The King of Fighters XIII/Mai

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The King of Fighters XIIIKOFXIIILogo.png
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Mai Shiranui

KOFXIII-Mai Face.png

In a nutshell

Of course this Fatal Fury femme fatale returns with this iteration of The King of Fighters. Although she has uniquely fast but high-arcing jumps and hops that makes her high and low game slightly more obvious, her focus is in her ability to zone and coax the opponent into approaching and setting them up for a trap. She's a tricky character with strong ground and aerial game. Though she may lack a fast attack that quickly rises above her vertically for an easy anti-air, she could play in a proactive manner that covers her bases thoroughly make up for her short comings. So while she may require the player to be more familiar and comfortable with spacing with normals, she's a fun and tricky character to play and has great attacks that beat out and control hop usage really well.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
Kof.lp.png
25
Chaincancel.png Cancel.png
Standing Light Kick
Kof.lk.png
30
Standing Heavy Punch
Kof.sp.png
80
Close Heavy Punch
Close Kof.sp.png
70
Cancel.png
Standing Heavy Kick
Kof.sk.png
80
Close Heavy Kick
Close Kof.sk.png
70
Cancel.png
Crouching Light Punch
D.png + Kof.lp.png
25
Chaincancel.png Cancel.png
Crouching Light Kick
D.png + Kof.lk.png
30
Low.png Chaincancel.png
Crouching Heavy Punch
D.png + Kof.sp.png
70
Cancel.png
Crouching Heavy Kick
D.png + Kof.sk.png
80
Low.png Softknockdown.png Cancel.png
Blowback Attack
Kof.sp.png + Kof.sk.png
75
Softknockdown.png Specialcancel.png Supercancel.png
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png
Jumping Light Kick
Air Kof.lk.png
Jump: 45
Hop: 40
High.png Cancel.png
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
High.png Specialcancel.png
Jumping Heavy Kick
Air Kof.sk.png
Jump: 70
Hop: 68
High.png Cancel.png
Jumping Blowback Attack
Air Kof.sp.png + Kof.sk.png
Jump: 90
Hop: 80
Softknockdown.png Cancel.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Ukihane
D.png + Kof.lk.png
60
Aironly.png High.png Hardknockdown.png Specialcancel.png
Walljump
Press up and away from the wall
-
Aironly.png
Target Combo
Kof.lk.png ---.png Kof.sk.png

Throw

Name
Command
Damage
Special Properties (glossary)
Fuusha Kuzushi
F.png or B.png + Kof.sp.png or Kof.sk.png (while close)
100
Throw.png Hardknockdown.png
Yumezakura
F.png or B.png + Kof.sp.png (while close)
125
Aironly.png Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Kachousen
Qcf.png + P.png
P.png : 60
Ex.png : 120
Supercancel.png
Ex.png : Softknockdown.png
Ryuu Enbu
Qcb.png + P.png
Kof.lp.png : 65
Kof.sp.png : 40+65
Ex.png : 50+80
Softknockdown.png
Kof.sp.png and Ex.png 1st hit: Drivecancel.png
Hissatsu Shinobibachi
Hcf.png + K.png
Kof.lk.png : 45×3
Kof.sk.png : 50×2+45+50
Ex.png : 32×6
Softknockdown.png Drivecancel.png
Musasabi no Mai
D.png (charge) U.png + P.png (hold)
70
Musasabi no Mai (air)
Qcb.png + P.png
70
Ex.png : 48×n
Aironly.png Softknockdown.png Drivecancel.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Chou Hissatsu Shinobibachi
Qcb.png Hcf.png + K.png
K.png : 30+25×8
Air K.png : 25×8
Ex.png : 45+25×11
Airok.png Softknockdown.png Maxcancel.png
Air Ex.png : Startupinv.png
Shiranui Ryuu: Kunoichi no Mai
Qcf.png Hcb.png Kof.lp.png + Kof.sp.png
0+450
Airok.png Softknockdown.png

