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

Sporting many projectiles, lots of air options, long range supers and good pressure, Mayura is one of SVG's best when it comes to an adaptive playstyle that is only bound to the player's creativity. You can use her like a total zoner, or a rushdown demon, both with really good setplay. She is one of the best characters when it comes to securing an advantage, and, If played well, not letting the opponent to play at all.

To counter-balance it, while she has good specials for long range spacing, she has mediocre mid range pokes when compared to other characters, and bad abare normals, as well as being susceptible to being counterzoned as her projectiles are quite slow to recover. She also lacks any sort of reversal aside from her Level 3, and needs a projectile out to get her mix-ups going, meaning making a comeback with Mayura is quite difficult.



Strengths Weaknesses
  • Good damage when able to convert, making it possible to both corner carry and do 40% with a single bar.
  • Best air game in the game, being able to airdash cancel specials on whiff and sporting a very dangerous tool on j.236236.
  • Has a multi-pourpose moveset that allows players to play her in many different ways.
  • Tricky pressure strings, including multiple lows, jump cancels on block, and having many ways to catch jump outs.
  • A very easy to set-up, albiet frame tight, Infinite with 5Dxx623A
  • One of the best okizeme in the game.
  • Has very good ways to spend meter, both for combos and neutral, making a fully charged Mayura stressful to play against
  • Multiple Anti-Airs and Air-to-Airs, all being used quite frequently
  • Horrid defensive options, with small and slow abare buttons, and terrible reversals and Guard Cancels.
  • Her pokes are either small or large but slow, making certain ranges deadzones for her, allowing mid range characters to run over her easily.
  • Her projectiles are very slow to recover, making them very risky to use against opponents that recognize your patterns.
  • Has very bad meterless combos, and necessitates 1 bar for Guard Cancel as it's the only *decent* defensive option she has, making her really meter reliant.
  • Has a lot of trouble making a comeback.


Strategy

Normals

Far Standing Normals

5A
Spectral VS Generation Mayura5A Image.png
"I JUST did my manicure!"
"I JUST did my manicure!"
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.
  • Will be the same Close/Far


5B (f.B)
Spectral VS Generation MayuraFar5B Image.png
"The sun is blocking the view"
"The sun is blocking the view"
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


5C (f.C)
Spectral VS Generation MayuraFar5C Image.png
Sends you to ORBit.
Sends you to ORBit.
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.


5D (f.D)
Spectral VS Generation MayuraFar5D Image.png
Quite literally a heel turn.
Quite literally a heel turn.
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.

Close Standing Normals

5A
Spectral VS Generation Mayura5A Image.png
"I JUST did my manicure!"
"I JUST did my manicure!"
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.
  • Will be the same Close/Far


5B (c.B)
Spectral VS Generation MayuraClose5B Image.png
Why is it called football when you mostly tackle people?
Why is it called football when you mostly tackle people?
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 (c.C)
Spectral VS Generation MayuraClose5C Image.png
ORBserve!
ORBserve!
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 (c.D)
Spectral VS Generation MayuraClose5D Image.png
Lucky for you that she isn't aiming a bit higher.
Lucky for you that she isn't aiming a bit higher.
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.

Crouching Normals

2A
Spectral VS Generation Mayura2A Image.png
"You JUST did your pedicure!"
"You JUST did your pedicure!"
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
Spectral VS Generation Mayura2B Image.png
Less range than a 2A, somehow.
Less range than a 2A, somehow.
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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
Spectral VS Generation Mayura2C Image.png
Stonecold.
Stonecold.
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 and active frames. That's about it.
  • Not used much aside from meterless punishes since no other option knockdowns.


2D
Spectral VS Generation Mayura2D Image.png
That kick should do no damage...
That kick should do no damage...
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.

Jumping Normals

j.A
Spectral VS Generation Mayuraj.A Image.png
Do NOT lick this.
Do NOT lick this.
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
Spectral VS Generation Mayuraj.B Image.png
The Fidget Spinner.
The Fidget Spinner.
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
Spectral VS Generation Mayuraj.C Image.png
ExplORBsion.
ExplORBsion.
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • Mayura creates an ice orb and aims it downward, shattering on the 2nd hit.
  • 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
Spectral VS Generation Mayuraj.D Image.png
I wouldn't want a heel at eye level.
I wouldn't want a heel at eye level.
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.


