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.

Strengths Weaknesses
  • High Stun Combos: Mai Ling’s super Chou Kuujin Ken does an insane amount of stun and can be easily combo’d into. Nearly every single combo Mai Ling has can lead into this super, so expect to see many dizzy’s whenever Mai Ling is on screen.
  • Easy Execution: Almost all of Mai Ling’s combos are simple magic series strings into super, so you won’t need to break your hands in order to melt the opponent’s life bar with her high damaging stun combos.
  • Suffocating Okizeme: Once Mai Ling has the opponent guessing her mixups on wakeup, it can feel impossible to escape them. Between command grabs, untechable throws, invincible DP’s into potential stun, meaty fireballs, standing overheads, ambiguous crossups, and quick light attacks into full combos, she gets some serious work done.
  • Insane Air Mobility: Having an airdash is an indispensable tool for a character as scrappy as Mai Ling. Luckily for her, she can get up to four while super jumping, granting her unprecedented mobility in the air. It can be difficult if not impossible to predict her movements while airborne, making her very hard to pin down.
  • Best Ground Roll: Unlike every other character who’s roll goes a predetermined length, Mai Ling can actually choose how long her roll is, from nearly instant to very long. This can make okizeme on Mai Ling very difficult, and in some cases even allow Mai Ling to mixup the opponent herself!
  • Low Profile Dash: Not only does Mai Ling have great mobility in the air, but on the ground she’s just as hard to pin down. Her grounded dash is surprisingly low to the ground and is able to duck a lot of moves that can seriously catch the opponent off guard. Most notably is her ability to dash under fireballs, allowing her to get in on zoners if you can master the timing.
  • Untechable Throw: One of Mai Ling’s unique features is her 5/6 throw being unable to be teched or softened. It’s the only normal throw in the game with this property, and the throw itself is very good. Lots of damage, sets up oki, side switches, and can even be followed up in specific scenarios.
  • Hard to Pursuit: Mai Ling stays on the ground for a shorter amount of time than everyone else which can make a lot of would-be guaranteed pursuits whiff. This means that most of the time the opponent won’t go for pursuit on her out of fear of being punished, and that extra health can really add up.
  • Great Reversals: Being one of the few characters to have a DP, Mai Ling’s reversal options should be respected because of it. Not only is it invincible and is air unblockable for a few frames, but it can also lead right into Chou Kuujin Ken, potentially dizzying the opponent for daring to challenge her.
  • Good Option-Select Throw: Mai Ling is very fortunate that her best throw is also the same button as her excellent standing overhead. For a lot of characters, whiffing their best throw button as a normal usually ends very poorly for them. For Mai Ling, she gets a very good overhead normal which can really save her and even continue the mixups she was often going for.
  • Very Easy to be Stunned: Easily Mai Ling’s biggest weakness is having the lowest stun resistance in the game. Everyone in the cast has a guaranteed stun confirm on her they can bank on, and occasionally just a few big stray hits can send her into a dizzy state.
  • Reliance on Orbs: Because a lot of Mai Ling’s gameplan revolves around threatening the opponent with high stun combos using her super, she has a real reliance on orbs to get her strategy started. A Mai Ling without orbs is only a fraction as frightening as a Mai Ling with orbs, so her pressure may not be respected if she lacks them.
  • Stubby Normals: While fast and plus, the range of her normals is nothing to boast about. Mai Ling really needs to get in the opponent’s face to be effective, which can be difficult against a savvy opponent.
  • Weak to Lightning: Lightning super is one of the best elemental supers, so being weak to lightning can be a real pain for Mai Ling when going up against this super.
  • Bad at Grabbing Orbs: Being small can have its upsides, but most of the time for Mai Ling it means that the opponent’s bigger body will usually be getting the orbs around the two of them. Due to her relying on orbs for her best combos, this can be a serious issue if too many orbs get stolen.
  • Subpar Ultimate Counters: While still good, Mai Ling potentially has the worst UCs in the game. Her kick UC goes a very short distance making it an ineffective punish at even moderate ranges, and it usually can’t be followed up with pursuit. Her punch pursuit is laughably bad and is almost never used due to it being punishable on hit outside of anti air UCs.
Red Earth: Mai Ling's Moveset by HP