Console Changes

  • Crouching C has more cancelable frames.
  • Ukihane (Air d+B) has a different trajectory than Arcade, and recovery time has been changed.
  • Added new target combo: st.B > st.D. It can be used to connect into HD mode and also gives Mai more damage on pokes.
  • Kachousen (qcf+P) has faster startup and faster recovery.
  • Musasabi no Mai (from ground) (d~u+P) can be canceled with Ukihane (d+B).
  • Light Ryuu Enbu (qcb+A) hitbox is larger vertically.
  • Added EX Air Chou Hissatsu Shinobibachi (Air qcb hcf+BD). It is invincible until it becomes active.
  • Shiranui Ryuu: Kunoichi no Mai (qcf hcb+AC) has faster startup and freezes time after flying to the edge of screen.

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - One of Mai's best normals. Functions in the similar manner such as most Standing Light Punches in Garou: Mark of the Wolves and Balrog's (Boxer) Standing Jab in the Street Fighter IV series. It pressures standing and crouching characters from afar and is fast enough to lock down the opponent without much chances for the opponent to counter hit or escape via jumping. Also a good move to follow up meaty attacks. In some certain, few circumstances, this move could be swept or slid under. Upon trapping an opponent with a plethora of Standing Light Punches and Standing Light Kicks, Mai may earn the opportunity to lock the opponent from the air with early jump-in attacks such Jumping Heavy Punch and Jumping Heavy Kick, or hop in anticipation against sweeps and slides that would normally punish Standing Light Punch.
    • What's neat and new in The King of Fighters XIII is that Standing Light Punch is now cancelable and attack strings easily into Ryuu Enbu (Qcb.gif + Snka.gif) with safety, not taking Guard Counter Rolls into account. Since this move is cancelable, the player could hitconfirm from about 1 or 2 Crouching Light Kicks (spacing dependent) into a Standing Light Punch and combo into Hissatsu Shinobibachi (Hcf.gif + Kick.gif) for the knockdown.
  • Close Light Punch (Close Snka.gif) - Covers about the same area as far Standing A but is closer and has a bit better frame advantage than Standing Light Punch on block. This move functions as a means of checking the opponent up close so the opponent's character won't be able to do much, much less to be able to jump or hop out or escape by rolling only for Mai to recover quickly and punish accordingly. Eventually Mai would be pushed out too much continue her staggered Close Light Punch attack strings, so she could mix up into other attacks such as Crouching Heavy Punch to function as frame trap or use Standing Heavy Punch to catch opponents who think they could escape by jumping or so.
  • Standing Light Kick (Snkb.gif) - A great compliment to Mai's Standing Light Punch. It covers that range right above Mai's Standing Light Punch that Standing Light Punch can't reach and works quite well as an anti-air attacks. It catches most hops and works well against jumps and super jumps that were spaced to land about mid to mid-close range from Mai's position. If an opponent full neutral jumps in mid-close range, the tip of far Standing B will anti-air that kind of jump as well. This move has been redesigned in The King of Fighters XIII to actually hit crouching opponents and force them to block; sweeping or counter poking it won't be easy in this game as it was previously.
    • Stringing together Standing Light Punches and Standing Light Kicks is a great tool for controlling the frontal space and especially pressure cornered opponents. Whiffing just by a little bit against opponents may be used to give the opponent a false sense of freedom to try to move forward or attack and Mai may recover in time to punish an escape or counter poke with a Ryuu Enbu (Qcb.gif + Snka.gif), Standing or Crouching Light Punch, or running up with Crouching Heavy Punch that is spaced near the tip (but not exactly at it) and canceled into Ryuu Enbu, or a whiffed Crouching Heavy Punch canceled into Ryuu Enbu.
  • Standing Heavy Punch (Snkc.gif) - Mai slashes with her fan in a manner similar to her old attack from past games, Sachiyo Dori (Qcb.gif + Kick.gif). What this means is that she covers the vertical and horizontal space in front of her like E. Honda does in the Street Fighter series with his Far Standing Fierce, like Alex does in Street Fighter 3: Third Strike with his Forward Standing Strong, or like how Hibiki does with her Standing B in The Last Blade 2. One of Mai's weaknesses is that her grounded, vertical space control is really weak and she has to supplement her spacing game with her great air-to-air normals and pro-actively control that area. To give her a breather, Standing Heavy Punch could cover that straight vertical space above her, but she has to preempt the opponent's jump and time it a bit early in order for the "far range activation." Otherwise, this move covers a good frontal and vertical space and is good to use in attack strings now and then, but the frame disadvantage usually ends her offensive momentum. So be sure to use this move a bit more sparingly and use it to check the opponent's ability to escape.
  • Close Heavy Punch (Close Snkc.gif) - Other than Standing Heavy Punch, this is Mai's best attempt to controlling the space right above her. While pretty good, it's a bit short compared to other characters' Close Heavy Punches such as Kyo's and Iori's, and Mai's Close Heavy Punch may be prone to trading with deep vertical attacks such as Kula's Jumping Heavy Punch or Leona's Neutral Jumping Heavy Kick. Other than that, this is Mai's fastest heavy-hitting attack to follow a jump-in with to continue her pressure strings.
