Spectral vs Generation/Mayura: Difference between revisions
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'''Likes''': Humans<br> | '''Likes''': Humans<br> | ||
'''Dislikes''': Herself as a demon | '''Dislikes''': Herself as a demon | ||
== | ==Gameplay Overview== | ||
Sporting many projectiles, lots of air options, long range supers and good pressure, | {{StrengthsAndWeaknesses | ||
| intro = Sporting many projectiles, lots of air options, long range supers and good pressure, {{SUBPAGENAME}} 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. | 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. | ||
'''Mayura is a character who utilizes her icicle specials to overwhelm her opponent after securing a hard knockdown''' | |||
| pros= | |||
* '''Setplay Queen''': Mayura's icicle special (j.214A/B/C) is incredibly powerful as it either guarantees a safe 50/50 setplay against your opponent on wakeup, or just anything you want if you manage to set up j.214C, to the point where even a character like Wells has a hard time dealing with that. | |||
* '''Strong Air Game''': Mayura has an unique ability to airdash cancel specials on whiff, which further reinforces her already powerful okizeme. Utilizing the Tiger Knee techinque let's her not only throw projectiles that can be harder to avoid, but also to use j.236236, who's massive range makes it an excellent whiff-punish tool. | |||
| | * '''Strong Meter Usage''': Mayura has very good ways to spend meter, both for combos and neutral, making a fully charged Mayura stressful to play against. | ||
| cons= | |||
* '''The WORST Defense In The Game''': No reversals, terrible abare, and a very poor guard cancel makes Mayura the worst when it comes to playing defense, meaning that when it's the opponent's turn, she usually has to sit there and block everything and she can hardly do much about it. This is mostly the reason Mayura has a hard time making a comeback. | |||
* '''Deadzones And Commitment''': Her pokes are either small or large but slow, making certain ranges deadzones for her, allowing mid range characters to run over her easily. Another thing to consider is while her projectiles are strong, they are very commital and are risky to use against opponents who recognize your patterns. | |||
* '''Very Meter Dependent''': Mayura 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. | |||
* | }} | ||
* | |||
| | |||
* | |||
*Her pokes are either small or large but slow, making certain ranges deadzones for her, allowing mid range characters to run over her easily. | |||
* | |||
==Normals== | ==Normals== | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 20 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = 3 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 30 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 10 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = | ||
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| description = *Mayura sticks her leg out. | | description = *Mayura sticks her leg out. | ||
*Autofires, making it great for hit confirming. | *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 | *Overall Mayura's best poke in the ground. Can start combos from max range and it's the starter to the 5D > 623A Infinite. Pretty good button. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 20 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = 3 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 30 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 10 | ||
| guard = Low | | guard = Low | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 20 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = 3 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 30 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 50 | ||
| guard = Low | | guard = Low | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 10 | ||
| guard =Low | | guard =Low | ||
| startup = | | startup = | ||
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*Has less range than f.D, so use that in the ranges where it works. | *Has less range than f.D, so use that in the ranges where it works. | ||
}} | }} | ||
}} | }} | ||
===Jumping Normals=== | ===Jumping Normals=== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 20 | ||
| guard = High | | guard = High | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 30 | ||
| guard =High | | guard =High | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 50 (25x2) | ||
| guard = High | | guard = High | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 10 | ||
| guard = High | | guard = High | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 30 | ||
| guard = High | | guard = High | ||
| startup = | | startup = | ||
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*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. | *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. | *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. | ||
*It does otg, but your okizeme is way worse if you do this, but it's still usable to win a round if necessary. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 15 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 0 | ||
| guard = Low | | guard = Low | ||
| startup = | | startup = | ||