RE MaiLing Portrait.gif

  • Defense: Normal
  • Guard Gauge: Normal
  • Stun Meter: 28
  • Forward dash duration: 14f
  • Back dash duration: 18f
  • Prejump: 4f
  • Normal jump airtime: 47
  • Starting Element: RE Fire Orb.png Fire
  • Elemental Weakness: RE Lightning Orb.png 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 (Fukushou)
1 followup (Fukushou)
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
1 5-7 Mid 8 (3-3-2) 4 3 2 +6 +5 +5 (+20) Yes
1 > 1 5-7 Mid 14 (9-3-2) [minimum] 10 [minimum] 3 2 +6 +5 +5 (+20) 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
RE MaiLing 2.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
8-10 Mid 20 (5-6-9) 6 6 9 +1 0 0 (+15) 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.
Staggers Kenji.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
10-12 High 39 (11-8-20) 12 2/6 20 -8 (-1) -9 -9 (+6) No

A quick but highly punishable overhead, however because of how quick it comes out, often your opponent won't be able to react on time. Especially useful for finishing off an opponent, but there are safer options.

4
RE MaiLing 4.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
5-7 Mid 14 (3-7-4) 4 7 4 0 -1 -1 (+14) Yes

Virtually the same as 1 but can help with low profiling.

5
RE MaiLing 5 First.png
RE MaiLing 5 Second.png
5 followup (Tou-Ra)
5 followup (Tou-Ra)
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
5 8-10 Mid 23 (5-7-11) 6 7 11 -2 -3 -3 (+12) Yes

Great poke that can confirm into many combos. Is useful for spacing and as a grab OS.

5 > 5 8-10 Mid 39 (18-7-14) [minimum] 19 [minimum] 7 14 -2 -2 -2 (+13) Super only

Can be cancelled into super, decent frame trap.

6
RE MaiLing 6.png
Staggers Kenji.
Staggers Kenji.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
10-12 High 36 (18-6-12) 19 6 12 +2 (+7) +1 +1 (+16) No

Slower than 3 but a less punishable overhead. Useful for mixups. You will also see this if you whiff throw so it’s not a bad consolation prize, however st.5 is better for that.

cr.1
RE MaiLing Crouch 1.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
5-7 Mid 10 (1-4-5) 2 4 5 +2 +1 +1 (+16) Yes

A faster but less safe version of 1. Not used often.

cr.2
RE MaiLing Crouch 2.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
8-10 Mid 15 (3-5-7) 4 5 7 +4 -2 -2 (+13) 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
Two hits, second hit launches
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
10/10-12/12 Mid 31 (4-6-21) 5 3/3 21 Launch -5 -5 (+10) Yes

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 Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
5-7 Low 12 (3-4-5) 4 4 5 +2 +1 +1 (+16) Yes

Your safest button on block. Can be useful in blockstrings in order to allow for a cr.6 to be safer.

cr.5
RE MaiLing Crouch 5.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
8-10 Low 20 (6-7-7) 7 7 7 +2 +1 +1 (+16) Yes

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

cr.6
RE MaiLing Crouch 6.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
10-12 Low 34 (8-4-22) 9 4 22 HKD -11 -11 (+4) 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, and with the exception of Tessa it can combo into fireball super. In neutral it's good to use as a way to snuff out your opponent's normals. Using it wisely will bring you closer to victory.

j.1
RE MaiLing Jump 1.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.1 5-7 High Varies 5 Until landing Until landing +15 [maximum] +15 [maximum] +15 (+30) [maximum] 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.

