Mai's her ground Musasabi no Mai can be used to get to places as it is quick and can easily catch the opponent off guard because there is no recover after the jump, unless there is a wall next to the opponent. She is the corner goddess of this game and it is really easy for Mai to do a lot of damage with just one stock or even one drive.
![yuri combos kof 2002 yuri combos kof 2002](https://i.ytimg.com/vi/ApvKbP0Zf_w/maxresdefault.jpg)
Mai also has a ton of HD combo set-ups and arguably one of the best Neo Max's in the game because it has a really huge hit box, it does not scale that much, and it covers just about half a screen. All of Mai's EX moves set the opponent up for a juggle. Mai is a character made to play good keep-away, dominate the air, and the corner. The tools at Mai's disposal include a wall jump, air-throw, a good projectile, high priority normals, a B>D chain combo, fast movement, cross-up air.C, easy safe jumps, a air command move, and an alternate jump maneuver. Mai's has exceptionally good normals and priority in general. Mai is probably one of the best (yet extremely underrated) battery characters. So here, we are going to elaborate on her strengths and weaknesses. Her flaws are extremely blatant but her good points practically compensate for her weakness (and so much more). As of KOF XIII, Mai is a really great character to play who ensures her spot in the mid-tier.
![yuri combos kof 2002 yuri combos kof 2002](https://wiki.supercombo.gg/images/e/ee/Yuri02_stance.gif)
Most players disregard her as simply fan service, though she is far more dangerous than most players make her out to be. not quite the same as she was in her previous alliterations (KOF 2K2 for example). And I, the Great Dark Hero, would like to present: Mai Shiranui of KOF XIIIĪccording to Dream Cancel, Mai Shiranui is.