
Kof 13 sprites crack#
This move makes Mai crouch down extra low (on a very petite character to begin with) and will duck many high hitting moves if spaced correctly (Terry's Crack Shot etc.).ĭ. A very meaty crouch back-elbow attack that is perfect for canceling out of. Also a very standard low hitting down B, chains easily to d.A/s.A/s.B.ĭ. This is chain-able to d.A, s.A, and s.B it also is cancel-able.ĭ. A standard quick poke to the shins, it still can be blocked high but it has great recovery. A: 25 damage, chain/cancel-able, hits mid. It would seem that s.D has a larger cancel window than s.C.ĭ. Mai faces away from the screen leans back and does a sidekick upward at a 35 degree angle. This move has a decent hit box and is the normal of choice against hoppers an hyper hoppers. A very fast over the head forward swing with her fan. Mai leans back and tilts slightly giving a quick kick to the chest/head area, also very fast, great poke overall. A quick standing horizontal poke, very fast and is cancel-able and it chain into s.A again or s.B (same as far A).Ĭl. Mai faces towards the screen leans back and does a sidekick upward at a 20 degree angle, somewhat similar looking to her s.C (close version) If used preemptively, her far D works well against hoppers also.Ĭl. Chains only into s.D, also very fast, great poke overall. A quick standing horizontal poke, very fast and is cancel-able and it chains into s.A again or s.B.
Not particularly beginner-friendly due to having somewhat unorthodox game plans. No reversal without a 2 stock super meter. Lacks a true anti-air outside of normal moves. Damage output is low in general without super or drive meter available. Damaging combos do not emerge until she corners the opponent. Deceivingly high damage output from HD combos. Has quite a few frame traps and relatively safe pressure options. Great mobility / Arguably the fastest character in the game. Overall, Mai is a particularly strong character who will provide players with a very interesting game play style altogether, thanks SNKP doing a very good job in providing Mai with a refreshing outlook on her game play. There are also many threatening tools to be aware of when playing Mai affectively, such as her air throw, her j.d.B, the majority of her EX moves, her EXDM, CD attacks, her poking tools, and her Neo Max. She also has a rather noteworthy CD/j.CD attack that allow her to pressure her opponent carefully. Mai is very good at controlling space with her normals, both on the ground and in mid air. Mai's damage output will increase exponentially if she manages to corner the opponent and if she has meter available. The characters overall weakness is that she does not have many reversal options without meter and she has trouble doing a lot of damage at mid screen. Mai is one of the faster characters of KOFXIII so taking advantage of her mobility will help the player succeed in winning. Mai has the ability to zone and dish out relative safe pressure, while she can also resort to great keep away and rush down thanks to her mix ups and speed. Mai also has several safe options for special moves such as her Kachosen (qcf+P projectile) and her Ryuuenbu (qcb+P). Mai has really good buttons, most of which have very good priority and utility. Mai's mobility, pokes, air control, and mix ups should take priority when mastering her. As of now, Mai has a lot to offer in regards to her overall game play. Mai returns to KOFXIII after being absent from the games previous installment. Using Ukibane to trick the opponent and doing an attack string, or hit confirming from her crouching fierce punch have become effective tactics. Producer Yamamoto says: We’ve balanced her as a female ninja by giving her attacks that can make her fight more tricky from the air. Neomax comes out faster and freezes time when it reaches the edge of screen Crouching FP has more cancelable frames Invincible until hit detection comes out. Can be used to connect into HD mode, and also gives Mai more damage on pokes
Musasabi(from ground) can be canceled to Floating attack
Ukihane (down + B in air) has different trajectory than Arcade, recovery time has been changed Kachosen comes out faster, also has quicker recovery S.C, Ex qcb+P, qcb+C, hcf+D, qcb+C, qcb+C, qcb+C, air throw = 514 dmg S.C, hcf+K (2hits), air.qcb+C, qcb+C, air throw = 383 dmg Mai's Move List Video Quick Combo Reference 0 Stock, No Drive Gauge