sj.1 5-7 High 12 (4-8-0) 5 8 0 +15 [maximum] +15 [maximum] +15 (+30) [maximum] No

Can block again on frame 16.

j.2
RE MaiLing Jump 2.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.2 8-10 Mid Varies 6 11 Until landing +16 [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.2 8-10 Mid 22 (5-11-6) 6 11 6 +16 [maximum] +15 [maximum] +15 (+30) [maximum] 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.
Staggers Kenji.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.3 10-12 High Varies 4 4 Until landing +20 (+27) [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.3 10-12 High 25 (3-4-18) 4 4 18 +20 (+27) [maximum] +15 [maximum] +15 (+30) [maximum] No

This is an odd one. While similar to j.6, it’s not as active and but it is your second fastest air normal and has a thicker hitbox than j.5. You will see this whenever you whiff command grab.

j.4
RE MaiLing Jump 4.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.4 5-7 High Varies 5 Until landing Until landing +15 [maximum] +15 [maximum] +15 (+30) [maximum] No

Can be useful as a cross up and general air to air, however if overused it can be countered by better air normals, supers or ultimate guard since it has a long duration in the air and can be reacted to easily as a result.

sj.4 5-7 High 15 (4-11-0) 5 11 0 +15 [maximum] +15 [maximum] +15 (+30) [maximum] No

Can block again on frame 19.

j.5
RE MaiLing Jump 5.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.5 8-10 High Varies 3 5 Until landing +16 [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.5 8-10 High 19 (2-5-12) 3 5 12 +16 [maximum] +15 [maximum] +15 (+30) [maximum] 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 air move just because of how fast and safe it is. Like most of your air normals, it’s a bit more risky the further away you are.

j.6
RE MaiLing Jump 6.png
Staggers Kenji.
Staggers Kenji.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
j.6 10-12 High Varies 8 5 Until landing +20 (+25) [maximum] +15 [maximum] +15 (+30) [maximum] No
sj.6 10-12 High 24 (7-5-12) 8 5 12 +20 (+25) [maximum] +15 [maximum] +15 (+30) [maximum] No

Strongest and best non crossup jump in with a decent hitbox. It is quite good for attempting to meaty ice super because of its longer range than your other air normals.

Command Normals

Idaten
j.FF
LEVEL 10
LEVEL 10
RE MaiLing Jump FF.png
Mai Ling's airdash. Can block again on frame 27.
Mai Ling's airdash. Can block again on frame 27.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
11-13 Unknown 20 (4-12-4) 5 12 4 HKD -6 -6 (+9) 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 air normal, which means that you can potentially airdash up to 4 times, which is obviously useful for bamboozling your opponent. 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).

Special Moves

Kuujin Ken
QCF+1/2/3
LEVEL 1
LEVEL 1
RE MaiLing qcf123 First.png
RE MaiLing qcf123 Projectile.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
1 11-14 Mid 43 (11-32) 12 Proj. 32 -1 [point blank] -2 [point blank] +6 (+21) [point blank] Yes

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 47 (11-36) 12 Proj. 36 -5 [point blank] -6 [point blank] +2 (+17) [point blank] Yes

Medium range but longer recovery. Useful in situations where qcf.1 won’t reach, particularly for meaty outside of the corner. Outside of mind games it's better to go for qcf.3.

3 11-14 Mid 50 (11-39) 12 Proj. 39 -8 [point blank] -9 [point blank] -1 (+14) [point blank] Yes

Full screen fireball with longest recovery. Super punishable up close or mid range, 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
LEVEL 1
LEVEL 1
RE MaiLing dp456 First.png
RE MaiLing dp456 Second.png
6 frames of invincibility.
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 11-13 Mid 43 (2-17-24) 3 17 24 Launch -27 -24 (-9) Yes

One hit. Useful in combos and anti airs. Your main stun combo against Tessa and Mai Ling will use this version as it will allow you to combo into Chou Kuujin Ken.

