Red Earth/War-Zard/Mai Ling: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(Created page with "== Mai Ling == {{RE}} Category:Red Earth/War-Zard Category:Mai Ling")
 
(Adding the data about normals)
Line 1: Line 1:
== Mai Ling ==
== Background ==
In the Year of our Lord 13XX, a martial arts tournament was held in a small town...
 
== Introduction ==
Mai Ling is THE punisher character. She heavily rewards you for predicting your opponent and adjusting accordingly, whether it’s being all out offense or swiftly evading attacks in order to force your opponent to come close. Her high stun combos can guarantee potential TODs, that even the threat of it can help change the tide of the battle. Despite having stubby normals, they are usually super safe as a result, and her fireball game and air dash can help close the gap. She has access to a solid command grab and has probably the most complex oki game out of the cast. Master her, and your opponents will be afraid of doing anything even slightly risky.
 
<br / >
'''Level 32 Password:'''
1 3 1 2 6 4 4 3 5 4
 
== Normal Moves ==
{{MoveData
| name = 1
| image =
| data =
    {{AttackData-RE
    | version = 1
    | damage =
    | guard = Mid
    | startup = 4
    | active = 3
    | recovery = 2
    | hit adv = +6
    | block adv = +5
    | special cancel = Yes
    | description = A quick jab that can link into itself. Stubby but a good combo starter up close. Can sometimes be low profiled but is generally safe.
    }}
}} 
{{MoveData
| name = 2
| image =
| data =
    {{AttackData-RE
    | damage =
    | guard = Mid
    | startup = 6
    | active = 6
    | recovery = 9
    | hit adv = +1
    | block adv = 0
    | special cancel = Yes
    | description = A strong punch with decent range. A good and safe confirm button.
    }}
}}
{{MoveData
| name = 3
| image =
| caption = Staggers Kenji (-1).
| data =
    {{AttackData-RE
    | damage = 12-15
    | guard = High
    | startup = 12
    | active = 2/6
    | recovery = 20
    | hit adv = -8
    | block adv = -9
    | special cancel = No
    | description = A quick but highly punishable overhead. You will do this on accident, unless you want to finish someone off. There are safer options.
    }}
}}
{{MoveData
| name = 4
| image =
| data =
    {{AttackData-RE
    | damage =
    | guard = Mid
    | startup = 4
    | active = 7
    | recovery = 4
    | hit adv = 0
    | block adv = -1
    | special cancel = Yes
    | description = Virtually the same as 1 but can help with low profiling. Better to use 1 since it can link into itself.
    }}
}}
{{MoveData
| name = 5
| image =
| image2 =
| caption2 = 5 > 5
| data =
    {{AttackData-RE
    | damage =
    | guard = Mid
    | startup = 6
    | active = 7
    | recovery = 11/14
    | hit adv = -2
    | block adv = -3/-2
    | special cancel = Only first hit
    | description = Decent poke that can confirm into itself. Is useful for spacing. Second hit is slightly higher kick to 5. Can be used as a frame trap.
    }}
}}
{{MoveData
| name = 6
| image =
| caption = Staggers Kenji (+7).
| data =
    {{AttackData-RE
    | damage =
    | guard = High
    | startup = 19
    | active = 6
    | recovery = 12
    | hit adv = +2
    | block adv = +1
    | special cancel = No
    | description = Slower than 3 but a less punishable overhead. Useful for mixups. You will also see this if you whiff grab so it’s not a bad consolation prize.
    }}
}}
{{MoveData
| name = cr.1
| image =
| data =
    {{AttackData-RE
    | version = cr.1
    | damage =
    | guard = Mid
    | startup = 2
    | active = 4
    | recovery = 5
    | hit adv = +2
    | block adv = +1
    | special cancel = Yes
    | description = A faster but less safe version of 1. Generally never used.
    }}
}}
{{MoveData
| name = cr.2
| image =
| data =
    {{AttackData-RE
    | damage =
    | guard = Mid
    | startup = 4
    | active = 5
    | recovery = 7
    | hit adv = +4
    | block adv = -2
    | special cancel = Yes
    | description = A fast confirm with alot of pushback. Can be used in order to perform safe blockstrings.
    }}
}}
{{MoveData
| name = cr.3
| image =
| caption = Two hits, second hit launches
| data =
    {{AttackData-RE
    | damage =
    | guard = Mid
    | startup = 5
    | active = 3/3
    | recovery = 21
    | hit adv = Lauch
    | block adv = -5
    | special cancel = Yes
    | description = This is the most epic button at your disposal. While risky when whiffed, it acts as a great super confirm, tick command grab confirm (on block)  and is a launcher. What more could you want?