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| description =*Mayura creates an icicle from the ground to hit the opponent | | description =*Mayura creates an icicle from the ground to hit the opponent | ||
*Only accessible after chaining from any B normal. See '''[https://wiki.gbl.gg/w/Spectral_vs_Generation/Mayura#Chain_Combos Chain Combos]'''. | *Only accessible after chaining from any B normal. See '''[https://wiki.gbl.gg/w/Spectral_vs_Generation/Mayura#Chain_Combos Chain Combos]'''. | ||
*Does no damage and is purely to open your opponent up | |||
*Can be delayed to make the mix-up between BB and BC more succesful. | *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. | *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. | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 25 | ||
| guard = High/Low | | guard = High/Low | ||
| startup = | | startup = | ||
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|name=Forward Throw | |name=Forward Throw | ||
|input= A+D | |input= A+D | ||
|image= | |image=Spectral_VS_Generation_MayuraGrab_Image.png | ||
|image2=Spectral_VS_Generation_MayuraForwardThrow_Image.png | |||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 60 | ||
| guard = Throw | | guard = Throw | ||
| startup = | | startup = | ||
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}} | }} | ||
}} | }} | ||
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|name=Back Throw | |name=Back Throw | ||
|input= B+D | |input= B+D | ||
|image= | |image=Spectral_VS_Generation_MayuraGrab_Image.png | ||
|image2=Spectral_VS_Generation_MayuraBackThrow_Image.png | |||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 70 | ||
| guard = Throw | | guard = Throw | ||
| startup = | | startup = | ||
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|name=High Dust | |name=High Dust | ||
|input= 5B+C | |input= 5B+C | ||
|image= | |image=Spectral_VS_Generation_MayuraDust_Image.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 129 | ||
| guard = High | | guard = High | ||
| startup = | | startup = | ||
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|name=Low Dust | |name=Low Dust | ||
|input= 2B+C | |input= 2B+C | ||
|image= | |image=Spectral_VS_Generation_MayuraLowDust_Image.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 129 | ||
| guard = Low | | guard = Low | ||
| startup = | | startup = | ||
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|name= Parry | |name= Parry | ||
|input= 5A+B/2A+B/j.A+B | |input= 5A+B/2A+B/j.A+B | ||
|image= | |image=Spectral_VS_Generation_MayuraParry_Image.png | ||
|image2= | |image2=Spectral_VS_Generation_MayuraLowParry_Image.png | ||
|image3=Spectral_VS_Generation_Mayuraj. | |image3=Spectral_VS_Generation_Mayuraj.Parry_Image.png | ||
|caption= | |caption= Standing | ||
|caption2= Low | |||
|caption3= Jumping | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
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{{MoveData | {{MoveData | ||
|name= | |name=Freezing Ice Ball | ||
|image= | |image=Spectral_VS_Generation_Mayura236X_Image.png | ||
|image2=Spectral_VS_Generation_Mayuraj.236X_Image.png | |||
|caption= | |caption= | ||
|input= | |input=236A/B/C (Air Ok) | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | version = A | ||
| guard = | | damage = 40 | ||
| cancel = | | guard = High/Low | ||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description =*Mayura shoots an orb towards the opponent. | |||
*Button determines speed travelled. A being the slowest, C being the fastest, and B acting as the one in between. | |||
*It has quite a good hitbox but the frame data itself is worse than other characters like Jadou and doesn't have the different trajectories like Jadou2 or Hiro2. Use it with caution as whiffing it opens Mayura wide open. | |||
*The aerial version can be used to cover your airdash afterwards. | |||
}} | |||
{{AttackData-SVG | |||
| version = B | |||
| damage = 42 | |||
| guard = High/Low | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description =*Mayura shoots an orb towards the opponent. | |||
}} | |||
{{AttackData-SVG | |||
| version = C | |||
| damage = 45 | |||
| guard = High/Low | |||
| cancel = N/A | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description =*Mayura | | description =*Mayura shoots an orb towards the opponent. | ||
}} | |||
}} | |||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | version = j.A/B | ||
| damage = 42 | |||
| guard = High/Low | | guard = High/Low | ||
| cancel = N/A | | cancel = N/A | ||
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| advBlock = | | advBlock = | ||
| description =*Mayura shoots an orb towards the opponent. | | description =*Mayura shoots an orb towards the opponent. | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | version = j.C | ||
| damage = 45 | |||
| guard = High/Low | | guard = High/Low | ||
| cancel = N/A | | cancel = N/A | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description =*Mayura shoots | | description =*Mayura shoots an orb towards the opponent. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Floating | |name=Floating Ice Ball | ||
|image=Spectral_VS_Generation_Mayura214X_Image.png | |image=Spectral_VS_Generation_Mayura214X_Image.png | ||
|caption= | |caption= | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 60 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = N/A | | cancel = N/A | ||
