Welcome to Mai Shiranui's Top Ten Moves Thread.
Here players can list Mai's best moves, along with the honorable mentions. This information will help some newer players get a grasp on what to go for, as well as learn from other individuals perspective.
To start the thread off, I will like to present my top ten (in no specific order):
10). 1K + Follow Ups
High crushing low that will stun on CH. Has multiple follow ups. Can be very useful in the stun.
9). 6P
i11 frame mid, and the string itself will lead into other moves and is extremely useful in some juggles.
8). 214P+K
The Kagero no Mai. Useful when conducting specific combos, especially at the wall. Can even be utilized as a launcher.
7). 236T
Self-explanatory.
6). 9P + Follow Ups
Mai's jump will help her start an offense, evade a few moves, and start some particularly elaborate combos.
5). 7P
Much like Kasumi, Ayane, and a few others, Mai can utilize this to get the hell of dodge and space herself away from the opponent. Reset the situation so to speak.
4). 6K+H
Causes Mai to leap forward a distance to kick the opponent. This is a mid kick that will cause a sit down stun state.
3). 4K
Counter poking and for messing with opponents in the neutral. Relatively useful while playing the stun game.
2). 1P
A relatively quick low hitting move. High crush.
1). Jab Strings
They are i9 frames and they lead into multiple follow ups. Make sure you are discrete with these and be on the look out for OH's or crushes.
Opinions may change and further updates will be provided for much later.
Here players can list Mai's best moves, along with the honorable mentions. This information will help some newer players get a grasp on what to go for, as well as learn from other individuals perspective.
To start the thread off, I will like to present my top ten (in no specific order):
10). 1K + Follow Ups
High crushing low that will stun on CH. Has multiple follow ups. Can be very useful in the stun.
9). 6P
i11 frame mid, and the string itself will lead into other moves and is extremely useful in some juggles.
8). 214P+K
The Kagero no Mai. Useful when conducting specific combos, especially at the wall. Can even be utilized as a launcher.
7). 236T
Self-explanatory.
6). 9P + Follow Ups
Mai's jump will help her start an offense, evade a few moves, and start some particularly elaborate combos.
5). 7P
Much like Kasumi, Ayane, and a few others, Mai can utilize this to get the hell of dodge and space herself away from the opponent. Reset the situation so to speak.
4). 6K+H
Causes Mai to leap forward a distance to kick the opponent. This is a mid kick that will cause a sit down stun state.
3). 4K
Counter poking and for messing with opponents in the neutral. Relatively useful while playing the stun game.
2). 1P
A relatively quick low hitting move. High crush.
1). Jab Strings
They are i9 frames and they lead into multiple follow ups. Make sure you are discrete with these and be on the look out for OH's or crushes.
There are definitely a lot of honorable mentions and different top ten lists.
Opinions may change and further updates will be provided for much later.