Command Normals

j.2D at the apex of a jump
Spectral VS Generation Mayuraj.2D Image.png
Divedrill?
Divedrill?
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • Mayura stops mid-air and divekicks right under her
  • Changes the air trajectory which is always useful to make some anti air attempts whiff. Can link an A normal on hit to start a combo.
  • Extremely shallow diving angle, around 15º, making its usage a tad limited, but it's good to consider in addition to Mayura's already great air options.

Chain Specific Normals

B -> B
Spectral VS Generation MayuraFar5B Image.png
Okay, this is definitely not football.
Okay, this is definitely not football.
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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.


B -> C
Spectral VS Generation MayuraChain5Calt Image.png
That Icicle landed in a painful place...
That Icicle landed in a painful place...
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
  • 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.


A/D -> C
Spectral VS Generation MayuraChain5C Image.png
You know there are forms other than orbs, right Mayura?
You know there are forms other than orbs, right Mayura?
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
  • 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.


Throws

Forward Throw
A+D
"Hey, CHILL out!"
"Hey, CHILL out!"
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Throw - - - - -
  • Mayura freezes the opponent and tissés them away.
  • Techable in the air and pushes away a lot, making it a bit unrewarding on midscreen.
    • A different story in the corner, as 5BB catches Air Techs and confirms into a combo, and if they don't air tech, you have set-play oportunities. Make good use of it.


Back Throw
B+D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Throw - - - - -
  • Mayura

Sword Series Slash (Dust)

High Dust
5B+C
Icy Wind God Fist.
Icy Wind God Fist.
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -
  • Mayura strikes her opponent with her palm, launching them in the air.
  • After doing it press Ax3, Bx3, Cx3, D, then 236D. The opponent can ground tech after.
  • If there is a 236D active, and you hit them with this, It will combo during the sequence.


Low Dust
2B+C
Stonecolder.
Stonecolder.
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
  • Mayura hits the opponent with a powerful orb, blasting them to the air.
  • After doing it press Ax3, Bx3, Cx3, D, then 236D. The opponent can ground tech after.
  • If there is a 236D active, and you hit them with this, It will combo during the sequence.

Chaos Break (Parry)

Parry
5A+B/2A+B/j.A+B
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -
  • Dodges projectiles and counters any physical, non-grab attacks.
  • The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.

Special Moves

NOTE: Mayura has the unique ability to airdash after her specials done in the air. This won't be explained in every airborne move since we assume you will read this. You have been warned.

Ilussionary White Mirror
22A/B/C/D
Spectral VS Generation Mayura22X Image.png
Winter is coming...quite literally
Winter is coming...quite literally
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -
  • Mayura teleports to a specific part of the screen.
  • Button determines the exact location of the teleport.
    • A puts you in your corner, B puts you at your round start, C, puts you at their round start, D puts you in their corner.
  • You are invulnerable once she starts transforming into ice. It's a good way to battle zoning since you can read their attack with a teleport and recover in time to punish.


Cold Ice Orb
236A/B/C (Air Ok)
She really likes these things, huh?
She really likes these things, huh?
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low N/A - - - -
  • Mayura shoots an orb towards the opponent.
  • Button determines speed travelled. A being the slowest, C being the fastest, and B acting as the one in between.
  • It has quite a good hitbox but the frame data itself is worse than other characters like Jadou and doesn't have the different trajectories like Jadou2 or Hiro2. Use it with caution as whiffing it opens Mayura wide open.
  • The aerial version can be used to cover your airdash afterwards.


Magic Ice Pillar
236D
Spectral VS Generation Mayura236D Image.png
"I brought the ice cubes!"
"I brought the ice cubes!"
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low N/A - - - -
  • Mayura shoots 3 icicles to the sky, which drop after around 5 seconds.
  • You can either shoot 1~3 depending if and when they interrupted you. The icicles then will have a homing effect, but will drop in place once they appear on screen, so if the move at the last moment, they can avoid it.
  • You can only safely set it up after a j.236236.
  • Very good once you are able to set it up since it acts as both an offensive tool for forcing them to block and a defensive one since they will fall no Matter what, making combos and blockstrings against you end prematurely if they want to avoid getting hit by the icicles.


Floating Orb
214A/B/C/D
Spectral VS Generation Mayura214X Image.png
You can't escape. Her obsession with these things is impressive.
You can't escape. Her obsession with these things is impressive.
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low N/A - - - -
  • Mayura creates an ice orb that spawns in different parts of the screen.
  • The button determines where it shows up
    • A spawns next to you, B spawns 2/4 of the screen away, C spawns 3/4 of the screen away, and D spawns at the max range of the screen.
  • Kind of a situational move. The orb doesn't stay up for very long and the animation is quite lenghty, but it can start a combo if they get hit once you have recovered.