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{{MoveData | {{MoveData | ||
|name=Floating | |name=Air Floating Ice Ball | ||
|input=j.214A/B/C | |input=j.214A/B/C | ||
|image=Spectral_VS_Generation_Mayuraj.214A_Image.png | |image=Spectral_VS_Generation_Mayuraj.214A_Image.png | ||
|image2=Spectral_VS_Generation_Mayuraj. | |image2=Spectral_VS_Generation_Mayuraj.214BC_Image.png | ||
|caption= A Version | |||
|caption= | |caption2= B/C Version | ||
|caption2= | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version= A | | version= A | ||
| damage = | | damage = 30/45 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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{{AttackData-SVG | {{AttackData-SVG | ||
| version= B | | version= B | ||
| damage = | | damage = 30/45 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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{{AttackData-SVG | {{AttackData-SVG | ||
| version= C | | version= C | ||
| damage = | | damage = 30/54 (18x3) | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{MoveData | |||
|name=Magic Ice Pillar | |||
|image=Spectral_VS_Generation_Mayura236D_Image.png | |||
|caption= Hidden Missiles: Winter Edition | |||
|input=236D | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 120 (40x3) | |||
| guard = High/Low | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description =*Mayura shoots 3 icicles to the sky, which drop after around 5 seconds. | |||
*You can either shoot 1~3 depending if and when they interrupted you. The icicles then will have a homing effect, but will drop in place once they appear on screen, so if the move at the last moment, they can avoid it. | |||
*You can only safely set it up after a j.236236. | |||
*Very good once you are able to set it up since it acts as both an offensive tool for forcing them to block and a defensive one since they will fall no Matter what, making combos and blockstrings against you end prematurely if they want to avoid getting hit by the icicles. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=White Mirror | |||
|image=Spectral_VS_Generation_Mayura22X_Image.png | |||
|caption= | |||
|input=22A/B/C/D | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description =*Mayura teleports to a specific part of the screen. | |||
*Button determines the exact location of the teleport. | |||
**A puts you in the left corner, B puts you at P1 round start, C, puts you at P2 round start, D puts you in the right corner. | |||
*You are invulnerable once she starts transforming into ice. It's a good way to battle zoning since you can read their attack with a teleport and recover in time to punish. | |||
}} | |||
}} | |||
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{{AttackData-SVG | {{AttackData-SVG | ||
| version= A | | version= A | ||
| damage = | | damage = 50 (25x2) | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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{{AttackData-SVG | {{AttackData-SVG | ||
| version= B | | version= B | ||
| damage = | | damage = 54 (18x3) | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = SoT (Final Hit), Super (2nd Hit) | | cancel = SoT (Final Hit), Super (2nd Hit) | ||
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{{AttackData-SVG | {{AttackData-SVG | ||
| version= C | | version= C | ||
| damage = | | damage = 56 (14x4) | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = SoT (Final Hit), Super (2nd Hit) | | cancel = SoT (Final Hit), Super (2nd Hit) | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 137 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = N/A | | cancel = N/A | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name= | |name=Ultamite Ice Shield | ||
|image=Spectral_VS_Generation_Mayura214214X_Image.png | |image=Spectral_VS_Generation_Mayura214214X_Image.png | ||
|caption= ORBkizeme | |caption= ORBkizeme | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 100 Initial Hit, 70 Orb | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = N/A | | cancel = N/A | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 120 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = N/A | | cancel = N/A | ||
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| advBlock = | | advBlock = | ||
| description =*Mayura creates a massive sword in front of her that wallslams the opponent. | | description =*Mayura creates a massive sword in front of her that wallslams the opponent. | ||
*Due to this property, if they are near the corner, you can Combo into another one using f. | *Due to this property, if they are near the corner, you can Combo into another one using f.C > j.236236 If you have the meter and/or end directly into 5BB j.C for setplay. Midscreen, you can also get a 236D after. | ||
*tk.236236 is an extremely powerful tool as it allows for Ice Sword loops during a burst, and makes for a great neutral tool when trying to whiff punish due to its massive range. | *tk j.236236 is an extremely powerful tool as it allows for Ice Sword loops during a burst, and makes for a great neutral tool when trying to whiff punish due to its massive range. | ||
*Overall Mayura's best super. | *Overall Mayura's best super. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Deep Cruel White | |name=Deep Cruel White | ||
