Spectral vs Generation/Mayura

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Mayura
Spectral VS Generation Mayura Image.jpg
Health 500
Pre-Jump Frames 3
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.


Normals

Far Standing Normals

f.5A
Spectral VS Generation Mayura5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low - 3 - - -
  • 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


f.5B
Spectral VS Generation MayuraFar5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 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


f.5C
Spectral VS Generation MayuraFar5C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 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.


f.5D
Spectral VS Generation MayuraFar5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 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 5D > 623A Infinite. Pretty good button.

Close Standing Normals

cl.5A
Spectral VS Generation Mayura5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low - 3 - - -
  • 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


cl.5B
Spectral VS Generation MayuraClose5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 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)


cl.5C
Spectral VS Generation MayuraClose5C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 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.


cl.5D
Spectral VS Generation MayuraClose5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 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
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low - 3 - - -
  • 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
30 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
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 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
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 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
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 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
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 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
Your normal combo ender
Your normal combo ender
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 (25x2) 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
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 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
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 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 15ยบ, making its usage a tad limited, but it's good to consider in addition to Mayura's already great air options.
  • It does otg, but your okizeme is way worse if you do this, but it's still usable to win a round if necessary.

Chain Specific Normals

B -> B
Spectral VS Generation MayuraFar5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 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
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
0 Low - - - - -
  • Mayura creates an icicle from the ground to hit the opponent
  • Only accessible after chaining from any B normal. See Chain Combos.
  • Does no damage and is purely to open your opponent up
  • 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
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
25 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
Spectral VS Generation MayuraGrab Image.png
Spectral VS Generation MayuraForwardThrow Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw - - - - -
  • Mayura freezes the opponent and tosses 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.
  • If you used 236D or 214-214x before throwing them, it will combo, allowing you to continue it with a dust or j.c. This does a lot of damage for a throw.


Back Throw
B+D
Spectral VS Generation MayuraGrab Image.png
Spectral VS Generation MayuraBackThrow Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw - - - - -
  • Mayura freezes the opponent, then hits them while passing through them.
  • Has the same trick as forward throw with 236D and 214-214
    • While ALSO being able to combo her ground supers after. This does A LOT of damage.

Sword Series Slash (Dust)

High Dust
5B+C
Spectral VS Generation MayuraDust Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
129 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
Spectral VS Generation MayuraLowDust Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
129 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
Spectral VS Generation MayuraParry Image.png
Standing
Standing
Spectral VS Generation MayuraLowParry Image.png
Low
Low
Spectral VS Generation Mayuraj.Parry Image.png
Jumping
Jumping
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.

Freezing Ice Ball
236A/B/C (Air Ok)
Spectral VS Generation Mayura236X Image.png
Spectral VS Generation Mayuraj.236X Image.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 40 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.
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 42 High/Low N/A - - - -
  • Mayura shoots an orb towards the opponent.
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 45 High/Low N/A - - - -
  • Mayura shoots an orb towards the opponent.
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
j.A/B 42 High/Low N/A - - - -
  • Mayura shoots an orb towards the opponent.
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
j.C 45 High/Low N/A - - - -
  • Mayura shoots an orb towards the opponent.


Floating Ice Ball
214A/B/C/D
Spectral VS Generation Mayura214X Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 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.


Air Floating Ice Ball
j.214A/B/C
Spectral VS Generation Mayuraj.214A Image.png
A Version
A Version
Spectral VS Generation Mayuraj.214BC Image.png
B/C Version
B/C Version
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 30/45 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.
  • Does NOT count towards the fireball limit, allowing to use multiple in a row, and while there are other projectiles in the screen.
  • The A version is mostly used twice 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 30/45 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 30/54 (18x3) 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.


Magic Ice Pillar
236D
Spectral VS Generation Mayura236D Image.png
Hidden Missiles: Winter Edition
Hidden Missiles: Winter Edition
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
120 (40x3) 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.


White Mirror
22A/B/C/D
Spectral VS Generation Mayura22X Image.png
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 the left corner, B puts you at P1 round start, C, puts you at P2 round start, D puts you in the right 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.


Ice Shield
623A/B/C
Spectral VS Generation Mayura623X Image.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 50 (25x2) 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 54 (18x3) 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 56 (14x4) 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
236236A/B/C
Spectral VS Generation Mayura236236X Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
137 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 techable knockdown, and the recovery is very big so you won't want to do this in the corner.
  • Tends to fall off in Aerial Juggles, making j.236236 the preferred option there.


Ultamite Ice Shield
214214A/B/C
Spectral VS Generation Mayura214214X Image.png
ORBkizeme
ORBkizeme
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
100 Initial Hit, 70 Orb 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.236236A/B/C
Spectral VS Generation Mayuraj.236236X Image.png
Icecalibur
Icecalibur
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
120 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.C > j.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 j.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
2363214A/B/C
Spectral VS Generation Mayura2363214X Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
325 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.