5 17-20 Mid 54 (2-22-30) 3 22 30 Launch -42 -35 (-20) Yes

Two hits. 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 65 (2-27-36) 3 27 36 Launch -52 -47 (-32) Yes

Three hits. Same deal as 5. Learn to know when to use which.

Koukaku Shuu
R.DP+4/5/6
LEVEL 3
LEVEL 3
RE MaiLing rdp456 First.png
Mai Ling’s Divekick. Staggers Kenji.
Mai Ling’s Divekick. Staggers Kenji.
RE MaiLing rdp 4.png
4 version.
4 version.
RE MaiLing rdp 5.png
5 version.
5 version.
RE MaiLing rdp 6.png
6 version.
6 version.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
4 11-14 High 54 (32-9-13) 33 9 13 +6 [maximum] -4 [maximum] -4 (+11) [maximum] Yes
5 11-14 High 55 (32-10-13) 33 10 13 +6 [maximum] -4 [maximum] -4 (+11) [maximum] Yes
6 11-14 High 56 (32-11-13) 33 11 13 +6 [maximum] -4 [maximum] -4 (+11) [maximum] Yes

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.

Koen
HCB+4/5/6
LEVEL 19
LEVEL 19
RE MaiLing hcb First.png
RE MaiLing hcb456.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
4 22-30 Mid 89 (33-16-40) [maximum] 25 [minimum] 16 40 HKD -41 -44 (-29) Yes
5 22-30 Mid 101 (45-16-40) [maximum] 27 [minimum] 16 40 HKD -41 -44 (-29) Yes
6 22-30 Mid 113 (57-16-40) [maximum] 29 [minimum] 16 40 HKD -41 -44 (-29) Yes

Would be way better if it wasn't so minus on block. In any matchup that involves an opponent with a TOD, accidentally doing this can potentially lead to your death. Avoid in most cases unless you want to mock your opponent. One notable use is as a finisher if your opponent is stunned and they have a chest below them, as it will generally guarantee that you will get the orb for the next round.

Kuugeki Shou
HCB+1/2/3
LEVEL 25
LEVEL 25
RE MaiLing hcb First.png
RE MaiLing hcb123 First.png
RE MaiLing hcb123 Second.png
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
1 12-16 UB 69 [no activation] 38 [minimum] 18 20 HKD UB UB Yes
2 12-16 UB 95 [no activation] 40 [minimum] 18 40 HKD UB UB Yes
3 12-16 UB 121 [no activation] 42 [minimum] 18 40 HKD UB UB Yes

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.

Tentsui Ga
360+1/2/3
LEVEL 32
LEVEL 32
RE MaiLing 360123.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
28-30 UB 48 (15-3-30) 16 3 30 HKD UB UB Yes

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”.

Super Moves

Chou Kuujin Ken
QCFQCF+1/2/3
LEVEL 1
LEVEL 1
RE MaiLing qcf123 Second.png
RE MaiLing qcfqcf123 Projectile.png
Three hits.
Three hits.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
25-32 Mid TBD TBD Projectile 41 +8 [point blank] +7 [point blank] +15 (+30) [point blank] Yes

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
LEVEL 14
LEVEL 14
RE MaiLing qcfqcf456 First.png
RE MaiLing qcfqcf456 Second.png
Seven hits. Invincible for entire startup.
Seven hits. Invincible for entire startup.
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
29-33 Mid TBD TBD 38 50 HKD -78 -78 (-63) Yes

This super will generally be used for guaranteed damage of air juggle guard break strings. Besides from that, it is quite risky to use.

