might start to try it.
SoloFenris
10-18-2002, 12:46 PM
Originally posted by SaiYuk
i was actually talking about the normal flying squirrel move, not the super one.
but good suggestion you have there. i never really use the super flying squirrel either. i might start to try it.
I mostly use the jab flying squirrel to take out fireballers. It isn't easy to connect because you almost have to anticipate the fireball. But if you activate the jab one when you are close to their head it'll knock 'em down real nice. The flame pillar is good for stopping rabbits and supers where the other character rushes at you, as long as said super doesn't attack your legs.
Jeff
TRANCEADICT
10-18-2002, 02:25 PM
when using the normal fliying squierl i use it with lp why?
becouse i work beter than if you use it with mp,hp..
example if ure opponent presses down hp as an anti-air you could use fliying squierl with hp but you both get hit...
on the other hand if used with lp you will hit ure opponent
and you will have enough time to recuporate..
i olso highly recomend to use small jump hk..
as soon the hk lands press lk,lk to deadly ninja bees..:p
it does 10-15 hits and it does massive damgae to ure opponent..
comments??anyone...:lol:
TRANCEADICT
10-29-2002, 11:06 AM
you guys already forgot about mai...??:(
GalzPanic
10-29-2002, 11:51 AM
Mai's great. I only use squirrel to run away or bait supers like Blanka ball.
TRANCEADICT
10-29-2002, 01:42 PM
no not really...she work's good in all sort's of atacks like ken using down hp,lp flying s will stop it...!olso she has a unique style of runnig away.!!!that's were i use flying s the most....
Mummy-B
11-06-2002, 07:39 PM
RC Ryuuenbu and RC Flying Elbow move own.
Just to let you know.
rsigley
11-07-2002, 02:39 AM
Anyone know good counters to runaway Mai?
Talking walk back and throw fans, when you get close jump off walk fly to other side. I started playing it to see how other people will beat it but no one can. Any help would be nice :)
TRANCEADICT
11-07-2002, 06:34 AM
Anyone know good counters to runaway Mai?
Talking walk back and throw fans, when you get close jump off walk fly to other side. I started playing it to see how other people will beat it but no one can. Any help would be nice
TRANCEADICT...first of all what charactor do you want to strike
a run away mai..??
Strike
11-07-2002, 10:00 AM
Mai can't wall dive high enough from a HP Tiger Uppercut, that'll nail her.
Groove counters: C-Groove can just jump back when she dives and air-block it, then punish her when you land. P-groove can jump back and parry. K-groove can jump back and just defend.
A lot of characters can jump back and do a long range air-attack that'll probably hit her out of it too.
If Mai knows about these counters, she's basically playing a guessing game whether to dive regularly (over your head, but vulnerable to opponents jumping back) or dive shallow (bait the jump back and continue to run away)... but she'll get punished bad if she guesses wrong.
Originally posted by Strike
Mai can't wall dive high enough from a HP Tiger Uppercut, that'll nail her.
Groove counters: C-Groove can just jump back when she dives and air-block it, then punish her when you land. P-groove can jump back and parry. K-groove can jump back and just defend.
A lot of characters can jump back and do a long range air-attack that'll probably hit her out of it too.
If Mai knows about these counters, she's basically playing a guessing game whether to dive regularly (over your head, but vulnerable to opponents jumping back) or dive shallow (bait the jump back and continue to run away)... but she'll get punished bad if she guesses wrong.
C Groove isn't as good as the other groove for this. Why? Because if she does her air super .. can't air block. But other than that, it's a very good way to stop her from flying around. :cool:
IcecreamPhoenix
11-08-2002, 09:11 PM
Is she usable i P groove or should she stick to K/N/C?
Mummy-B
11-08-2002, 10:35 PM
I kick ass with her in P. Yes, she most definately works.
IcecreamPhoenix
11-09-2002, 08:32 PM
I just started to learn P groove. What do you do as soon as you parry a hit with Mai?
Mummy-B
11-09-2002, 11:39 PM
Usually just fierce.
Ground Parry, into low fierce, flame ass. Parry jumping attack, stand fierce. Air Parry, fierce.
If you need quick high priority move, then I use just jab.
Drizzt Do'urden
11-11-2002, 03:51 AM
Originally posted by Gunter
NO.
She says "Nippon ichi!" Which means "The best in Japan."
I believe one of her quotes in the English version is "I'm the best female ninja in Japan!" or something. That's basically a translation of that saying.
I know this is late for days but nippon ichi means number one
nothing more nothing less
number one ^_^
WTF were you talking about?