Floating Orb
j.214A/B/C
Spectral VS Generation Mayuraj.214A Image.png
The setplay monster
The setplay monster
The neutral monster
The neutral monster
The setplay beast
The setplay beast
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A - High/Low - - - - -
  • Mayura throws an icicle to the ground, which creates a stalagmite in the ground that is active for a while.
  • It has a hitbox both when falling to the ground and when she creates the stalagmite. This shared with all versions.
  • The A version is mostly used after a j.C to create setplay and enforce a safe 50/50
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B - High/Low - - - - -
  • B version is a bit slower than A and throws the slagmite a bit forward instead of straight downwards like A.
  • It's a good tool in neutral since it covers the place under you, places an obstacle in the ground, and allows you to approach after using it with an airdash.
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C - High/Low - - - - -
  • C version is unique in that it's a single hit when falling down, but when it reaches the floor, it creates a row of 3 stalagmites moving forward. This makes it the best one in set-play when you can set it up but the worst in neutral since it's really slow.


Ice Shield
623A/B/C
Spectral VS Generation Mayura623X Image.png
Shoulder tackle into shoulder tackle.
Shoulder tackle into shoulder tackle.
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A - High/Low - - - - -
  • Mayura does an attack rush using her ice shields
  • A Version only deals 2 hits and can't cancel into anything, but has enough + frames to link a 5D and is the safest when blocked.
    • The 5D link, while also allowing for an infinite, it's also useful on its own since it turns 623A into both a good blockstring filler and a hit confirm, making it really powerful.
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B - High/Low SoT (Final Hit), Super (2nd Hit) - - - -
  • B Version acts as a road in between A and C, doing less hits than C, and having worse frame data than A. Like C, It puts them airborne in the final hit
    • Because of this, its uses are scarce, since whenever you could use It, either A or C are also available, making them the preferred choice a lot of the time.
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C - High/Low SoT (Final Hit), Super (2nd Hit) - - - -
  • C Version has the worst frame data of the three, being punishable on block, but deals 4 hits, making it the more damaging option.

Super Moves

Level 1 Supers

Slicing Ice Pillar
236-236A/B/C
Spectral VS Generation Mayura236236X Image.png
They are gonna be like Swiss Cheese by the end of it.
They are gonna be like Swiss Cheese by the end of it.
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low N/A - - - -
  • Mayura creates a vortex of icicles to attack her opponent from a distance.
  • Kind of low damage for a super, but it has a lot of utility, since it cancels fireballs while also being able to hit the user as well as makes whiff punishes from across the screen possible.
  • Gives a hard knockdown but the recovery is very big so you won't be able to set-up anything other than a meaty.
  • Tends to fall off in Aerial Juggles, making j.236236 the preferred option there.


Perfect Ice Shield
214-214A/B/C
Spectral VS Generation Mayura214214X Image.png
ORBkizeme
ORBkizeme
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low N/A - - - -
  • Mayura creates a massive orb, throws it at the air, and then falls into the opponent.
  • Mostly used in neutral as an anti air or when you want to force something in as the orb falls faster than 236D.
  • Does not have invul despite the barrier around Mayura. Yeah, it's wack.


Giant Ice Blade
j.236-236A/B/C
Spectral VS Generation Mayuraj.236236X Image.png
Icecalibur
Icecalibur
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low N/A - - - -
  • Mayura creates a massive sword in front of her that wallslams the opponent.
  • Due to this property, if they are near the corner, you can Combo into another one using f.Cxxj.236236 If you have the meter and/or end directly into 5BB j.C for setplay. Midscreen, you can also get a 236D after.
  • tk.236236 is an extremely powerful tool as it allows for Ice Sword loops during a burst, and makes for a great neutral tool when trying to whiff punish due to its massive range.
  • Overall Mayura's best super.

Level 3 Super

Deep Cruel White
236-214A/B/C
You insulted her orbs, now she is pissed
You insulted her orbs, now she is pissed
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low N/A - - - -
  • Mayura puts a lot of energy in her palm. If the opponent touches it, it transitions into a cinematic where giant icicles pierce the opponent.
  • The only reversal Mayura has.
  • It has a really small range but it stays active for a while and you are invul throughout, making it a quite solid anti air option.
  • Knowing how meter reliant she is, you will rarely have this casually lying around, so you will mostly hace access to it when you used Burst.
General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2