Azure Night Sky/Mai: Difference between revisions
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*'''Kid:''' Mai has a small body and falls fast, meaning things might whiff on her | *'''Kid:''' Mai has a small body and falls fast, meaning things might whiff on her | ||
*'''Anti Airing:''' 2M, Up Dolphin, j.L, j.H and Super. Take your pick | *'''Anti Airing:''' 2M, Up Dolphin, j.L, j.H and Super. Take your pick | ||
*'''Meterless Damage:''' Mai can crack 40-50 damage meterless from most hits, her combos aren't affected much by scaling due to j.L loops | *'''Meterless Damage:''' Mai can crack 40-50 damage meterless from most hits, her combos aren't affected much by scaling due to j.L loops. | ||
*'''Marine Life is a + on block reversal''' | |||
|cons= | |cons= | ||
*'''Fragile:''' Mai is the only chatacter to have 110 HP instead of 125HP, this also coupled with the fact her only reversal is a super. | *'''Fragile:''' Mai is the only chatacter to have 110 HP instead of 125HP, this also coupled with the fact her only reversal is a super. | ||
*'''Limited Movelist:''' Mai doesn't have any special moves, and so has less moves than anyone, meaning there's less to learn how to deal with. | *'''Limited Movelist:''' Mai doesn't have any special moves, and so has less moves than anyone, meaning there's less to learn how to deal with. | ||
*'''Damage Ceiling:''' Although Mai's damage is consistently good, she struggles to do over 100 dmg | *'''Damage Ceiling:''' Although Mai's damage is consistently good, she struggles to do over 100 dmg unless you attempt an inconsistent infinite combo that may randomly drop. | ||
}} | }} | ||
== Move List == | == Move List == | ||
=== Normal Attacks === | === Normal Attacks === | ||
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| recovery=- | | recovery=- | ||
| hitstun=- | | hitstun=- | ||
| hitAdv= | | hitAdv=+8 | ||
| blockAdv=+0 | | blockAdv=+0 | ||
| description= *High hitbox jab that comes out slower than 5M | | description= *High hitbox jab that comes out slower than 5M | ||
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| recovery=- | | recovery=- | ||
| hitstun=- | | hitstun=- | ||
| hitAdv= | | hitAdv=+9 | ||
| blockAdv=+0 | | blockAdv=+0 | ||
| description= | | description= | ||
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| recovery=- | | recovery=- | ||
| hitstun=- | | hitstun=- | ||
| hitAdv=- | | hitAdv=-21 | ||
| blockAdv=+9 | | blockAdv=+9 | ||
| description='''totsugeki!!!''' | | description='''totsugeki!!!''' | ||
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| recovery=- | | recovery=- | ||
| hitstun=- | | hitstun=- | ||
| hitAdv= | | hitAdv=+15 | ||
| blockAdv=-6 | | blockAdv=-6 | ||
| description= *Self chaining fast low | | description= *Self chaining fast low | ||
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| recovery=- | | recovery=- | ||
| hitstun=- | | hitstun=- | ||
| hitAdv= | | hitAdv=+67 | ||
| blockAdv=-3 | | blockAdv=-3 | ||
| description= *MASSIVE anti-air Launcher that leads to high damage | | description= *MASSIVE anti-air Launcher that leads to high damage | ||
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| recovery=- | | recovery=- | ||
| hitstun=- | | hitstun=- | ||
| hitAdv= | | hitAdv=+45 | ||
| blockAdv=+1 | | blockAdv=+1 | ||
| description= *Up-Dolphin, your anti-air combo tool | | description= *Up-Dolphin, your anti-air combo tool | ||
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Spam | Spam | ||
== Combos == | == Combos == | ||
2L [5L] 2M 2H Alpha | |||
=== The j.L Minigame === | |||
Mai's j.L, being the cornerstone of her combos, is also the source of a very inconsistent infinite. | |||
The starter for the infinite can be anything that leads into j.L, even ground hits, because j.L picks up grounded opponents. | |||
The easiest and most consistent starter for the infinite is 2S. | |||
Once the j.L chain has been started, you have to pay attention to how high the enemy is compared to you. Once the opponent reaches about level height with you, stop the chain and perform a delayed airdash, then immediately continue the chain. If done correctly and with a little luck, the airdash will stall you in the air while the opponent falls down, allowing you to extend the air combo. | |||
If you resumed the chain too late, the opponent will recover. If you resumed the chain too early, the opponent may not fall down far enough. It is recommended to continue the chain slightly earlier if you are unsure about the timing, as early airdashes can be corrected later on, while late airdashes cannot. | |||
If the game lags and causes you to miss the timing, you have a one-time use failsafe in the form of your double jump. | |||
== Colors == | == Colors == | ||
Latest revision as of 08:49, 15 June 2023
Story
Mai is Azure's version of Guilty Gear Strive May
Introduction
Mai is a versatile beginner friendly character that can exceel at doing anything
Strengths | Weaknesses |
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Move List
Normal Attacks
5L
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5M
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5H
|
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2L
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2M
|
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2H
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j.L
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j.M
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j.H
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Special Attacks
Overhead Hug
5S |
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Overhead Hug (Air)
j.S |
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Bubbly Trap
2S |
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Mai doesn't have a j.2S. xd
Level 1 Ultimate Attack
Marine Life
5A |
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Strategy
Spam
Combos
2L [5L] 2M 2H Alpha
The j.L Minigame
Mai's j.L, being the cornerstone of her combos, is also the source of a very inconsistent infinite.
The starter for the infinite can be anything that leads into j.L, even ground hits, because j.L picks up grounded opponents. The easiest and most consistent starter for the infinite is 2S.
Once the j.L chain has been started, you have to pay attention to how high the enemy is compared to you. Once the opponent reaches about level height with you, stop the chain and perform a delayed airdash, then immediately continue the chain. If done correctly and with a little luck, the airdash will stall you in the air while the opponent falls down, allowing you to extend the air combo.
If you resumed the chain too late, the opponent will recover. If you resumed the chain too early, the opponent may not fall down far enough. It is recommended to continue the chain slightly earlier if you are unsure about the timing, as early airdashes can be corrected later on, while late airdashes cannot.
If the game lags and causes you to miss the timing, you have a one-time use failsafe in the form of your double jump.