Dead or Alive 6: MAI SHIRANUI GUIDE Tutorial w/Force of Nature
This is a small DOA6 guide to help people out if they're interested in Mai and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
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0:00 Introduction
1:39 Close Range Focus
5:48 Low & High Crushes
9:27 Tracking Moves
11:23 Mid Range Focus
16:33 Long Range Focus
19:38 Throw Game
21:47 Wall Game
23:29 Mai's Special Cancels
25:19 Outroduction
*Additional Notes
- Mai is a "Lightweight" character
- Mai's counter holds are unremarkable with most of them dealing modest damage (52 on NH) and keeping the opponent close by. The Mid K & High P holds can knock the opponent away and can net environmental wall damage
- If you would like an alternate wall juggle, you can perform 6PP236K
- Whether you opt to rushdown or zone with Mai will be based on your playstyle, and the playstyle of the opponent along with their character (i.e. Do they have good defense against rushdown? Are they good at footsies? Are they patient in neutral? Etc.)
- 214P isn't safe anymore so it can't be utilized as a safe tracking option anymore; 4K will serve that role
- After a 6P+K stun (or any stun that leaves you at around +17 or greater), you can launch right away with H+K or 8K and connect an air throw for simple damage
- 4P is a great stun starter at i15 inducing a nosebleed stun
- Note that 2P+K is an instant hi-crushing mid punch, not a low
- Note that 3P actually isn't a special cancellable move, only 3PP, 3PK & 3P2K are follow-ups
- For the 66T, 66PK, Air~T combo, you need to buffer input 66PK right away after the 66T throw
- If you can connect 66K at tip range you can turn the move into a +Guard Break (GB) up to as much as +2 on block
*Combos Featured in the Guide
#1) Sample Combo: 4P, 3P, 3P+K:P, Jump~KK, 6S
#2) Break Blow Cancel Combo: 4P, 3P, 3P+K:P, Jump~KK, 6SH (BBC), 8H+K, 6H+K, 9P~K~P+K
#3) Air throw Combos: 66T, 66PK, Air~T
#4) 66T, 4P, 3PP, Air~T
#5) Wall Juggle: H+K, W!, 4P214P+K, 6PKK
*Mai's Special Cancel Moves
- 236P
- 236K
- 214P
- 214P+K
*Cancellable Moves
- 6PP
- 4P
- KKK
For Directional Notation:
7 8 9
4 5 6
1 2 3
Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.
Legend:
CH = Counter-Hit
BT = Backturned Stance
W! = Wall Splat
DZ! = Dangerzone Splat
For Input commands:
P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
S = Special Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"
H+P+K = Alternate Way to Input "S"
Check out the TopTierTips Guide Series: https://www.youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
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Look out for further DOA6 guides in the future!
And if you can't get enough of Mai, check out how she compares in DOA5LR! https://www.youtube.com/watch?v=JzW-f0cueTk&t=7s
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