|image= | |image=Spectral_VS_Generation_Mayura2363214X_Image.png | ||
|caption= | |caption= | ||
|input=2363214A/B/C | |input=2363214A/B/C | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 325 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = N/A | | cancel = N/A | ||
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}} | }} | ||
==Strategy== | ==Strategy== | ||
===Neutral=== | |||
Mayura is a character of extremes when it comes to playing a neutral game. Due to her zoning being committal and her normals being stubby, Mayura needs to take a few risks when it comes to trying to control or close space with the opponent.<br>In match ups where she can zone Mayura can actually play a very effective zoning game with her 236X and tk j.236X fireballs as well as tk j.214X series, being able to cover various approaches the opponent would want to take. As stated before though, her options are committal and can be punished in various situations. Characters that can quickly avoid and approach Mayura, or even worse out zone her can force mayura to play more aggressive or more reactive depending on the situation.<br>In situations where Mayura must take the approach she thankfully has a very fast step dash that you can cancel into a normal at a multitude of timing. You unfortunately do not have many good options out of that dash other then a 5/2D as f.5D is your best long range normal, and cl.5D and 2D being your best low hitting normals. j.B is your best air normal for neutral as it is quite fast and has a hitbox with solid reach allowing you to control a good amount of space. | |||
===Offence (On Hit)=== | |||
On hit you have 1 and only 1 goal with Mayura, Get a hard knock down. How you do so, how much meter you spend, and how much damage you get will all depend on your starter. 5B.B >> jump cancel >> j.C > j.214X > airdash is your standard combo route with that allows you to get a hkd oki anywhere on the screen. You can confirm into this after a 623B/C Sot and will usually be how you go into the 5B.B both midscreen and in the corner. In the corner or very close to the corner you get to loop your j.236236X super and will require you to tk it multiple times. With this being your means of get consistent high damage out of your combos it will force some solid execution to get good damage out of full combos. f.5C makes you airborne allowing you to cancel into j.236236X and is an easy confirm off of a 623B/C Sot in the corner. | |||
====HKD OKI==== | |||
Mayura has the best HKD OKI in the game hands down, being able to get solid pressure and mix ups at any screen position. This will always be off of a j.C with what you want to do varying based on position<bt> | |||
*Midscreen | |||
Midscreen j.C ender will push the opponent to far for anything other then j.214C not going far enough to be on top of the opponent. You will have to air dash forward in order to continue pressure, though airdashing back in match ups where zoning is viable is a good option if you have the life lead. For continued pressure after j.C, you will j.214B > airdash forward as this option lets you run a 4 way mixup with left/right high/low as j.214B dosent push you back that much and lets you cross up with the air dash. j.C does push you back too far to cross up but is more consistent at keeping your turn then j.214B. | |||
*Corner | |||
In the corner you cannot use j.214B/C as it will be thrown off screen, forcing you to start with j.C > 214A. This is not a detriment as you have options with both forwards and backwards airdash allowing you to keep up pressure. Forward airdash makes you j.214A again but with leave you close to the ground and to them making your high/low harder to discern. Backward airdash lets you j.214B/C >> forward airdash for better pressure, but gives them more time to acknowledge which option you are going for. | |||
===Offence (On Block)=== | |||
On block you do not have the best pressure pre HKD OKI unfortunately. You will most of the time end with a 623B/C Sot in order to get a mix up attempt, or cl.5B.B >> jump cancel in order to return to neutral or advance even more. 214X gives you a semi safe blockstring ender that can catch opponents try to immediately press a button. j.2D is safe on block allowing you to pressure opponents that respect your pressure and tick throws are always an option to open your opponent up. | |||
===Defense=== | |||
Mayura lacks any reversal and has to rely on system mechanics to escape pressure, leaving Mayura to attempt to not even get into a bad spot in the first place. 2B and j.b are your standard options for dealing with jumps, either from the ground or meeting them in the air respectively, and your specials let you cover ground approaches. Unfortunately for Mayura if they do get in, your guard cancel uses your 5A's animation giving it extremely short range and is very easy to avoid, and the lack of any real reversal means you will have to sit in alot of blockstrings. | |||
==Combos== | ==Combos== | ||
===BnB Combos=== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Combo''' | |||
| align="center" style="background:#f0f0f0;"|'''Total Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |||
| colspan="6" align="center" | '''Meterless BnB''' | |||
