Spectral vs Generation/Mayura: Difference between revisions

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*Her pokes are either small or large but slow, making certain ranges deadzones for her, allowing mid range characters to run over her easily.
*Her pokes are either small or large but slow, making certain ranges deadzones for her, allowing mid range characters to run over her easily.
*Her projectiles are very slow to recover, making them very risky to use against opponents that recognize your patterns.
*Her projectiles are very slow to recover, making them very risky to use against opponents that recognize your patterns.
*Has very bad meterless combos, and necessitates 1 bar for Guard Cancel as it's the only *decent* option she has, making her really meter reliant.
*Has very bad meterless combos, and necessitates 1 bar for Guard Cancel as it's the only *decent* defensive option she has, making her really meter reliant.
*Has a lot of trouble making a comeback.
*Has a lot of trouble making a comeback.
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Revision as of 18:07, 10 January 2021

Mayura
Spectral VS Generation Mayura Image.jpg
Health 500
Play Style Zoning, Setplay
Dash Type Step

Character Background

Race: Demon
Motivation: To find a way to become human
Weapon: Ice Shield
Likes: Humans
Dislikes: Herself as a demon

Character Info

Sporting many projectiles, lots of air options, long range supers and good pressure, Mayura is one of SVG's best when it comes to an adaptive playstyle that is only bound to the player's creativity. You can use her like a total zoner, or a rushdown demon, both with really good setplay. She is one of the best characters when it comes to securing an advantage, and, If played well, not letting the opponent to play at all.

To counter-balance it, while she has good specials for long range spacing, she has mediocre mid range pokes when compared to other characters, and bad abare normals, as well as being susceptible to being counterzoned as her projectiles are quite slow to recover. She also lacks any sort of reversal aside from her Level 3, and needs a projectile out to get her mix-ups going, meaning making a comeback with Mayura is quite difficult.



Strengths Weaknesses
  • Good damage when able to convert, making it possible to both corner carry and do 40% with a single bar.
  • Best air game in the game, being able to airdash cancel specials on whiff and sporting a very dangerous tool on j.236236.
  • Has a multi-pourpose moveset that allows players to play her in many different ways.
  • Tricky pressure strings, including multiple lows, jump cancels on block, and having many ways to catch jump outs.
  • A very easy to set-up Infinite with 5Dxx623A
  • One of the best okizeme in the game.
  • Has very good ways to spend meter, both for combos and neutral, making a fully charged Mayura stressful to play against
  • Multiple Anti-Airs and Air-to-Airs, all being used quite frequently
  • Horrid defensive options, with small and slow abare buttons, and terrible reversals and Guard Cancels.
  • Her pokes are either small or large but slow, making certain ranges deadzones for her, allowing mid range characters to run over her easily.
  • Her projectiles are very slow to recover, making them very risky to use against opponents that recognize your patterns.
  • Has very bad meterless combos, and necessitates 1 bar for Guard Cancel as it's the only *decent* defensive option she has, making her really meter reliant.
  • Has a lot of trouble making a comeback.


Strategy

Normals

Far Standing Normals

5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura sticks out her palm above her shoulder
  • Looks like it would whiff on crouchers but it doesn't.
  • Very short range but the nature of A normals makes it an okay tick throw option
  • Relatively fast button and the height makes it a passsble panic AA when they are close to you, but otherwise it's outclassed by f.B in that regard.
  • Will be the same Close/Far


5B (f.B)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura raises one of her shoulder shields to attack above her.
  • Has a good AA Hitbox and chains into the 5BB Chain, making a good punish starter
  • Pitiful horizontal range for a B normal tho. If you are used to other characters' buttons, it might be hard to adjust yourself to it


5C (f.C)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura hops in the air, attacking with an ice orb
  • Extremely important button for Mayura. Not only does it have a lot of active frames and horizontal range, it makes Mayura Airborne, and it's special/super cancellable, meaning she can cancel into j.236236 for great damage or j.214 and then airdash away to create safe pressure.
  • Kinda slow to start-up but it's to be expected as it is a C normal.