    }}
}}
{{MoveData
| name = cr.4
| image =
| data =
    {{AttackData-RE
    | damage =
    | guard = Low
    | startup = 4
    | active = 4
    | recovery = 5
    | hit adv = +2
    | block adv = +1
    | special cancel = Yes
    | description = Your safest button on block. Can be useful in blockstrings in order to allow for a cr.6 to be safe.
    }}
}}
{{MoveData
| name = cr.5
| image =
| data =
    {{AttackData-RE
    | damage =
    | guard = Low
    | startup = 7
    | active = 7
    | recovery = 7
    | hit adv = +2
    | block adv = +1
    | special cancel = Yes
    | description = An interesting normal with potential to combo. Useful in magic series.
    }}
}}
{{MoveData
| name = cr.6
| image =
| data =
    {{AttackData-RE
    | damage =
    | guard = Low
    | startup = 9
    | active = 4
    | recovery = 22
    | hit adv = HKD
    | block adv = -11
    | special cancel = No
    | description = cr.6 is a knockdown low and is your longest normal. Despite this move being punishable on block, it is extremely good at catching people off guard and can be used as a frame trap in conjunction with your fireball. It’s also very useful in magic series and a good combo ender in the corner. In footsies it's good to use as a way to snuff out your opponents normals. Using it wisely will bring you closer to victory.   
    }}
}}
{{MoveData
| name = j.1
| image =
| caption = If performed out of a super jump, it lasts for 8 frames.
| data =
    {{AttackData-RE
    | version = j.1
    | damage =
    | guard = High
    | startup = 5
    | active = See caption
    | recovery = Until landing
    | hit adv = +15
    | block adv = +15
    | special cancel = No
    | description = Lasts the whole time you’re in the air unless following a super jump. An alright normal but you’re better off using j.4.
    }}
}}
{{MoveData
| name = j.2
| image =
| data =
    {{AttackData-RE
    | damage =
    | guard = High
    | startup = 6
    | active = 11
    | recovery = Until landing
    | hit adv = +16
    | block adv = +15
    | special cancel = No
    | description =You will start to notice a trend with the aerial jump punches, mainly that they are worse versions of their kick counter parts. Same applies to j.2 compared to j.5.
    }}
}}
{{MoveData
| name = j.3
| image =
| caption = Staggers Kenji (+27)
| data =
    {{AttackData-RE
    | damage =
    | guard = High
    | startup = 4
    | active = 4
    | recovery = Until landing
    | hit adv = +20
    | block adv = +15
    | special cancel = No
    | description = This is an odd one. While similar to j.6, it’s not as active and it’s hitbox is not as useful. You will see this whenever you whiff command grab.
    }}
}}
{{MoveData
| name = j.4
| image =
| caption = If performed out of a super jump, it lasts for 11 frames.
| data =
    {{AttackData-RE
    | damage =
    | guard = High
    | startup = 5
    | active = See caption
    | recovery = Until landing
    | hit adv = +15
    | block adv = +15
    | special cancel = No
    | description =Can be useful as a cross up and general air to air, however if overused it can be countered by better air normals or ultimate guard since it has a long duration in the air and can be reacted to easily as a result.
    }}
}}
{{MoveData
| name = j.5
| image =
| data =
    {{AttackData-RE
    | damage =
    | guard = High
    | startup = 3
    | active = 5
    | recovery = Until landing
    | hit adv = +16
    | block adv = +15
    | special cancel = No
    | description = Greatest air to air and a decent jump in. Super fast and safe with a good hitbox, and can be done up to three times with a super jump.  Best used in air to air situations versus characters like leo when you can react to your opponent going for an aerial just because of how fast and safe it is. Like most of your aerials, it’s a bit more risky the further away you are.
    }}
}}
{{MoveData
| name = j.6
| image =
| data =
    {{AttackData-RE
    | damage =
    | guard = High
    | startup = 8
    | active = 5
    | recovery = Until landing
    | hit adv = +20
    | block adv = +15
    | special cancel = No
    | description = Strongest and best non crossup jump in with a decent hitbox. One of the best ways of escaping the corner or any form of pressure is a back away j.6 into airdash allowing you a return to neutral. Your best defensive aerial normal.
    }}
}}
<br>


{{RE}}
{{RE}}

Revision as of 11:21, 29 December 2020

Background

In the Year of our Lord 13XX, a martial arts tournament was held in a small town...