  • Standing Heavy Kick (Snkd.gif) - A higher risk yet higher reward version of Standing Light Kick. It has slightly more horizontal coverage than Standing Light Kick and does more damage as well. It's just that this attack is more prone to punishes, so please use it smartly.
  • Close Heavy Kick (Close Snkd.gif) - Similar to Standing Heavy Kick but it's cancelable. If one is trying to run in with a Close Heavy Punch to pressure the opponent but have an inkling that the opponent may hop back in retaliation, a Close Heavy Kick may prove useful to tag the opponent horizontally. If the opponent responds with a full jump instead, then stick with the Close Heavy Punch.
  • Crouching Light Punch (Down.gif + Snka.gif) - Effectively a crouching version of Standing Light Punch. In comparison to Standing Light Punch, Crouching Light punch has slightly less range. Regardless, it still has its applications within pressure strings and hit confirms.
  • Crouching Light Kick (Down.gif + Snkb.gif) - A standard Crouching Light Kick for high and low mix-ups and pressuring the opponent. Mai could also use this move in conjunction with running under to catch people doing sloppy jump-ins trying to get around Ryuu Enbu (Qcb.gif + Snka.gif). So, this move acts as one of Mai's lovely anti-air attacks that she could easily set up the opponent for and hit confirm into a knockdown combo.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Mai's furthest reaching, hardest hitting, cancelable normal attack. It's great for poking and counter poking as well as for punishing opponents. It's quite fast and it's hard for the opponent to gauge when or when not to try to Guard Cancel Roll against this move, suspecting that Mai will cancel into another attack afterwards. If Mai doesn't cancel into another attack, she'll be left with enough frame advantage against a Guard Cancel Roll to meaty the recovery of the roll with another Crouching Heavy Punch or a different attack. So while at times it may seem contrived to attack and string with this attack, it's not a free ride to try to counter it at all.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - A standard sweep with moderate range and speed. It's cancel properties makes it good to pressure and attack string with, but of course will knockdown the opponent upon hit; as opposed to counter poking with a Crouching Heavy Punch, hitting, and canceling into Ryuu Enbu (Qcb.gif + Snka.gif) for the knockdown. So in comparison with Crouching Heavy Punch, Crouching Heavy Kick has the advantage of hitting low but in return does less damage upon hit if the opponent just so happens to be caught by an attack. Generally it has about the same range and coverage as Crouching Heavy Punch but might boast a slight range advantage over it.
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) - A very quick attack that is great for limiting opponents' approach options. Such as if the opponent is too fond of doing early, hop forward heavy attacks, Mai could just stick out an early neutral hop Jumping Light Punch or an early hop back Jumping Light Punch to preempt an opponent.
  • Jumping Light Kick (Air Snkb.gif) - Mai jumps and attacks with her knee some what similarly to M.Bison (Dictator) does in the Street Fighter series with his Jumping Forward Kick. So this move covers mainly the space below Mai's waist, near her knee and crosses up quite well. Within closer ranges, trying to do this move as a hop-in attack will generally whiff most opponents due to Mai's unique hop arc so this move is usually spaced from about mid-close range or from full jumps to gain the cross-up.
  • Jumping Heavy Punch (Air Snkc.gif) - One of Mai's best air-to-air attacks. It covers a good "half-circular" range in front of Mai in the air and makes it's particularly good for air-to-air against jumps and hops while Mai commits to a hop. Upon an air-to-air hit, Mai could easily run under and go for cross-under Crouching Light Kick mix-up and meaty from the other side of the opponent. If the opponent is too close and tried to hit Mai early out of her Jumping Heavy Punch, the player could choose to do the Jumping Heavy Punch while holding forward or back and "Option Select" with an air throw, Yumezakura (Air Right.gif or Left.gif + Snkc.gif [while close]), at this moment. While this move has a good downward hitbox, it doesn't reach the downward portion just as fast as Jumping Heavy Kick or her other normals, so it's not entirely the preferred jump-in of choice. Jumping Heavy Punch is great for occupying multiple areas in a small amount of time that gives Mai optimal control.
  • Jumping Heavy Kick (Air Snkd.gif) - Mai's most standard jump-in attack. Somewhat similar to Jumping Light Punch in application, this move could be used during early during a hop or so to preempt an opponent's approaching hop or attempt to run in. From certain spacings, this attack may cancel into Musasabi no Mai (air) (Air Qcb.gif + Punch.gif) as proper attack string to throw off the opponent's timing. Just be wary of mis-spacing it or getting countered by a Guard Cancel Roll in the corner.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Effectively, this is an aerial Ryuu Enbu (Qcb.gif + Snka.gif). It has great air control and good enough speed; but to hit upon crouching opponents, it must be timed very late. Late, to the point that the opponent could already react and it Mai with an anti-air normal or so. So be sure to mix-up Mai's jump-in attacks so the opponent has to second guess whether or not if there is enough time to anti-air Mai from the correct angle or commit blocking while standing.