Universal Mechanics

Throw
F+2/3 or F+5/6
RE MaiLing Throw 23.png
2/3 throw (Sharyuu-Tou). Loopable. Can be teched and softened.
2/3 throw (Sharyuu-Tou). Loopable. Can be teched and softened.
RE MaiLing Throw 56.png
5/6 throw (Rairaku-Tai). Cannot be broken.
5/6 throw (Rairaku-Tai). Cannot be broken.
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
2/3 14-17 UB - 0 - - -2 [tech] / +30 [soften; minimum] - - -

Although this throw can be teched, in the corner it can be used to create very interesting mixups if teched, and if softened can guarantee you big damage. If it is not teched it can also be looped in the corner, leading to the same mixups which are detailed in the strategy section for Mai Ling.

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

The only untechable throw 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
Forward dash
RE MaiLing Dash Backwards.png
Back dash
Back dash
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- - 14 [forward] / 18 [backward] - - - - - - -

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

Ultimate Guard (Shougan)
P+K
RE MaiLing UG Flash.png
Ultimate Guard
Ultimate Guard
RE MaiLing UG Block.png
Parry
Parry
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- - 91 (0-60-31) 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 (Ou-Kuha). Staggers Kenji.
Punch version (Ou-Kuha). Staggers Kenji.
RE MaiLing UC K.png
Kick version (Kokuu-Ha)
Kick version (Kokuu-Ha)
Version Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
Punch 5-6 UB 30 (0-6-24) 0 6 24 -10 (-5) UB -11 (+4) 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 unless anti-airing.

Kick 10-12 Low 30 (0-6-24) 0 6 24 HKD -13 -15 (0) No

Decent knockdown sweep, however be cautious of pursuing after knockdown as it is near impossible and opens you up to punishes.

Pursuit
U+4/5/6
RE MaiLing Pursuit First.png
RE MaiLing Pursuit Second.png
Damage Guard Duration Startup Active Recovery Hit Adv Block Adv UG Adv Special Cancel
- - - - - - - - - -

Although it may be useful for guaranteed extra damage, because of its long recovery animation and Mai Ling's long recovery after her HKD sweep, it can be easily whiffed and then punished. Use only if certain of its success and if you wish to forego any oki setups.

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. If you use f+6, come a scenario where they still try to block, if whiffed it will still become a fast overhead as st.6. If you use f+5, if grab is whiffed it will become a poke that can be confirmed into knockdown to continue the oki, or into follow up st.5 to confirm into fireball super. Just some 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 okizeme 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, or even none of it. 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.
Sometimes the best way to control the air is to be in the air, in this scenario you will want to take advantage of the airdash hurtbox. If blocked by your opponent, this can lead to some guard break air juggles. There are many ways to earn guaranteed damage off of this, but the easiest and most consistent is your kick super. Best way to land this is by keeping your opponent in the air with j.5 or j.4 after they've blocked airdash, and if you land before them, go for the super to break their guard and gain the life lead.

"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.

Sharyuu-Tou

Mai Ling punch gives you alot of mix opportunities in the corner. Let's go over some scenarios.
If your opponent fails to tech your punch grab, you have a few options:

1. You can grab your opponent again with either kick or punch grab. If you are playing against Kenji or Mai Ling you can also loop kick grab a few more times but it is not possible against Leo or Tessa this is not possible.
2. You can confirm into elemental super. Easier done with ice super and is especially devastating against Kenji.
3. You can confirm into fireball super. Obviously a great way to build stun and lead to a potential TOD.

If your opponent fails to tech but manages to soften, the only option left out to you is the option to grab loop, however you now have the option to hit them with DP or kick super as well as everything else, making softening almost just as bad of an idea.
If your opponent succeeds in teching the grab, you end up with a very bizarre situation, as you still have I-frames as long as you dont move or press any buttons. This means you can potentially punish any attempt of mashing on recovery after tech throw, a notable example is Tessa's DP, which can lead to some interesting mind games where you can potentially TOD off whiffed reversal.

Matchup Strategy

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, and if you punch grab her and she techs it then reversal DPs, if you stand still you are guaranteed a punish. 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 not so easy 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!

