We are Fighters

DOA5LR Mastering Shiranui-Style Ninjutsu - Mai Shiranui Combo Thread

Discussion in 'Mai Shiranui' started by GreatDarkHero, Sep 12, 2016.

  1. GreatDarkHero

    GreatDarkHero The balance between Mai and Chun-Li
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    The purpose of the thread discussion is to highlight Mai's BnB combos and to follow up with any inquiries on how to perform the said combos, DOA5LR Mai combo trials, and situations behind her combos.

    Feel free to discuss Mai Shiranui's combos here! All moderators and forum leaders please feel free to provide any form of guidance when desired. All other individuals should have a great time coming up with brilliant ideas for the Queen of Fighters.
     
    #1
  2. GreatDarkHero

    GreatDarkHero The balance between Mai and Chun-Li
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    Reserved

    EDIT:

    Mai is out. But, I'm stuck at work...
     
    #2
    Last edited: Sep 13, 2016
  3. DestructionBomb

    DestructionBomb Well-Known Member
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    We might have to come up with a notation short term for the KOF cancels in format because DOA's inputs goes from one to another, but you can immediately cancel into moves such as 214P/214P+K/236K etc etc. (Like the normal term could be 4P > 214P, but there is a cancel from there, so I would suggest 4PC.214P)

    66PK > 6PPC.236K

    Max threshold

    66PK > 4PC.214P > 6PKK Lightweight
    66PK > 214P > 6PKK Midweight

    As an example for those combos up there.
     
    #3
    Last edited: Sep 12, 2016
  4. UncleKitchener

    UncleKitchener Well-Known Member
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    You can either do what you did or put the cancel in brackets:

    6P.236P > 3PK
    6P(236P) > 3PK
     
    #4
  5. DestructionBomb

    DestructionBomb Well-Known Member
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    Either one sounds good since we could use a term for it.
     
    #5
  6. YBNDM

    YBNDM Well-Known Member

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    How do you do these cancels? I want to learn for later.
     
    #6
  7. DestructionBomb

    DestructionBomb Well-Known Member
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    It's actually rather simple. Think of Kasumi and Akira's on hit inputs, except for Mai you just immediately buffer right away.
     
    #7
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  8. YBNDM

    YBNDM Well-Known Member

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    So do the second move immeadiately? Sounds kind of difficult... Man I wish I had her to test these things out.
     
    #8
  9. DestructionBomb

    DestructionBomb Well-Known Member
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    I think you'll find it quite easy to do once you try. If you are a......"Fan" of quarter-circle inputs, this will be good. (See what I did there? o0o0o00o lol)
     
    #9
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  10. YBNDM

    YBNDM Well-Known Member

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    *Gives death stare* Do not do that again.
     
    #10
  11. UncleKitchener

    UncleKitchener Well-Known Member
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    I'm pretty sure there's gonna be a bigger damage reduction when comboing super heavy characters. The refloat from 6PP(214P) into more damage will definitely be tricky. I'll try to get my hands on the character this Wednesday to see how much damage she can generally dish out.
     
    #11
  12. KasumiLover

    KasumiLover Well-Known Masochist
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    It kinda reminds me of Amy's quarter circle inputs in SC4 when doing certain attacks, I think I'll be able to catch on then. :-D
     
    #12
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  13. DestructionBomb

    DestructionBomb Well-Known Member
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    I think everyone can do it. DOA"s buffering mechanic is more generous than KOF and personally, I think they should keep it that way for Mai within DOA itself because quarter-circle inputs usually do not come out properly for the pad players (since DOA has a lot of pad players). You could input 2114P or 2214P and it'll still come out. KOF is more strict where if you add extra buffers in there something else comes out.

    If Mai had those cancels strict, I'd probably be the very few people still playing her or the loyalists Mai/KOF familiarity in the forums possibly.
     
    #13
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  14. Codemaster92163

    Codemaster92163 Well-Known Member

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    BT combo for lightweights

    :p+k: > :3::K: > :6::P::K::P::P: > :6::P::K::K:
     
    #14
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  15. Codemaster92163

    Codemaster92163 Well-Known Member

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    Aaand Danger Zone Combo:

    :P: (whiff) > : :7::h+k: (fully charged) > :9::P::K::p+k: > :4::P::2::3::6::K:
     
    #15
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  16. Darkslay

    Darkslay Well-Known Member

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    Some pretty solid day one stuff. Courtesy of @Master Ari.
     
    #16
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  17. DestructionBomb

    DestructionBomb Well-Known Member
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    Max threshold launch combo (lvl 3)

    66PK > 4P214P > 6PKK - Lightweight.

    :6::6::P::K: (lvl 3 stun) > :4::P::2::1::4::P: > :6::P::K::K: - Lightweight.
     
    #17
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  18. KING JAIMY

    KING JAIMY Well-Known Member

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    Post CB max damage combos so far (feel free to add your findings):

    • Featherweight: Not tested yet.
    • Lightweight: 8K > 6PP Cancel 214P > 6PKP. Note: Delay Cancel 214P a little bit otherwise it partially whiffs.
    • Middleweight: On middleweights you have two options which both lead to the same damage output. 1) 8K > 4P Cancel 214P > PPPP or 2) 214P+K > 6PP Cancel 236K
    • Heavyweight: Not tested yet.
    Optimal damage combo for a 214P+K launch at max threshold without a wall nearby (works up to middleweights)

    • 3P > 6PKP
     
    #18
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  19. Kirito

    Kirito Member

    Found a more damaging one by 5 points on CH.

    :8::K: > :6::P::P::~::214::P: > :P::P::P::P:

    Also works on mids but only from CLOSED STANCE.

    After :214::P::+::K:, :6::P::P::~::236::K: does more damage.
     
    #19
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  20. Ivan

    Ivan Member

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    Mai no timing DZ combo
     
    #20
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