Spectral vs Generation/Mayura: Difference between revisions
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==Normals== | ==Normals== | ||
===Far Standing Normals=== | |||
{{MoveData | {{MoveData | ||
|name=5A | |name=5A | ||
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*Very short range but the nature of A normals makes it an okay tick throw option | *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. | *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 | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name= | |name=5C (f.C) | ||
|image= | |image= | ||
|data= | |data= | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = *Mayura does a | | description = *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. | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name= | |name=5D (f.D) | ||
|image= | |image= | ||
|data= | |data= | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = *Mayura | | description = *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=== | |||
{{MoveData | |||
|name=5A | |||
|image= | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = High/Low | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = *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 | |||
}} | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name= | |name=5B (c.B) | ||
|image= | |image= | ||
|data= | |data= | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = *Mayura | | description = *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) | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name= | |name=5C (c.C) | ||
|image= | |image= | ||
|data= | |data= | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = *Mayura | | description = *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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
}} | }} | ||
===Crouching Normals=== | |||
{{MoveData | {{MoveData | ||
|name=2A | |name=2A | ||
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}} | }} | ||
}} | }} | ||
===Jumping Normals=== | |||
{{MoveData | {{MoveData | ||
|name=j.A | |name=j.A | ||
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}} | }} | ||
}} | }} | ||
===Chain Specific Normals=== | |||
{{Navbox-SVG}} | {{Navbox-SVG}} |
Revision as of 12:08, 7 January 2021
Mayura | |
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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
Pros
Cons
Normals
Far Standing Normals
5A
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5B (f.B)
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5C (f.C)
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5D (f.D)
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Close Standing Normals
5A
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5B (c.B)
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5C (c.C)
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5D (c.D)
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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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