Strategy

Neutral

Mayura is a character of extremes when it comes to playing a neutral game. Due to her zoning being committal and her normals being stubby, Mayura needs to take a few risks when it comes to trying to control or close space with the opponent.
In match ups where she can zone Mayura can actually play a very effective zoning game with her 236X and tk j.236X fireballs as well as tk j.214X series, being able to cover various approaches the opponent would want to take. As stated before though, her options are committal and can be punished in various situations. Characters that can quickly avoid and approach Mayura, or even worse out zone her can force mayura to play more aggressive or more reactive depending on the situation.
In situations where Mayura must take the approach she thankfully has a very fast step dash that you can cancel into a normal at a multitude of timing. You unfortunately do not have many good options out of that dash other then a 5/2D as f.5D is your best long range normal, and cl.5D and 2D being your best low hitting normals. j.B is your best air normal for neutral as it is quite fast and has a hitbox with solid reach allowing you to control a good amount of space.

Offence (On Hit)

On hit you have 1 and only 1 goal with Mayura, Get a hard knock down. How you do so, how much meter you spend, and how much damage you get will all depend on your starter. 5B.B >> jump cancel >> j.C > j.214X > airdash is your standard combo route with that allows you to get a hkd oki anywhere on the screen. You can confirm into this after a 623B/C Sot and will usually be how you go into the 5B.B both midscreen and in the corner. In the corner or very close to the corner you get to loop your j.236236X super and will require you to tk it multiple times. With this being your means of get consistent high damage out of your combos it will force some solid execution to get good damage out of full combos. f.5C makes you airborne allowing you to cancel into j.236236X and is an easy confirm off of a 623B/C Sot in the corner.

HKD OKI

Mayura has the best HKD OKI in the game hands down, being able to get solid pressure and mix ups at any screen position. This will always be off of a j.C with what you want to do varying based on position<bt>

  • Midscreen

Midscreen j.C ender will push the opponent to far for anything other then j.214C not going far enough to be on top of the opponent. You will have to air dash forward in order to continue pressure, though airdashing back in match ups where zoning is viable is a good option if you have the life lead. For continued pressure after j.C, you will j.214B > airdash forward as this option lets you run a 4 way mixup with left/right high/low as j.214B dosent push you back that much and lets you cross up with the air dash. j.C does push you back too far to cross up but is more consistent at keeping your turn then j.214B.

  • Corner

In the corner you cannot use j.214B/C as it will be thrown off screen, forcing you to start with j.C > 214A. This is not a detriment as you have options with both forwards and backwards airdash allowing you to keep up pressure. Forward airdash makes you j.214A again but with leave you close to the ground and to them making your high/low harder to discern. Backward airdash lets you j.214B/C >> forward airdash for better pressure, but gives them more time to acknowledge which option you are going for.

Offence (On Block)

On block you do not have the best pressure pre HKD OKI unfortunately. You will most of the time end with a 623B/C Sot in order to get a mix up attempt, or cl.5B.B >> jump cancel in order to return to neutral or advance even more. 214X gives you a semi safe blockstring ender that can catch opponents try to immediately press a button. j.2D is safe on block allowing you to pressure opponents that respect your pressure and tick throws are always an option to open your opponent up.

Defense

Mayura lacks any reversal and has to rely on system mechanics to escape pressure, leaving Mayura to attempt to not even get into a bad spot in the first place. 2B and j.b are your standard options for dealing with jumps, either from the ground or meeting them in the air respectively, and your specials let you cover ground approaches. Unfortunately for Mayura if they do get in, your guard cancel uses your 5A's animation giving it extremely short range and is very easy to avoid, and the lack of any real reversal means you will have to sit in alot of blockstrings.

Combos

BnB Combos

Combo Total Damage Notes
Meterless BnB
J.C > 5D > 5B > 5C > 623C
J.C > 5D > 5B > 5C > 236C Placeholder
J.C > 5B > 5B > J.C > J.214B > 66 > J.214A J.214B and J.214A allow safe oki, or you can airdash after J.214A to go overhead.
One Bar BnB
9C > 5D > 5B > 5C > 623C (SOT) > B+C (AAABBBCCCDD > 236D)
9C > 5D > 5B > 5C > 623A > 214214X The follow-up from the super launches on hit and leads to J.214B > J.214A oki
9C > 5D > 5B > 5C > 623C (SOT) > 5B > 5B > J.C > J.214B > 66 > J.214A
J.C > 5B > 5B > J.B > J.236236C > 236D HKD into hidden missiles oki
Two Bar BnB
9C > 5D > 5B > 5C > 623C (SOT) > f.5C > J.236236C > 5B > 5B > J.C > J.214A > 66 > J.214A J.B needs to be cancelled into super ASAP. Combo needs to be somewhat close to corner.
Three Bar BnB
9C > 5D > 5B > 5C > 623A > 2363214ABC
Burst BnB
Placeholder Placeholder


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