Jason
11-11-2002, 04:31 AM
actually 'Nippon' means Japan or Japanese (eg: nippon jin == person from japan).
'ichi' by itself means one.
I'm pretty sure that's right
And, as an added bonus, 'Dolphin' is written 'ocean' + 'pig' in kanji. Now, if only I knew some useful japanese . . .
Mummy-B
11-12-2002, 02:17 AM
Okay, first of all, Gunter probably knows more Japanese than me and I live in Okinawa. If not, then he most certainly translates much better than I do.
If you knew anything about tranlating Japanese, you'd know that direct translation is retarded. Japanese to English translation, done correctly is contextual.
Now, that aside, Nippon Ichi literally is nothing more than Japan One. When used in JAPAN, it means "Best in Japan." Since it's JAPANESE, the JAPANESE meaning would have bearing over anything else.
Now, go play Mai.
Gunter
11-12-2002, 07:26 AM
Originally posted by Drizzt Do'urden
I know this is late for days but nippon ichi means number one
nothing more nothing less
number one ^_^
WTF were you talking about?
You, sir, are an idiot.
Check dictionary.goo.ne.jp. Check the kokugojiten. Input the kanji "nipponichi". It leads you to "nihonichi". The very first definition is "nihon de ichiban sugureteiru koto".
'nuff said.
TRANCEADICT
11-12-2002, 07:44 AM
i still think K mai is the best....
cus the bitch need's to run not dash....i mean
wtf is the point of jumping 3-4 inches...???
and for perry shit i tried mai for 4 month's and she kind of
suck's in that groove....i had trouble in wich i sometimes
knocked down my opp and i would be to far to hit him
soo i would dash my ass of and some how i would manage
to land a HK....if im lucky..and youre meter takes for ever
to build :mad: ...P is just not mai's groove....
Jason
11-12-2002, 02:56 PM
welp, that's what I get. meh, you win some and the rest of the time you look ignorant.
anyways, just a quick question, how's what's the punishability of her Ryu En Bu at max range? I sometimes sub it in for a fan after a blocked c.lk,s.lk,c.mp/hk in the hopes of catching counter pokes, and it hasn't screwed me over yet, but I don't want to make a habit of it if it's not as safe as it seems. also, people get used to her fast/steep jump fairly quickly, right? I ask, because I seem to get an inordinate number of jump ins on fairly decent players, and have so far attributed it to a simple lack of mai-playing experience on their parts.
Gunter
11-12-2002, 07:35 PM
Originally posted by Jason
welp, that's what I get. meh, you win some and the rest of the time you look ignorant.
anyways, just a quick question, how's what's the punishability of her Ryu En Bu at max range?
She's at a -12 frame advantage for Jab and Strong, and -15 for Fierce. If the opponent's move comes out faster than that (and it WILL), and it's in range, she'll get hit.
Mummy-B
11-12-2002, 07:51 PM
Originally posted by Gunter
She's at a -12 frame advantage for Jab and Strong, and -15 for Fierce. If the opponent's move comes out faster than that (and it WILL), and it's in range, she'll get hit.
good info to know. thanks.
Can somebody please explain to me what exactly is frame advantage. Is that the time it takes for the move to come out when you press the button? Or is it the time advantage you get when someone blocks your poke? Any help would be greatly appreciated.
Jason
11-12-2002, 09:51 PM
I've always assumed that it referred to the differece between your recovery from executing the move and your opponents recovery from blockstun. So, if mai has -12 frame advantage after a strong Ryu En Bu, I guess it means that they have 12 frames after recovering from blockstun in which to smack you. someone please tell me if i got that wrong.
thanks for the info, Gunter.
Mummy-B
11-13-2002, 01:25 AM
The frame advantage numbers are for how much longer/shorter the recovery is compared to your opponent coming out of block animation. So while they block and recover, Mai is still recovering for 12 to 15 frames in her animation. Which basically means unless you're Kyosuke trying to sweep, you'll probably hit her.
The frame advantage numbers are for how much longer/shorter the recovery is compared to your opponent coming out of block animation. So while they block and recover, Mai is still recovering for 12 to 15 frames in her animation. Which basically means unless you're Kyosuke trying to sweep, you'll probably hit her.
Thanx for explaining it guys. I didnt notice that minus(-) in front of that 12 frame advantage. Now it makes sense. Maybe it should be called a 12 frame disadvantage. Does this means that Mai's ninja bee super has close to zero frame advantage?
Where can i obtain all this information about frame advantage? It would help out my gameplay a lot.