Unique Attacks

  • Ukihane (Air Down.gif + Snkb.gif) - Mai uses her fans to slow her descent, altering her trajectory and falling onto her target with a knee-drop. This move has a massive hitbox that can stuff or trade with anti-airs and even stop air-to-air attempts to counter this attack. This move also causes a hard knockdown, which can set up Mai for offensive pressure or give her time to back off and reestablish her zoning.
  • Walljump (Upright.gif near wall) - It's a wall-jump. Mai can attack as during a normal jump once she has jumped off. Can be useful for escaping the corner, though care must be taken so that one does not get anti-aired in the process.
  • Target Combo (Snkb.gif > Snkd.gif) - Mai can cancel her s.B directly into her s.D. While s.D is normally uncancellable, this target combo is extremely useful for easily confirming into HD combos.

Throw

  • Fuusha Kuzushi (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -
  • Yumezakura (Air Right.gif or Left.gif + Snkc.gif [while close]) -

Special Moves

  • Kachousen (Qcf.gif + Punch.gif) -
    • Ex.png Kachousen (Qcf.gif + Snka.gif + Snkc.gif) -
  • Ryuu Enbu (Qcb.gif + Punch.gif) -
    • Ex.png Ryuu Enbu (Qcb.gif + Snka.gif + Snkc.gif) -
  • Hissatsu Shinobibachi (Hcf.gif + Kick.gif) -
    • Ex.png Hissatsu Shinobibachi (Hcf.gif + Snkb.gif + Snkd.gif) -
  • Musasabi no Mai (Down.gif [charge] Up.gif + Punch.gif [hold]) -
  • Musasabi no Mai (air) (Air Qcb.gif + Punch.gif) -
    • Ex.png Musasabi no Mai (air) (Air Qcb.gif + Snka.gif + Snkc.gif) -

