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.

" Yeah! I kicked butt again! No competition, as usual. I wonder if my friends will envy me.

What?! My town... it's... It's BURNING! "

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.

Starting Element: Fire
Elemental Weakness: Lightning

Level 32 Password: 1 3 1 2 6 4 4 3 5 4

Normal Moves

1
RE MaiLing 1.png
RE MaiLing 1 chain.png
1 followup.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
1 5-7 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.

1 > 1 5-7 Mid 10 3 2 +6 +5 Yes


2
RE MaiLing 2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
8-10 Mid 6 6 9 +1 0 Yes

A strong punch with decent range. A good and safe confirm button.

3
RE MaiLing 3 First.png
RE MaiLing 3 Second.png
Staggers Kenji (-1).
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
10-12 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
RE MaiLing 4.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
5-7 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
RE MaiLing 5 First.png
RE MaiLing 5 Second.png
5 followup.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
5 8-10 Mid 6 7 11 -2 -3 Yes

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.

5 > 5 8-10 Mid 19 7 14 -2 -2 No


6
RE MaiLing 6.png
Staggers Kenji (+7).
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
10-12 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
RE MaiLing Crouch 1.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
5-7 Mid 2 4 5 +2 +1 Yes

A faster but less safe version of 1. Generally never used.

cr.2
RE MaiLing Crouch 2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
8-10 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
RE MaiLing Crouch 3 First.png
RE MaiLing Crouch 3 Second.png
Two hits, second hit launches
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
10/10-12/12 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
RE MaiLing Crouch 4.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
5-7 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
RE MaiLing Crouch 5.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
8-10 Low 7 7 7 +2 +1 Yes

An interesting normal with potential to combo. Useful in magic series.

cr.6
RE MaiLing Crouch 6.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
10-12 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
RE MaiLing Jump 1.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
5-7 High 5 Until landing 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
RE MaiLing Jump 2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
8-10 Mid 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
RE MaiLing Jump 3.png
Staggers Kenji (+27)
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
10-12 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
RE MaiLing Jump 4.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
5-7 High 5 Until landing 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
RE MaiLing Jump 5.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
8-10 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
RE MaiLing Jump 6.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
10-12 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
RE MaiLing qcf123 First.png
RE MaiLing qcf123 Projectile.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
1 11-14 Mid 12 Proj. 32 -1 -2 No

Quickest recovery but shortest range. Most useful as combo ender as it’s only -2 on block. Also useful in ultimate guard mind games and meaty okizeme.

2 11-14 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 11-14 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
RE MaiLing dp456 First.png
RE MaiLing dp456 Second.png
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 Startup Active Recovery Hit Adv Block Adv Special Cancel
4 11-13 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 17-20 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 18-21 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
RE MaiLing rdp456 First.png
Mai Ling’s Divekick. Staggers Kenji.
RE MaiLing rdp 4.png
4 version.
RE MaiLing rdp 5.png
5 version.
RE MaiLing rdp 6.png
6 version.
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
11-14 High 33 9/10/11 13 +6 (max) -4 (max) 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
RE MaiLing Jump FF.png
Mai Ling's airdash
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
11-13 Unknown 5 12 10 HKD -23 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 you super jump you can use your airdash before or after an aerial normal. 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
RE MaiLing 360123.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
28-30 UB 16 3 30 HKD UB 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
RE MaiLing hcb First.png
RE MaiLing hcb123 First.png
RE MaiLing hcb123 Second.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12-16 UB 38/40/42 12 N/A HKD UB 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
RE MaiLing hcb First.png
RE MaiLing hcb456.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
22-30 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
RE MaiLing qcf123 Second.png
RE MaiLing qcfqcf123 Projectile.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
25-32 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
RE MaiLing qcfqcf456 First.png
RE MaiLing qcfqcf456 Second.png
Invincible for entire startup.
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
29-33 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
RE MaiLing Throw 23.png
2/3 throw. Loopable. Can be teched and softened.
RE MaiLing Throw 56.png
5/6 throw. Cannot be broken.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
2/3 14-17 UB 0 - - - - -

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.

5/6 14-17 UB 0 - - - - -

The only untechable grab in the game. Use and abuse this property. Can also loop Kenji and Mai Ling in the corner.

Dash
F, F or B, B
RE MaiLing Dash Forward First.png
RE MaiLing Dash Forward Second.png
Forward dash
RE MaiLing Dash Backwards.png
Back dash
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- - - - - - - -

While forward dashing, Mai Ling enters a low profile state which allow her to duck under projectiles and even some normals or command grab attempts! Her backdash is the same as her regular walk but super fast.

Ultimate Guard
P+K
RE MaiLing UG Flash.png
Ultimate Guard
RE MaiLing UG Block.png
Parry
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- - 1 60 31 - - -

Mai Ling's ultimate guard.

Ultimate Counter
R.QCB+1/2/3 or R.QCB+4/5/6
RE MaiLing UC P.png
Punch version. Staggers Kenji (-5).
RE MaiLing UC K.png
Kick version.
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
Punch 5-6 UB 0 6 24 -10 UB No

As some kind of prank, Capcom gave this counter the same recovery as Mai Ling’s Kick Counter (Which causes HKD on hit!) making this ultimate counter punishable on hit. Avoid if you can.