Mummy-B
11-13-2002, 01:54 AM
I think there's a Japanese Magazine that has all the frame info in it. It's either Arcadia or Gamest, if I recall correctly. Gunter would know it for sure.
And alot of Mai Flying Flaming Elbow Super has to do with how far she pushes herself away, along with quick recovery. If you notice, she pushes herself out so far that she can recover before your move comes out, or while your move is in the beginning stages of animation frames. The farther you are out, the longer it takes for a move to connect with you, natrually, which gives more time for recovery.
urkangijordi
11-13-2002, 05:04 AM
I use Mai all the time (even in CVS1 where she bit). Many of Wolfe's strats are dead on, but I just want to note that opponent's who can RC and use Blanka,Bison,or Honda will really give her a hard time. I am able to cut their resourses by using the P groove. I hate the lost of the run (I rushdown and then runaway repeatedly with her while powering up in N groove) but that parry will allow you to retailate against most RC attacks. Ofcourse like any character in P groove, you have to be able to parry. I also find that the small jump really helps because her limbs are so damn long, it's almost like having really good overheads that you can mix with empty jumps. Just beware the roll.
TRANCEADICT
11-13-2002, 07:38 AM
what's up with all these RC talk..??were im at you'll be
surprised if some one even tries it at all...
does anyone have any good combos that will connect to super...
cuz im geting to predictable with my shit..
Strike
11-13-2002, 11:14 AM
Originally posted by TRANCEADICT
does anyone have any good combos that will connect to super...
Um... the classic:
crouching LK x2...
(if it hits)...
- Level 1 super
- standing/crouching LK, Level 3 super
- LK Elbow (no meter)
(if it's blocked)...
- crouching MP, fireball
Gunter
11-13-2002, 03:48 PM
Originally posted by TRANCEADICT
what's up with all these RC talk..??were im at you'll be
surprised if some one even tries it at all...
It's not our fault you live in a land that doesn't want to evolve. Around here, every scrub and their mom can RC, albeit not consistently. But at least they ATTEMPT to develop their skills...
kusanagi/yagami
11-13-2002, 07:25 PM
Does anyone know any good buffing techniques into cc's with mai
and if so I could learn them and practice to improve my A-GROOVE
TRANCEADICT
11-14-2002, 07:48 AM
It's not our fault you live in a land that doesn't want to evolve. Around here, every scrub and their mom can RC, albeit not consistently. But at least they ATTEMPT to develop their skills...
....-__-....
ure right every one here is alredy quiting the aracade scene...
kind of sad...:( ...now i dont have any one to play cvs2....
except some3-6 ppl...:lame: :( ...
Strike...dude thanx for the combo but i already knew that one...
Its been a while since I decided to play Mai on a regular basis. Dont know why it took me so long to realize this combo....
c.lk, c.lp, c.lk, into any level fireball super. Kinda surprised that the level 1 fireball super would connect while the lvl1 super ninja bees super will not. Oh wells, you can always do two crouching shorts instead of three crouching shorts. Just a simple combo to keep in mind.
I usually play N-groove but now Im going to switch back to C-groove since I can just sit on that super bar. Plus, her hops are quick and can really annoy some people. From a good but not max distance, for some reason people dont expect Mai's jump after her forward dash. Anybody know some ADVANCED c-groove combos?
Here's a basic C-groove combo
j.Hk, s.lp, s.lk, c.hp, level2 deadly ninja bee super, buffer into the HK flame pillar(opponent must be in the corner for the flame pillar to connect) If the opponent isnt against the corner just do the mp ryuenbu(turn and burn)
Vigorous
01-07-2003, 05:18 AM
Originally posted by kusanagi/yagami
Does anyone know any good buffing techniques into cc's with mai
and if so I could learn them and practice to improve my A-GROOVE
[b]
Personally I like using her in C or S groove
C groove:
Runaway from corner ( leap off wall high qcb any punch, if performed right you should leave the screen and float safely the other side)
RC standing QCB FP. Similar to what Ricky Ortiz did at NEC with morrigan. Her frames invincibility smack down most in a corner trap. Very irritant and works wonders with your mindgame stratagy.
RC FAN- is a no no. Ive noticed folks like Sagat will initially get that hit in from there fireball. You will trade blows but Sagats take waaay more energy
Majority others strats have been named
S groove
running and dodging with timing helps mai alot. My boy is able to run, dodge and quickly pull off her [charge down then up FK] rising flame. I consider this mind boggling.
I also like running and pullin her QCBx2 FP [mid air] just before landing WAKE UP CALL.
just koops 2 cents...