Desperation Moves

  • Chou Hissatsu Shinobibachi (Down.gifDownleft.gifHcf.gif + Kick.gif) -
    • Ex.png Chou Hissatsu Shinobibachi (Down.gifDownleft.gifHcf.gif + Kick.gif) -
  • Air Chou Hissatsu Shinobibachi (Air Down.gifDownleft.gifHcf.gif + Kick.gif) -
    • Ex.png Air Chou Hissatsu Shinobibachi (Air Down.gifDownleft.gifHcf.gif + Kick.gif) -
  • Shiranui Ryuu: Kunoichi no Mai (Down.gifDownright.gifHcb.gif + Snka.gif + Snkc.gif) -
  • Air Shiranui Ryuu: Kunoichi no Mai (Air Down.gifDownright.gifHcb.gif + Snka.gif + Snkc.gif) -

Tips and Tricks

After throwing the opponent into the corner, Mai can jump into the corner just by doing a regular jump forward, though as far as I know she's unable to land a crossup j.B this way. You can also walk forward a bit and then roll into the corner, and depending on how far you walk creates an ambiguous roll setup.

Combos

0% Drive

0 Bar

  • cr.B cr.A xx qcb+C - (144, 18)
  • (jump attack) cl.C xx qcb+C - (166, 19)
  • j.D xx d+B -127/17
  • (corner only) cl.C xx qcb+A, cr.C - (194, 22)
  • cr.A, cr.C xx d...uf+P xx d+B - (145, 20)
    • Combo into overhead.
    • Alternatively do cr.D instead of cr.C on block for a hard to block low-high.

1 Bar

  • (jump attack) cl.C xx qcb+AC, hcf+D - (267, 15 [mid-screen] / 308, 19 [corner])
  • (jump wahtever) close.whatever xx qcf+BD (corner) qcb+C (327 dmg)
  • (corner only) (jump attack) cl.C xx qcb+AC, qcb+C, qcb+C, cl.C or airgrab - (395, 38 / 431, 31)

These combos can be optionally started with cr.BA to allow a hitconfirm.

2 Bar

  • cl.C xx qcb hcf+BD, airgrab - (408, 7)

50% Drive

0 Bar

  • (corner only) (jump attack) cl.C xx hcf+D (2 hits) (DC) air qcb+C, qcb+C, cr.C or airgrab - (345, 42 / 383, 35)

1 Bar

  • (corner only) cl.C xx qcb+AC, qcb+C, qcb+C (1 hit) (DC) qcf+A, qcb+C, qcb+C, cl.C or airgrab - (497, 62 / 514,55)
  • (midscreen) cr.B cr.B st.A hcf+BD (corner), qcb+C(1) (DC) qcf+A, qcb+C, qcb+C, airthrow (379 dmg)
    • Carries to the corner from as far as half a stage away.
  • (midscreen) cr.B cr.A qcb+AC, qcf+D(1) (DC) qcb+C, qcb+C, airthrow (410 dmg)
    • Works as far as 40% from the corner, and does pretty good damage.
  • (midscreen) cl.C hcf+D(2) (DC) qcb+AC, acb+C, acb+C, airthrow (443 dmg)
    • Carries as far as the previous combo while doing more damage, though it requires a heavy normal to start it.

2 Bar

  • (midscreen) cr.B cr.A qcb+AC, qcf+D(1) (DC) qcb+AC, qcf+D (354 dmg)
    • Carries all the way from one corner to another, probably useful for those corner crossup mixups from Mai's throw.

100% Drive

0 Meter

  • (anywhere) st.B st.D (HD) st.D [hcf+D(1-2) (DC) qcb+C (DC)]x4 hcf+D [437/502 dmg]
    • hcf+D hits once against standing opponents and twice against crouching opponents. Against crouchers, cancel on the first hit at least once to avoid running out of gauge before the last DC.
    • qcb+C must be inputted slowly so the following hcf+D doesn't register as a super (hcf+D~qcb......C~hcf+D).
    • If you reach the corner at any point, drive cancel hcf+D into j.qcb+C instead and do the below combo for as long as your remaining drive gauge allows.
  • (near corner) st.B st.D (HD) st.B st.D hcf+D (DC) j.qcb+C, hcf+D(2) (DC) [qcb+C]x3 (DC) qcf+A, [qcb+C]x2 (DC) qcf+A, [qcb+C]x3, st.C [632 dmg]
    • Builds 75% meter and 25% drive gauge after the last DC.

