Red Earth/War-Zard/Mai Ling

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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.

General Strategy

Overview

Mai Ling's gampelan is all about making the game as inconvenient as possible for your opponent. Your movement is integral for both avoiding and launching attacks. As said in the intro, Mai Ling is THE punish character. But you can't just go in and flail about or else you'll be eating the dirt. Never be afraid to block aerials or wait your turn. Most of Mai Ling's neutral is character specific but alot of it comes down to not being afraid of forcing your opponent to make risks by stealing the life lead and running with it. Always keep an eye on the timer as it goes down faster than you think.

Okizeme

When your opponent is waking up
Most characters dont have the privilege to be able to control their wake up speed. They either get up normally or roll towards or away from you at a consistent duration. This is very easy to exploit as Mai Ling with her horizontal speed in order to force pressure. For example, if a Leo main decides to roll towards you, simply back away and meaty a 360 command grab. If the Leo main decides to block on oki, he loses the interaction. What's amusing is that Mai Ling's 360 has the ability to snuff out most supers, so if your opponent goes fro a reverse super, e.g any of Tessa's supers, it will be snuffed. However if your opponent begins to predict your 360 meaty and goes for a regular grab (Command grabs are always beaten by regular grabs), simply jump over the whiff or go for a grab yourself. Since Mai Ling's kick grab is untechable, if you go first there is nothing to be worried about. I suggest using F.6, because come a scenarion where they still try to block, if whiffed it will still become a fast overhead as st.6. Just one of the many scenarios that can come from grab meaties. Another scenario is if your opponent rolls past you. If you time your light DP, you can create a cross up DP that's not easy to block or substantially punish. Use occasionally, as when your opponent catches on, you might regret it. When you believe your opponent won't roll, one option available to you is to meaty a light fireball. With it's decent range and surprisingly fast recovery, you can utilise this option at a surprisingly close range, as it is only -1 on hit. If blocked, I personally like to follow it up with a frame trap cr.6 as this will allow to continue the oki chain with it's hard knockdown property. Won't work if your opponent decides to commit to a super as a reversal (unless it's an elemental super that does not delete projectiles), but you can remedy this by going for qcfqcf.1/2/3. Be cautious with this option as you too will have to commit to using an orb and if your opponent goes for a block, it is easy yo ultimate guard. However, if succesful you set your opponent up for potential stun into KO if you have the orbs.

When you wake up
It is quite difficult for your opponent to figure out when you are going to wake up, so it is important to be as unpredictable as possible with it. Mai Ling has the ability to get up at anytime, so you can use this fact to pull off some wacky stuff. For example, let's say your opponent loves trying to catch you as you roll past them. One neat trick you can pull is to roll onto them and then grab immediately. Since your grab is frame 0, you will beat out most of your opponent's options. Remember, since you can control your wakeup speed, sometimes the last thing your opponent expects after a few rounds is for you to use the whole duration of your roll up. Use this to your advantage.

Anti-air/Air control

Mai Ling has a few things going for her in this department. While her DP may not be as outrageous as Tessa's, it provides her solid vertical and horizontal control, which at worst forces your opponent to block, and at best hard knockdowns your opponent. In tight situations, best to use DP+4 or DP+5, and for when your opponent attempts to get around by utilising super jump or Mai Ling and Kenji with their airdash and double jump likewise, go for DP+6. Your airdash is good for both mobility and catching your opponent off guard with any attempt to stuff you out with an air normal as it has it's own hitbox which causes hard knockdown as well. Otherwise using j.5 is great for winning the aerial game as it's super speedy and hard to punish with it's quick recovery. J.6 is a decent jump in, but is also useful as a get-off-me tool with it's surprisingly long reach and it's downward angle hurtbox. Useful if someone is too far away below you to use j.5.If you're not confident with your timing, j.4 will remain active the entire time you are in the air, but be prepared to commit since unless you super jump, that could come back and bite you if you're too spammy with it. Otherwise, your best bet is to get familiar with your anti-air elemental supers, Ice and Lightning in particular. Other supers can be helpful but alot more punishable.

Matchup Strategy

Kenji

There are two ways this matchup could go down.
1. The Kenji plays aggresively and is attempting to KO you as fast as possible.
This is actually usually a best case scenario. Although Kenji has the ability to TOD you if he desires, he relies heavily on his orbs. Just wait for the Kenji to blow his load and then take him out wily nily or take him out before he even has the chance. Since most of Kenji's normals are extremely punishable (even on hit!), once he's out of orbs or you've got him in the blender, there is not much he can do. Of course, never underestimate a Kenji's ability to outplay you no matter how much of an advantage you have, because he could decide to change his style to option 2.
2. The Kenji plays hyper defensively and will continue to run away from you.
Sounds laughable, but you must remember that Kenji has a few tricks up his sleeve to deal with you. For one he possesses the ability to teleport and double jump, making him difficult to get your hands on him. And his j.3 has surprisingly wide range that could potentially snuff out any attempt to get in. However, you can take a page out of this type of Kenji's book and just mirror him since you also have the ability to run away with your airdash. The key to victory is orb management and life leads. If you keep all the orbs, deny the Kenji his orbs and avoid jumping too often while he has his, there is not much he can do. Using Ice super to chip him out while the life lead is equal is a great way to deal with him as not only will it guard crush him, he also has an elemental weakness to Ice (Unfortunate for him, joy for you!).

The most important advice for both matchups I can give is this, please do not jump around so often when your boy Kenji has the orb advantage! For this is an opportune time for Kenji to attempt a TOD with his kunai super! And you don't want to be the one that loses a favourable matchup to Kenji just because you got a bit too cocky, do you?

Leo

Combos

Alot of the metered combos cause stun and will allow you to loop into them, making Mai Ling the easiest TOD character, as she's the only character that can consistently TOD out of her jabs.

Basic Combos

Orb Combos

  • j.x st.1 st.2<dp.1 qcfqcf+1/2/3

Best used on Tessa and Mai Ling but if the timing of qcfqcf+1/2/3 is mastered is the most optimal stun combo.

  • j.x st.1 st.2 cr.3<qcfqcf+1/2/3

Another devastating combo that will guarantee stun. Best used on Leo or Kenji. Is alot easier as timing does not differ but in succession during stun loops should hope for a corner carry for the next combo.

  • j.x st.1 st.2 cr.3<qcfqcf+1/2/3 cr.4 cr.6

Corner only combo.Best used on Leo or Kenji. A good follow up from the previous combo or if your opponent is already in the corner.

Orbless Combos

  • j.x st.1 st.2 cr.3<qcf+1

Highest damage for no meter and has the potential of causing stun.

  • j.x st.1 st.2<dp.3

Decent damage but returns opponent to neutral state.

  • Any magic string finished with cr.6

Decent knockdown combo. Sets up into Mai Ling's okizeme game.

Tick Grabs

  • (On block) cr.[3] 360+3

Negative edge input. Guaranteed on block.

  • j.x (360+1/2/3 orF+5/6)

360 for block happy opponents and grab for opponents who like to attack. Distance is key.

Advanced Combos

Flashy combos you may get some use from.

Mai Combos by CaineTemple



General
FAQ
Controls ⁄ System
HUD
Characters
Tessa
Leo
Mai Ling
Kenji