Kick 10-12 Low 0 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 don't 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 decides to roll towards you, simply back away and meaty with a 360 command grab. If the Leo decides to block on wakeup, 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 for a reversal 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 scenario 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 with a light fireball. With it's decent range and surprisingly fast recovery, you can utilize this option at a surprisingly close range, as it is only -1 on hit. If blocked, you can follow it up with a frame trap cr.6 as this will allow you to continue the oki chain with its 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 to ultimate guard. However, if successful you set your opponent up for potential dizzy 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. 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 utilizing 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 its 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 its quick recovery. j.6 is a decent jump in, but is also useful as a get-off-me tool with its surprisingly long reach and its 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 a lot more punishable.

"Zoning"

This section is going to go through an often overlooked aspect of Mai Ling: her fireball. Mostly just dismissed as combo fodder, this is actually extremely useful and can be the finishing blow in a game. Your general strat for the fireball is to alternate between 1, 2 and 3. Light is good for baiting people to Ultimate Guard as you would usually expect a long ranged projectile against someone far away. However, with it's fast recovery and short distance, not only can you use this for bait-and-switches, you can also use it to anti-air opponents who like to jump over projectiles in a linear pattern. This strategy will be most prevalent versus Leo. One more thing it's useful for is for a similar scenario, but your opponent has orb, they're a good distance away, and both of you are on low health. If you decide to jump in with an airdash, it will be easily countered with a lightning super, costing you the game. So your best bet is to throw out a fireball. If your opponent decides to go for lightning super in order to chip from a long distance, that fireball will continue to approach and cancel their super, potentially KOing. If they go for block, no harm done, you're just back where you've started and the timer might've run out by then, and if you have the lifelead, victory is guaranteed to you. It is important to note that you should not be using any of the fireball strategies listed above too much as it will most likely cost you the game cause you were playing predictably. Just remember that you have a fireball for a reason.

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 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 favorable matchup to Kenji just because you got a bit too cocky, do you?

Leo

This is a close matchup, it's hard to tell who has the advantage here. On one hand, Mai Ling has the ability to TOD Leo and out prioritize him. On the other hand, Leo has huge buttons and huge bursts of damage. In short Leo must respect you and you must respect Leo. When approaching from the air, you shouldn't be too worried about Leo throwing out supers. However you must always pay attention to what Leo is doing. Basically if he's just standing still he's probably not waiting for a hug. He is most likely going to anti-air with his big normals or specials. If he goes for the air to air, either snuff him out with j.5 or block. There's no shame in blocking. When it comes to footsies, just be cautious of quick sweeps with Leo's qcf.4/5/6 or his super variant. One more thing to be careful of is not to block too much. Otherwise you'll be introduced to Leo's hugs and his double crossups. Remember everything you can do Leo can do, well, not faster but definitely as devastating if not more. If you're going to avoid Leo's attacks, it's better to run away rather than block. He may be an intimidating juggernaut up close, but he's still big and slow. Use and abuse this fact.

Tessa

Both you and Tessa can mess each other up, but you have a few tricks up your sleeve to give you the edge. For one, any attempt to zone you on Tessa's part can be dealt with if you have the timing, her ghosts can be deleted with your own projectiles, and Tessa's fireballs can be dashed under. Tessa's DP can be punished with a TOD (better using the DP combo seen down in the combo section), if you can successfully anticipate them you can dash up to Tessa. Any attempt on Tessa's part to anti-air you (particularly Tessa's qcfqcf.1/2/3) can be airdashed over if timed correctly. It may sound easy, but Tessa is no easy girl to take down. Her bird normal is borderline impossible to directly counter. DO NOT attempt to counter with your own projectile. You will get hit. A good strategy is similar to the Defensive Kenji strat. Gain a life lead and then proceed to avoid Tessa's attempts to zone you out with her projectiles using the methods listed above until she is forced to approach. If you see Tessa super jump she will most likely go for divekick. If you don't see a bird, simply DP her attempt. Otherwise, retreat. It is necessary that you KO Tessa as soon as possible. The longer the game lasts, the harder it may become. But remember, as always, don't be afraid to block her normals like the bird. Dash under her fireballs, delete her ghosts, and hit her with that TOD!

Mai Ling

This is the worst matchup in the game. Both of you are tiny and fast, so it's almost impossible to pursue the other Mai Ling. The best strategy is to hold your ground, and punish any attempt made by the other Mai Ling to approach. And be prepared to anti air with the elemental supers. It's gonna be a bumpy ride.

Combos

A lot 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.6, 1, 2 xx dp.4, 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.6, 1, 2, cr.3 xx qcfqcf.1/2/3

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

  • j.6, 1, 2, cr.3 xx 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.6, 1, 2, cr.3 xx qcf.1

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

  • j.6, 1, 2 xx dp.6

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[
  • (On block) st.[2] 360+]2[

Negative edge input. Guaranteed on block unless opponent jumps.

  • j.x (360.1/2/3 or f+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


Trivia

  • Mai Ling's Japanese name is Tao.
  • Mai Ling has a dog. His name is Tin.

RE Tin.png


General
Controls ⁄ System
Characters
Tessa
Leo
Mai Ling
Kenji