1 Meter

  • (midscreen) st.B st.D (HD) st.B st.D hcf+BD, qcb+C (DC) qcf+A, [qcb+C]x3 (DC) qcf+A, [qcb+C]x2 (DC) qcf+A, qcb+C, airthrow (549 dmg)
    • Uses meter to carry. Easier than doing the meterless loop, but prorates a lot.
  • (corner) cr.C qcf+A, st.A qcb+AC, [qcb+C]x3 (DC) qcf+A, [qcb+C]x2 (DC) qcf+A, [qcb+C]x2, cr.C
    • Almost 100% stun.

2 Meter

  • (anywhere) st.B st.D (HD) st.D [hcf+D(1-2) (DC) qcb+C (DC)]x3 hcf+D (DC) j.qcf,hcb+AC [642/711 dmg]
    • hcf+D hits once against standing opponents and twice against crouching opponents.
    • qcb+C must be inputted slowly so the following hcf+D doesn't register as a super (hcf+D~qcb......C~hcf+D).
  • (near corner) st.B st.D (HD) st.B st.D hcf+D (DC) j.qcb+D, hcf+D(2) (DC) [qcb+C]x3 (DC) qcf+A, [qcb+C]x2 (DC) qcf,hcb+AC (768 dmg)
    • Input qcb+C as qcf,hcb+C~AC for an easy max-cancel.
  • (near corner) st.B st.D (HD) (st.B) st.D hcf+D (DC) j.qcb+C, hcf+D(1) (DC) qcf+A, qcb+C, [hcf+D(2) (DC) qcb+A]x2, hcf+D(2) (DC) qcf,hcb+AC (790 dmg)
    • A more damaging alternative to the previous combo.
    • Skip either (st.B) or the second hit of the last hcf+D against crouching opponents.

