Background
In the Year of our Lord 13XX, a martial arts tournament was held in a small town...
The young martial arts dynamo Mai Ling won, and she hurried home to tell her friends.
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.
|
|
Special Moves
Kuujin Ken QCF+1/2/3 Mai Ling's fireball, hits once. Mai Ling's fireball, hits once.
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
1
|
-
|
Mid
|
-
|
12
|
Proj.
|
32
|
-1
|
-2
|
-
|
No
|
Fastest startup, slowest speed. The startup for the other two versions is significant enough that this should be the only version you use on the ground.
|
2
|
-
|
Mid
|
-
|
12
|
Proj.
|
36
|
-5
|
-6
|
-
|
No
|
Medium range but longer recovery. Useful in situations where qcf+1 won’t reach. Outside of mind games it's better to go for qcf+3.
|
3
|
-
|
Mid
|
-
|
12
|
Proj.
|
39
|
-8
|
-9
|
-
|
No
|
Full screen fireball with longest recovery. Super punishable up close or mid range against characters like leo, but great for catching people off guard and general pressure. It will not be destroyed by long range supers like Lightning so use this to your advantage to ensure a victory.
|
|
Enryuu Kyaku DP+4/5/6 2 to 5 hits, 6 frames of invincibility. 2 to 5 hits, 6 frames of invincibility.
|
Mai Ling's uppercut. Without question a move in the game. You’ll be using this in combos, for punishes, and as anti-airs.
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
4
|
-
|
Mid
|
-
|
3
|
17
|
24
|
Launch
|
-27
|
-
|
No
|
Useful in combos and anti airs. Your main stun combo against Tessa will use this version as it will allow you to combo into Chou Kuujin Ken.
|
5
|
-
|
Mid
|
-
|
3
|
22
|
30
|
Launch
|
-42
|
-
|
No
|
Useful for air control and desperate finishes as it travels higher than DP+4 but is much less safe if blocked.
|
6
|
-
|
Mid
|
-
|
3
|
27
|
36
|
Launch
|
-52
|
-
|
No
|
Same deal as 5. Learn to know when to use which.
|
|
Koukaku Shuu R.DP+4/5/6 Mai Ling’s Divekick Mai Ling’s Divekick
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
-
|
High
|
-
|
33
|
9/10/11
|
13
|
+6
|
-4
|
-
|
No
|
Each version puts you in either the start, middle or other side of the screen. On block it is easily punished, and on hit it is not possible to follow up from it unless used against Kenji. It is so telegraphed that it is only useful as an air to air if used as a read. Would not advise using it.
|
|
Idaten j.FF Mai Ling's airdash Mai Ling's airdash
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
-
|
Unknown
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
No
|
Obviously useful as a maneuvering tool, it also has its own hitbox which causes knockdown, so it can be used as an air to air. Be careful to not use it all the time as it can be punished. Fortunately if used after a super jump you can follow up with most aerials or use and airdash after one. Learn when to airdash and you’ll never get hit (when used after a super jump, it is possible to block after the move has recovered, so keep that in mind).
|
|
Tentsui Ga 360+1/2/3 Mai Ling's Command Grab Mai Ling's Command Grab
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
-
|
Grab
|
-
|
16
|
3
|
30
|
HKD
|
Unblockable
|
-
|
No
|
This is it. The ultimate move. The move that will make your opponent shake in fear, afraid to do anything on wakeup. This 360 will out-prioritise any super reversals, and there are plenty of tick grab setups that I will go into in the combo section. There’s a reason that Mai Ling’s title is “Grappler”.
|
|
Kuugeki Shou HCB+1/2/3 Command Grab Command Grab
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
-
|
Unblockable
|
-
|
38/40/42
|
12
|
N/A
|
HKD
|
Unblockable
|
-
|
No
|
An interesting move. One thing to note about it is that screen drag will affect its properties and has the potential to send you flying across the stage. Best used against conditioned opponents. Usually better to go for the 360 outside of fringe situations.
|
|
Koen HCB+4/5/6 Mid attack, only activates when in range. Mid attack, only activates when in range.
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
-
|
Mid
|
-
|
25/27/29
|
16
|
N/A
|
HKD
|
-41
|
-
|
No
|
Would be way better if it wasn't blockable. In any matchup that involves an opponent with a TOD, accidentally doing this can potentially lead to your death. Avoid at all costs unless you want to mock your opponent.
|
|
Super Moves
Chou Kuujin Ken QCFQCF+1/2/3 Mai Ling’s Super Fireball, invincible for entire startup, three hits. Mai Ling’s Super Fireball, invincible for entire startup, three hits.
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
-
|
Mid
|
-
|
TBD
|
Projectile
|
41
|
+8
|
+7
|
-
|
No
|
Your main combo ender for its high damage and stun, cancelling into it will be something you have to get used to. Not super effective in long range but can be used as a counter in mid range against other supers such as Leo’s QCFQCF+1/2/3. Optimal use will ensure your victory
|
|
Chou Enryuu Kyaku QCFQCF+4/5/6 Invincible for entire startup, for some reason frame 7 is invincible. Invincible for entire startup, for some reason frame 7 is invincible.
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
-
|
Mid
|
-
|
TBD
|
38
|
50
|
HKD
|
-78
|
-
|
No
|
Wouldn’t recommend using outside of style and finishers, despite its more traditional diagonal arc it has almost no I frames at start-up and is easily punished as a result
|
|
Universal Mechanics
Throw F+2/3 or F+5/6
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
F+2/3
|
-
|
Unblockable
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
No
|
Although this grab can be looped in the corner, it is very easy to tech so in most situations it’s better to use your other grab. However if landed successfully can combo into most elemental supers (I recommend following up with Wind ;)).
|
F+5/6
|
-
|
Unblockable
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
No
|
The only untechable grab in the game. Use and abuse this property.
|
|
Ultimate Counter R.QCB+1/2/3 or R.QCB+4/5/6 Punch Ultimate Counter staggers Kenji (-5). Invincible for the entire startup. Punch Ultimate Counter staggers Kenji (-5). Invincible for the entire startup.
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
Punch
|
-
|
Unblockable
|
-
|
-
|
6
|
24
|
-10
|
Unblockable
|
-
|
No
|
As some kind of prank, Capcom gave this counter the same recovery as Mai Ling’s Kick Counter (Which lasts alot longer!) making this ultimate counter punishable on hit. Avoid if you can.
|
Version
|
Damage
|
Guard
|
Duration
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
UG Adv
|
Special Cancel
|
Kick
|
-
|
Low
|
-
|
-
|
6
|
24
|
HKD
|
-13
|
-
|
No
|
Decent knockdown sweep, however be cautious of pursuing after knockdown as it is virtually impossible and will make you look downright silly.
|
|