Mai Moveset and Attributes

mai

#1

Mai Moveset and Attributes

And once more from Majestros:

"Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.

=-=-=-=-=-=-=-=-=-=
Frame Data:
=-=-=-=-=-=-=-=-=-=

Notes: o/o for air normals indicates cancellable into dive special/super.

Notation:
For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.
x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?
Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.

Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.

Note’s on /'s and +'s and :'s
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.
[edit] :'s now used for super startup, to match Buktooth’s way of listing.
:'s separate the startup frames before and after the super flash freeze for supers.

Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.

Examples:
for supers, 4:5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.

Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Example:
14/land/13.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
14/5/land+13
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.

============
Normals:

Close Standing:
LP: 400 +7/+7 x/o/o
3/4/6
MP: 800 -3/-3 x/o/o
6/2/23
HP: 1200 +0/+0 x/o/o
7/3/24
LK: 300 +6/+6 x/o/o
4/6/5
MK: 900 -6/-6 x/o/o
5/7/21
RH: 1200 -6/-6 x/x/o
6/6/24

Far standing:
LP: 300 -3/-3 x/x/o
5/6/14
MP: 800 -3/-3 x/o/o
6/2/23
HP: 1000 -4/-4 x/x/o
7/5/22
LK: 400 +1/+1 x/x/o
5/5/11
MK: 800 -5/-5 x/x/x
10/6/19
RH: 1200 -4/-4 x/x/x
12/10/20

Crouching:
LP: 200 +2/+2 o/o/o
4/4/9
MP: 700 -2/-2 x/o/o
4/8/16
HP: 1000 -4/-4 x/o/o
4/8/20
LK: 200 +3/+3 o/o/o
4/4/8
MK: 700 -11/-11 x/x/x
8/9/22
RH: 1100 down/-5 x/o/o
5/6/23

Jumping:
LP: 500 4/22 o/o
MP: 700 5/4 x/o
HP: 1100 7/3 x/o
HP: 1000 7/3 x/o
LK: 400 4/22 o/o
MK: 700 6/8 x/o
RH: 1000 5/8 x/o

Throws:
HP: 1600 52 pixels 3/1/13
RH: 1800 52 pixels 5/1/13
(air)HP: 1800 23 horizontal pixels, 62/70 vertical

Command Move(s):
f+MK: 800 -4/-4 block mid parry high x/x/x
10/5/18

Dodge Attacks:
HP: 1200 +0/-3 x/o/o
7/3/24
Animation: Far st. HP
RH: 1200 down/-6 x/x/x
6/6/24
Animation: Close st. RH

Alpha Counter:
600 down/-12
7/10/17
7 frames of fullbody invincibility

==================
Special Moves:

Fan Throw: QCF+P
All versions:
Block mid, parry high, airblockable.
14/43
LP: 600 -14/-14
MP: 700 -14/-14
HP: 800 -14/-14

Dive: charge D,U+P, (midair)QCB+P
All ground versions:
down/+13, block mid, parry high, airblockable.
airborne: 0-landing.
Initial leap back to wall: 14/31/14
Dive: 8/landing/10
LP: 1200
MP: 1300
HP: 1400

All air versions:
down/+3, block mid, parry high, airblockable.
airborne: 0-landing.
30/land/20
LP: 1100
MP: 1200
HP: 1300

Skirt Flame: QCB + P
All versions:
Block mid, parry high, not airblockable.
LP: 1100 down/-12
17/10/17
Note about flame? Need someone to translate: 18-32
MP: 1200 down/-12
17/10/17
flame note: 18-32
HP: 300+1200 down/-15
5/2/11/10/20
flame note: 19-33

Need to know, does the flame have some special property?
Sonichurricane.com lists the flame as being a stationary
projectile, so I’m guessing the flame note tells how long
it sticks out as a fireball nullifier.

Rushing Elbow: HCF + K
All versions:
down/-22, block mid, parry high, airblockable.
10/3/9/35/11
airborne: 7-57
LK: 300+900
MK: 300+1000
RH: 300+1100

Mai set herself on fire!: Charge D, U+K
All versions: Block mid, parry high or low, not airblockable.
LK: 1300 down/-32
13/57/48
MK: 800+600 down/-43
25/64/54
26 frames of above the knees invulnerability
RH: 600+500+400 down/-43?
25/83/50
26 frames of above the knees invulnerability

===========
Supers:

Flaming Charge: QCB, HCF + K
All versions:
down/-3
Block mid
Parry high
Not airblockable.

Lvl 1: 2500
4:4/3/8/5+5+10+5+10+1/26
8 frames of fullbody invincibility
airborne 6-54
Lvl 2: 3800
4:4/3/8/4+4+8+4+8+4+3+1/26
14 frames of fullbody invincibility
airborne 6-54
Lvl 3: 5300
4:4/3+2+2+4+2+4+2+4+2+10+1/25
22 frames of fullbody invincibility
airborne 6-43

Multiple Fans: QCFx2 + P
All versions:
Block mid, parry high, not airblockable.
Lvl 1: 1800 down/-43
5:4*/18*/18*/72
9? frames of fullbody invincibility
Lvl 2: 2700
5:4*/18*/18*/72
13 frames of fullbody invincibility
Lvl 3: 4800
5:4*/19*/21*/72
20 frames of fullbody invincibility

Dive super: (midair) QCBx2 + P
All versions:
down/-2
Block mid
Parry high
Not airblockable.

5:12/landing/16
airborne 0-landing.

Lvl 1: 2100
9 frames of fullbody invincibility
Lvl 2: 3600
15 frames of fullbody invincibility
Lvl 3: 5000
23 frames of fullbody invincibility