Team Order

1st position

Pros

Cons

2nd position

Pros

Cons

3rd position

Pros

Cons

Basic Strategy

Advanced Strategy

Frame Data

Block Frames
Move Name HL Damage Cancel Ability Startup* Active Recovery Hitstun** Blockstun** On Hit On Guard Notes
Stand Snka.gif HL 25 ch/sp/su 3 4 8 14 12 +3 +1
Close Snka.gif HL 25 ch/sp/su 2 5 7 14 12 +3 +1
Crouch Snka.gif HL 25 ch/sp/su 4 3 8 14 12 +4 +2
Stand Snkb.gif HL 30 - 5 4 9 14 12 +2 0 Chains into D
> Snkd.gif HL 80 - 9 7 19 20 18 -5 -7
Crouch Snkb.gif L 30 ch/su 3 4 9 14 12 +2 0
Stand Snkc.gif HL 80 - 7 6 18 20 18 -3(0) -5(-2) Crouching causes first 3 active frames to whiff; advantage in brackets.
Close Snkc.gif HL 70 sp/su 3 5 14 20 18 +2 0
Crouch Snkc.gif HL 70 sp/su 3 7 17 20 18 -3 -5
Stand Snkd.gif HL 80 - 7 7 19 20 18 -5 -7
Close Snkd.gif HL 80 sp/su 6 4 17 20 18 0 -2
Crouch Snkd.gif L 80 sp/su 6 8 21 KD 18 KD -10
Stand Snkc.gifSnkd.gif HL 75 sp/su 12 7 12 KD 22 KD +4
Jump Snka.gif H 45 (40) sp/su 4 12 Land+1 12 12 - -
Jump Snkb.gif H 45 (40) sp/su 4 12 Land+1 12 12 - - Chains into d+B
Jump Snkc.gif H 72 (70) sp/su 6 7 Land+1 12 15 - -
Jump Snkd.gif H 70 (68) sp/su 6 8 Land+1 12 15 - - Chains into d+B
Jump Snkc.gifSnkd.gif HL 90 (80) sp/su 8 6 Land+1 KD 22 (18) KD - Chains into d+B
Jump Down.gifSnkb.gif H 50 sp/su 9 - Land+9 KD 18 KD - -1 on block instant air. +3 on block lowest height. +9 on block meaty.
Qcb.gifSnka.gif HL 65 - 14 9 25 KD 11+22 KD -1 Projectile
Qcb.gifSnkc.gif HL 40+65 su 8 3(15)9 31 25,KD 21,11+22 KD -7 Second hit projectile
Qcb.gifSnka.gifSnkc.gif HL 50+80 su,- 6 3(15)11 15 KD 18,11+22 KD +7 Second hit projectile, 1f gap before second hit
Qcf.gifSnka.gif HL 60 - 14 - 31 11+21 11+18 +1 -2 Projectile
Qcf.gifSnkc.gif HL 60 - 13 - 35 11+21 11+18 -3 -6 Projectile
Qcf.gifSnka.gifSnkc.gif HL 120 - 8 - 34 KD 11+18 KD -5 Projectile
Left.gifDown.gifRight.gifSnkb.gif HL 45×2 su 11 2(10)22 17 20,KD 17 KD -21
Left.gifDown.gifRight.gifSnkd.gif HL 50,45,50 su 11 2(2)3(11)23 17 20×2,KD 17 KD -22
Left.gifDown.gifRight.gifSnkb.gifSnkd.gif HL 32×5 su 11 2,2,3(11)23,1 19 20×3,KD×2 17 KD -2 1f gap before last hit
Down.gif..Up.gifPunch.gif - - - 2+24+3 - Land+1 - - - - Can cancel into d+B at any time. Hold A/C at wall to dive.
Jump Qcb.gifSnka.gif HL 70 su 20 Land 17 KD 17 KD -1 -1 on block instant air, 0 at lowest height.
Jump Qcb.gifSnkc.gif HL 70 su 20 Land 17 KD 17 KD -1 -1 on block instant air, 0 at lowest height.
Jump Qcb.gifSnka.gifSnkc.gif HL 48×N su 15 6×N,1 17 KD 17 KD 0 Last hit is always 1f before landing.
Down.gifLeft.gifDown.gifRight.gifSnkb.gif HL 30+25×8 - 10 3(3)4×8 29 KD 21 KD -11
Down.gifLeft.gifDown.gifRight.gifSnkd.gif HL 30+25×8 - 10 3(3)4×8 29 KD 21 KD -11
Down.gifLeft.gifDown.gifRight.gifSnkb.gifSnkd.gif HL 45+25×11 - 6 3(3)3×10,2 29 KD 21 KD -9
Jump Down.gifLeft.gifDown.gifRight.gifSnkb.gif HL 25×8 - 9 3,4×6,1 Land+24 KD 21 KD -7 -7 on block instant air, -3 at lowest height.
Jump Down.gifLeft.gifDown.gifRight.gifSnkd.gif HL 25×8 - 9 3,4×6,1 Land+24 KD 21 KD -7 -7 on block instant air, -3 at lowest height.
Jump Down.gifLeft.gifDown.gifRight.gifSnkb.gifSnkd.gif HL 25×12 - 5 3×12 Land+24 KD 21 KD -5 -5 on block instant air, -4 at lowest height.
Down.gifRight.gifDown.gifLeft.gifSnka.gifSnkc.gif HL 450 - 0 10 Land+28(33) KD 18 KD -15 Hits standing in 5f, crouching in 6f, fullscreen in 8f. 33f recovery on block. No chip damage.
Jump Down.gifRight.gifDown.gifLeft.gifSnka.gifSnkc.gif HL 450 - 0 - Land+28(33) KD 18 KD -15 33f recovery on block. No chip damage.
  • Note: Startup does not include first active frame.
  • Note: Hitstun and blockstun values do not include the hitting frame.