Gunter
01-08-2003, 03:53 AM
Originally posted by Lil_Koopsta
[b]running and dodging with timing helps mai alot. My boy is able to run, dodge and quickly pull off her [charge down then up FK] rising flame. I consider this mind boggling.
You can charge down while running if you hold the joystick at offensive crouch.
Mummy-B
01-08-2003, 04:08 AM
Originally posted by Gunter
You can charge down while running if you hold the joystick at offensive crouch.
That makes so much sense, and yet, it is news to me. :bluu:
Bezerka
01-08-2003, 04:53 PM
here's some non super combo's that no 1 has posted yet, that i like to use when i play
cr lk st lk cr mp xx qcb + hp
cr lk st lk cr hp xx hcf + hk
GalzPanic
01-09-2003, 03:39 AM
Originally posted by Bezerka
here's some non super combo's that no 1 has posted yet, that i like to use when i play
cr lk st lk cr mp xx qcb + hp
cr lk st lk cr hp xx hcf + hk
yah those are good especially when you low jump in empty...straight to low short is pretty fast. You can also just do cr lk x 2, super....it's a bit easier. I do the quoted combos only when I'm in THE ZONE BABY!
IcecreamPhoenix
01-20-2003, 12:46 AM
I got a friend who just charges back with Bison and the minute i move in he uses psycho crusher. I can't jump or walk in, i play Mai in K groove but I can't JD all the hits. Any solutions
Any anti-air CC's with Mai?
GalzPanic
01-20-2003, 10:52 PM
Originally posted by IcecreamPhoenix
I got a friend who just charges back with Bison and the minute i move in he uses psycho crusher. I can't jump or walk in, i play Mai in K groove but I can't JD all the hits. Any solutions
You can hit him with pretty much anything after he moves past you. You can also try to bait him by continually jumping back and forth...jumping rh should usually beat the torpedo.
GalzPanic
01-21-2003, 03:14 AM
Originally posted by Dnut
Any anti-air CC's with Mai?
u can activate then ryu en bu, then [st. fierce, hcb rh] till corner.
TRANCEADICT
01-28-2003, 08:12 AM
here's a weird combo u guy's forgot to add.!
down lk,down frwrd lk,qcf hk .4 hit's!!
Not sure if anybody knows about this or not, but the other day i found out something with Mai.....that charge(d+u punch) move that Mai has. If that move connects, it knocks the opponent out and therefore you can juggle them afterwards with a level3 deadly ninja bee super. Timing on it is kinda tight though. It doesnt do full damage but its still decent.
TRANCEADICT
01-29-2003, 07:28 AM
is there any other good combos with MAI out there.!!??
that are rare .?
RagingStormX
01-29-2003, 01:16 PM
I hate Mai....that is all. Seriously, she can turtle her a$$ off, and I have trouble fighting her, unless I use S-groove Terry. She can't turtle against this man, he easily stops her anti-airs with j.fp, and once in close she can't get away from him. With others characters though, it takes them awhile to get her off that damn screen:mad: .
jchensor
01-29-2003, 08:38 PM
Originally posted by TRANCEADICT
is there any other good combos with MAI out there.!!??
that are rare .?
I have a Bread and Butter with her, but it's hard to time and if you time it wrong, you can get severly punished for it...
It's Croo-up Short, Crouch Short -> Standing Short, Crouch Strong XX QCB + Fierce. 5-Hits, pretty good. And if it's Blocked, you can change to Fireball + Fierce to push them away and do block damage.
But if you time it wrong (the Stand Short into Crouch Strong is a tricky timing), the Fierce Ryuu Enbu puts you close enough to the enemy to get whalloped by a quick counter attack. And ONLY the Fierce one Combos, so you kinda have no choice...
But if you get good at it, it's pretty good.
- James
Gunter
01-30-2003, 02:58 AM
Originally posted by GalzPanic
u can activate then ryu en bu, then [st. fierce, hcb rh] till corner.
She doesn't have a hcb+k move, but you can do hct+rh :)
TRANCEADICT
01-30-2003, 07:58 AM
i found somethang neat with mai a while ago..
jump in hk sj hp,qcb2 hp...ir's kind hard to do but i'll
conect..!!
ChRiS g
02-05-2003, 06:53 PM
Originally posted by RagingStormX
I hate Mai....that is all. Seriously, she can turtle her a$$ off, and I have trouble fighting her, unless I use S-groove Terry. She can't turtle against this man, he easily stops her anti-airs with j.fp, and once in close she can't get away from him. With others characters though, it takes them awhile to get her off that damn screen:mad: .
mai own your s-groove. not just terry your whoole team.:lol:
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