Mayura
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Health |
500
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Play Style |
Zoning, Setplay
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Dash Type |
Step
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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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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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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5B (f.B)
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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
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5C (f.C)
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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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5D (f.D)
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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.
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Close Standing Normals
5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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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5B (c.B)
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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)
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5C (c.C)
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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.
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5D (c.D)
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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-
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-
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-
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-
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-
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- 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.
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Crouching Normals
2A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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?
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2B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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.
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2C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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-
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-
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-
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-
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-
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- 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.
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2D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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-
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-
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-
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-
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-
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- 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.
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Jumping Normals
j.A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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- 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
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j.B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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- Mayura spins her shoulder shield around in front of her.
- Great Air-to-Air as it stays active for a long duration.
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j.C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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- 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.
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j.D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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- 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.
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Chain Specific Normals
B -> B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
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-
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-
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-
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-
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- 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.
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B -> C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
|
-
|
-
|
-
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-
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-
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- 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.
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A/D -> C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/Low
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-
|
-
|
-
|
-
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-
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- 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.
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