Introduction

Mai Ling is THE punisher character. She heavily rewards you for predicting your opponent and adjusting accordingly, whether it’s being all out offense or swiftly evading attacks in order to force your opponent to come close. Her high stun combos can guarantee potential TODs, that even the threat of it can help change the tide of the battle. Despite having stubby normals, they are usually super safe as a result, and her fireball game and air dash can help close the gap. She has access to a solid command grab and has probably the most complex oki game out of the cast. Master her, and your opponents will be afraid of doing anything even slightly risky.


Level 32 Password: 1 3 1 2 6 4 4 3 5 4

Normal Moves

1
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
1 - Mid - 4 3 2 +6 +5 - Yes

A quick jab that can link into itself. Stubby but a good combo starter up close. Can sometimes be low profiled but is generally safe.

2
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- Mid - 6 6 9 +1 0 - Yes

A strong punch with decent range. A good and safe confirm button.

3
Staggers Kenji (-1).
Staggers Kenji (-1).
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
12-15 High - 12 2/6 20 -8 -9 - No

A quick but highly punishable overhead. You will do this on accident, unless you want to finish someone off. There are safer options.

4
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- Mid - 4 7 4 0 -1 - Yes

Virtually the same as 1 but can help with low profiling. Better to use 1 since it can link into itself.

5
5 > 5
5 > 5
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- Mid - 6 7 11/14 -2 -3/-2 - Only first hit

Decent poke that can confirm into itself. Is useful for spacing. Second hit is slightly higher kick to 5. Can be used as a frame trap.

6
Staggers Kenji (+7).
Staggers Kenji (+7).
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- High - 19 6 12 +2 +1 - No

Slower than 3 but a less punishable overhead. Useful for mixups. You will also see this if you whiff grab so it’s not a bad consolation prize.

cr.1
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
cr.1 - Mid - 2 4 5 +2 +1 - Yes

A faster but less safe version of 1. Generally never used.

cr.2
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- Mid - 4 5 7 +4 -2 - Yes

A fast confirm with alot of pushback. Can be used in order to perform safe blockstrings.

cr.3
Two hits, second hit launches
Two hits, second hit launches
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- Mid - 5 3/3 21 Lauch -5 - Yes

This is the most epic button at your disposal. While risky when whiffed, it acts as a great super confirm, tick command grab confirm (on block) and is a launcher. What more could you want?

cr.4
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- Low - 4 4 5 +2 +1 - Yes

Your safest button on block. Can be useful in blockstrings in order to allow for a cr.6 to be safe.

cr.5
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- Low - 7 7 7 +2 +1 - Yes

An interesting normal with potential to combo. Useful in magic series.

cr.6
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- Low - 9 4 22 HKD -11 - No

cr.6 is a knockdown low and is your longest normal. Despite this move being punishable on block, it is extremely good at catching people off guard and can be used as a frame trap in conjunction with your fireball. It’s also very useful in magic series and a good combo ender in the corner. In footsies it's good to use as a way to snuff out your opponents normals. Using it wisely will bring you closer to victory.

j.1
If performed out of a super jump, it lasts for 8 frames.
If performed out of a super jump, it lasts for 8 frames.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.1 - High - 5 See caption Until landing +15 +15 - No

Lasts the whole time you’re in the air unless following a super jump. An alright normal but you’re better off using j.4.

j.2
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- High - 6 11 Until landing +16 +15 - No

You will start to notice a trend with the aerial jump punches, mainly that they are worse versions of their kick counter parts. Same applies to j.2 compared to j.5.

j.3
Staggers Kenji (+27)
Staggers Kenji (+27)
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- High - 4 4 Until landing +20 +15 - No

This is an odd one. While similar to j.6, it’s not as active and it’s hitbox is not as useful. You will see this whenever you whiff command grab.

j.4
If performed out of a super jump, it lasts for 11 frames.
If performed out of a super jump, it lasts for 11 frames.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- High - 5 See caption Until landing +15 +15 - No

Can be useful as a cross up and general air to air, however if overused it can be countered by better air normals or ultimate guard since it has a long duration in the air and can be reacted to easily as a result.

j.5
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- High - 3 5 Until landing +16 +15 - No

Greatest air to air and a decent jump in. Super fast and safe with a good hitbox, and can be done up to three times with a super jump. Best used in air to air situations versus characters like leo when you can react to your opponent going for an aerial just because of how fast and safe it is. Like most of your aerials, it’s a bit more risky the further away you are.

j.6
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- High - 8 5 Until landing +20 +15 - No

Strongest and best non crossup jump in with a decent hitbox. One of the best ways of escaping the corner or any form of pressure is a back away j.6 into airdash allowing you a return to neutral. Your best defensive aerial normal.



General
FAQ
Controls ⁄ System
HUD
Characters
Tessa
Leo
Mai Ling
Kenji