|- | |||
|J.C > 5D > 5B > 5C > 623C | |||
| | |||
| | |||
|- | |||
|J.C > 5D > 5B > 5C > 236C | |||
| | |||
|Placeholder | |||
|- | |||
|J.C > 5B > 5B > J.C > J.214B > 66 > J.214A | |||
| | |||
|J.214B and J.214A allow safe oki, or you can airdash after J.214A to go overhead. | |||
|- | |||
| colspan="6" align="center" | '''One Bar BnB''' | |||
|- | |||
|9C > 5D > 5B > 5C > 623C (SOT) > B+C (AAABBBCCCDD > 236D) | |||
| | |||
| | |||
|- | |||
|9C > 5D > 5B > 5C > 623A > 214214X | |||
| | |||
|The follow-up from the super launches on hit and leads to J.214B > J.214A oki | |||
|- | |||
|9C > 5D > 5B > 5C > 623C (SOT) > 5B > 5B > J.C > J.214B > 66 > J.214A | |||
| | |||
| | |||
|- | |||
|J.C > 5B > 5B > J.B > J.236236C > 236D | |||
| | |||
|HKD into hidden missiles oki | |||
|- | |||
| colspan="6" align="center" | '''Two Bar BnB''' | |||
|- | |||
|9C > 5D > 5B > 5C > 623C (SOT) > f.5C > J.236236C > 5B > 5B > J.C > J.214A > 66 > J.214A | |||
| | |||
|J.B needs to be cancelled into super ASAP. Combo needs to be somewhat close to corner. | |||
|- | |||
| colspan="6" align="center" | '''Three Bar BnB''' | |||
|- | |||
|9C > 5D > 5B > 5C > 623A > 2363214ABC | |||
| | |||
| | |||
|- | |||
| colspan="6" align="center" | '''Burst BnB''' | |||
|- | |||
|Placeholder | |||
| | |||
|Placeholder | |||
|} | |||
{{Navbox-SVG}} | {{Navbox-SVG}} |
Latest revision as of 03:42, 30 May 2024
Mayura | |
---|---|
Health | 500 |
Pre-Jump Frames | 3 |
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
Gameplay Overview
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. Mayura is a character who utilizes her icicle specials to overwhelm her opponent after securing a hard knockdown |
|
Pros | Cons |
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Normals
Far Standing Normals
f.5A
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f.5B
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f.5C
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f.5D
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Close Standing Normals
cl.5A
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cl.5B
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cl.5C
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cl.5D
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Crouching Normals
2A
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2B
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2C
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2D
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Jumping Normals
j.A
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j.B
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j.C
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j.D
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Command Normals
j.2D at the apex of a jump
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Chain Specific Normals
B -> B
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B -> C
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A/D -> C
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Throws
Forward Throw
A+D |
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Back Throw
B+D |
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Sword Series Slash (Dust)
High Dust
5B+C |
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Low Dust
2B+C |
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Chaos Break (Parry)
Parry
5A+B/2A+B/j.A+B |
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Special Moves
NOTE: Mayura has the unique ability to airdash after her specials done in the air. This won't be explained in every airborne move since we assume you will read this. You have been warned.
Freezing Ice Ball
236A/B/C (Air Ok) |
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Floating Ice Ball
214A/B/C/D |
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Air Floating Ice Ball
j.214A/B/C |
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Magic Ice Pillar
236D |
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White Mirror
22A/B/C/D |
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Ice Shield
623A/B/C |
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Super Moves
Level 1 Supers
Slicing Ice Pillar
236236A/B/C |
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Ultamite Ice Shield
214214A/B/C |
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Giant Ice Blade
j.236236A/B/C |
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Level 3 Super
Deep Cruel White
2363214A/B/C |
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Strategy
Neutral
Mayura is a character of extremes when it comes to playing a neutral game. Due to her zoning being committal and her normals being stubby, Mayura needs to take a few risks when it comes to trying to control or close space with the opponent.
In match ups where she can zone Mayura can actually play a very effective zoning game with her 236X and tk j.236X fireballs as well as tk j.214X series, being able to cover various approaches the opponent would want to take. As stated before though, her options are committal and can be punished in various situations. Characters that can quickly avoid and approach Mayura, or even worse out zone her can force mayura to play more aggressive or more reactive depending on the situation.
