Spectral vs Generation/Mayura

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Mayura
Spectral VS Generation Mayura Image.jpg
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

5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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.


5B (f.B)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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


5B (c.B)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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)


5C (f.C)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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.


5C (c.C)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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.


5D (f.D)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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.


5D (c.D)
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
  • 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.


2A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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?


2B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • 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.


2C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
  • Mayura uses an orb to put the enemies off-balance.
  • Your sweep. Has good range. That's about it.
  • Not used much aside from meterless punishes since no other option knockdowns.


2D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
  • 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.


j.A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • 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


j.B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • Mayura spins her shoulder shield around in front of her.
  • Great Air-to-Air as it stays active for a long duration.


j.C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • 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.


j.D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • 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.



General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
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Hiro2
Welles
Ryuken
Erile
Mayura
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Krayce
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Earth
Jadou
Jadou2