5D (f.D)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura sticks her leg out.
  • Autofires, making it great for hit confirming.
  • Overall Mayura's best poke in the ground. Can start combos from max range and it's the starter to the 5Dxx623A Infinite. Pretty good button.

Close Standing Normals

5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura sticks out her palm above her shoulder
  • Looks like it would whiff on crouchers but it doesn't.
  • Very short range but the nature of A normals makes it an okay tick throw option
  • Relatively fast button and the height makes it a passsble panic AA when they are close to you, but otherwise it's outclassed by f.B in that regard.
  • Will be the same Close/Far


5B (c.B)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura does a shoulder tackle
  • Pitiful range. Even when you connect with your A/D normals, it could whiff, not even at max range. This is a trend with Mayura.
  • Does have the 5BB and 5BC chain for tricky pressure (5BB IAD j.A for High, 5B, delay C for Low)


5C (c.C)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura creates an ice orb while raising her arm above her head.
  • Not really useful as it can't be accessed to it using chains, meaning it can only be used raw and close to the opponent, so even in a punish scenario, you are better off using a ground chain.


5D (c.D)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
  • Mayura kicks the opponent in the shins.
  • An actual low, so using this will make your airdash attempts harder to block as they also have to consider this. Has a bit on an overlap with 2D but it doesn't mean you can't use both.

Crouching Normals

2A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura sticks her fingers out
  • Pretty much a 5A without the AA use, so a bad 5A.
  • Does not hit low despite appereances.
  • Can be used to tick throw as always so mixing between this and 5A might make your attempts more ambiguous I guess?


2B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura raises one of her shields upwards.
  • Has even less horizontal range than f.B, but the fact that you are crouching might make some jump attacks whiff. Still chains to 5BB so again, good punish starter.


2C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
  • Mayura uses an orb to put the enemies off-balance.
  • Your sweep. Has good range and active frames. That's about it.
  • Not used much aside from meterless punishes since no other option knockdowns.


2D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
  • Mayura attacks with her boot's toecap
  • Really good button. Hits low and confirms into combos, as it autofires.
  • Has less range than f.D, so use that in the ranges where it works.

Jumping Normals

j.A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • Mayura creates a small icicle and aims it downwards.
  • Instant Overhead makes it good for finishing rounds.
  • Does combo to 5A after an IAD so it's your go to high starter on set-play


j.B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • Mayura spins her shoulder shield around in front of her.
  • Great Air-to-Air as it stays active for a long duration.


j.C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • Mayura creates an ice orb and aims it downward.
  • Knockdowns on air-hit and it's special cancellable, allowing for set-play.
  • Your go-to jump-in starter.
  • IAD j.A and IAD delay j.C whiff c.D makes for a simple but effective mix-up in the corner.


j.D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • Mayura sticks her leg out in the air
  • Has the most horizontal range of her jumping buttons, but is less active than j.B, so using one over the other depends on the scenario.


Command Normals

j.2D at the apex of a jump
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • Mayura stops mid-air and divekicks right under her
  • Changes the air trajectory which is always useful to make some anti air attempts whiff. Can link an A normal on hit to start a combo.
  • Extremely shallow diving angle, around 15º, making its usage a tad limited, but it's good to consider in addition to Mayura's already great air options.

Chain Specific Normals

B -> B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura slides forward while doing a shoulder tackle
  • Only accessible after chaining from any B normal. See Chain Combos.
  • Reuses the animation of f.B but moves mayura towards the opponent and it's jump cancellable, both on hit and block
  • On hit, it confirms into aerial super or j.c to run your setplay.
  • On block, it allows you to jump away or towards the opponent for safety or resetting pressure.


B -> C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
  • Mayura creates an icicle from the ground to hit the opponent
  • Only accessible after chaining from any B normal. See Chain Combos.
  • Can be delayed to make the mix-up between BB and BC more succesful.
  • Can be canceled but not confirmed from. Cancelling into 623A and using the 5D link, although hard, makes it safe on block and able to confirm on hit.


A/D -> C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • Mayura creates an ice orb and pushes it towards the opponent.
  • Only accessible after chaining from any A or D normal. See Chain Combos.
  • Puts the opponent airborne but can be teched, and it's not safe on block, so only use it after hit confirming.



General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2