In situations where Mayura must take the approach she thankfully has a very fast step dash that you can cancel into a normal at a multitude of timing. You unfortunately do not have many good options out of that dash other then a 5/2D as f.5D is your best long range normal, and cl.5D and 2D being your best low hitting normals. j.B is your best air normal for neutral as it is quite fast and has a hitbox with solid reach allowing you to control a good amount of space.
Offence (On Hit)
On hit you have 1 and only 1 goal with Mayura, Get a hard knock down. How you do so, how much meter you spend, and how much damage you get will all depend on your starter. 5B.B >> jump cancel >> j.C > j.214X > airdash is your standard combo route with that allows you to get a hkd oki anywhere on the screen. You can confirm into this after a 623B/C Sot and will usually be how you go into the 5B.B both midscreen and in the corner. In the corner or very close to the corner you get to loop your j.236236X super and will require you to tk it multiple times. With this being your means of get consistent high damage out of your combos it will force some solid execution to get good damage out of full combos. f.5C makes you airborne allowing you to cancel into j.236236X and is an easy confirm off of a 623B/C Sot in the corner.
HKD OKI
Mayura has the best HKD OKI in the game hands down, being able to get solid pressure and mix ups at any screen position. This will always be off of a j.C with what you want to do varying based on position<bt>
- Midscreen
Midscreen j.C ender will push the opponent to far for anything other then j.214C not going far enough to be on top of the opponent. You will have to air dash forward in order to continue pressure, though airdashing back in match ups where zoning is viable is a good option if you have the life lead. For continued pressure after j.C, you will j.214B > airdash forward as this option lets you run a 4 way mixup with left/right high/low as j.214B dosent push you back that much and lets you cross up with the air dash. j.C does push you back too far to cross up but is more consistent at keeping your turn then j.214B.
- Corner
In the corner you cannot use j.214B/C as it will be thrown off screen, forcing you to start with j.C > 214A. This is not a detriment as you have options with both forwards and backwards airdash allowing you to keep up pressure. Forward airdash makes you j.214A again but with leave you close to the ground and to them making your high/low harder to discern. Backward airdash lets you j.214B/C >> forward airdash for better pressure, but gives them more time to acknowledge which option you are going for.
Offence (On Block)
On block you do not have the best pressure pre HKD OKI unfortunately. You will most of the time end with a 623B/C Sot in order to get a mix up attempt, or cl.5B.B >> jump cancel in order to return to neutral or advance even more. 214X gives you a semi safe blockstring ender that can catch opponents try to immediately press a button. j.2D is safe on block allowing you to pressure opponents that respect your pressure and tick throws are always an option to open your opponent up.
Defense
Mayura lacks any reversal and has to rely on system mechanics to escape pressure, leaving Mayura to attempt to not even get into a bad spot in the first place. 2B and j.b are your standard options for dealing with jumps, either from the ground or meeting them in the air respectively, and your specials let you cover ground approaches. Unfortunately for Mayura if they do get in, your guard cancel uses your 5A's animation giving it extremely short range and is very easy to avoid, and the lack of any real reversal means you will have to sit in alot of blockstrings.
Combos
BnB Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
J.C > 5D > 5B > 5C > 623C | |||||
J.C > 5D > 5B > 5C > 236C | Placeholder | ||||
J.C > 5B > 5B > J.C > J.214B > 66 > J.214A | J.214B and J.214A allow safe oki, or you can airdash after J.214A to go overhead. | ||||
One Bar BnB | |||||
9C > 5D > 5B > 5C > 623C (SOT) > B+C (AAABBBCCCDD > 236D) | |||||
9C > 5D > 5B > 5C > 623A > 214214X | The follow-up from the super launches on hit and leads to J.214B > J.214A oki | ||||
9C > 5D > 5B > 5C > 623C (SOT) > 5B > 5B > J.C > J.214B > 66 > J.214A | |||||
J.C > 5B > 5B > J.B > J.236236C > 236D | HKD into hidden missiles oki | ||||
Two Bar BnB | |||||
9C > 5D > 5B > 5C > 623C (SOT) > f.5C > J.236236C > 5B > 5B > J.C > J.214A > 66 > J.214A | J.B needs to be cancelled into super ASAP. Combo needs to be somewhat close to corner. | ||||
Three Bar BnB | |||||
9C > 5D > 5B > 5C > 623A > 2363214ABC | |||||
Burst BnB | |||||
Placeholder | Placeholder |