Punishes:

  • RE Tessa DP 123 Second.png dp.1/2/3: You will want to use Mai Ling's DP orb combo, starting with st.1. Generally only punishable by dashing in after blocking first hit of DP and not getting hit by second (space-oriented), as well as the punch grab invul strat mentioned above.
  • RE Tessa JQCF 123.png qcf.1/2/3: Can be dashed under and be potentially punished with DP orb combo, however Tessa is most likely to mash DP once you're close enough, leading you to the situation above.

Most mistakes made by Tessa will be punished with the DP orb combo, so it's good to always have at least one orb at the ready.

Leo

This is a close matchup, but it appears that Leo has the advantage in this matchup. 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. He is also allowed to make more mistakes than you if you are orbless. 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, except for possibly ice super. 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.

Punishes:

  • RE Leo Crouch 5.png cr.5: If he is too far away and you can predict it, you can potentially air dash over and punish him with cr.3 orb combo. If up close you can technically dash under this move aswell.
  • RE Leo QCFQCF 123 Fourth.png RE Leo QCFQCF 123 Fifth.png qcfqcf.1/2/3: On UG, can be punished with cr.6.
  • RE Leo QCF Second.png qcf.x: This move is a very interesting case. Against the heavy versions, the rush itself will guard break Mai Ling so she must UG it (sound familiar?). However, there is a considerable gap between the rush and the swing for both qcf.1/2/3 and qcf.4/5/6. During that gap, even after UG’ing the initial rush, Mai Ling has enough time to land st.1, which can lead into cr.3 orb combo or cr.6 orb combo.

In most situations, most of your punishes are going to come from mistimed UGs, since leo can often keep you out of range for you to properly punish.

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.

Punishes:

  • RE MaiLing dp456 Second.png dp.4/5/6: If Mai Ling does this in front of you, you're best to dash up and dp.4 into fireball super. If you do it in front of Mai Ling, she'll try the same.
  • RE MaiLing Crouch 6.png cr.6: If you're close enough, you can punish with your own cr.6. Otherwise lightning super is pretty good as she is weak to it.
  • RE MaiLing rdp 4.png r.dp.4/5/6: If it hits you head on it is very punishable with dp.4 into fireball super, however some angles can make it less minus. Be cautious.
  • RE MaiLing Jump FF.png j.ff: Best way to punish is with lightning super. Otherwise try catch her with a DP or even R.DP.
  • RE MaiLing hcb456.png hcb.4/5/6: On UG you should be able to punish with dp.4 into fireball super.


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 willy nilly 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!).

Overall this is still very advantageous for you, especially since you can take out most of his health by confirming into ice super from either of your grabs.
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?

Punishes:

  • RE Kenji F 2.png f+2: Punishable on hit and block. Easy to react to, simply dp.4 into fireball super. Just remember though, it’s not minus if you’re dead, so don’t forget about this move if you’re low on health.
  • RE Kenji QCB 456.png qcb.4/5/6: You will mainly only see this move if Kenji is trying to stun you. If it fails to, you can punish him with any of your main orb or orbless combos.

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.

  • cr.4, cr.5, cr.6, qcfqcf.1/2/3

Being able to combo off a low sweep into super is a very powerful option to have, even if it doesn't work on Tessa. Best used on Leo. Forcing your opponent to crouch low can be useful for mix especially if you swap it up with st.6. Mind the spacing, for if you hit cr.6 at the max range, the super can drop. Keep in mind that cr.6 into fireball super is a link.

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.5/6

Decent damage but returns opponent to neutral state. Use dp.5 when midscreen and dp.6 when in the corner.

  • airdash j.5, cr.4, cr.6

Simple conversion from an airdash.

  • 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.

  • (On hit or block) st.[1] 360+]1[

This is really funny.

  • 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.

Red Earth: Mai Ling Beginner's Combo Guide by MelvinIsANiceBoy


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
FAQ
Controls ⁄ System
HUD
Characters
Tessa
Leo
Mai Ling
Kenji