noobsaibot Posted February 21, 2015 Posted February 21, 2015 Weak Punch = AWeak Kick = BStrong Punch = CStrong Kick = DBoost = E CREDIT TO SHORYUKEN WIKI FOR MOVES NAMESSpecial MovesBowgun (Upper) (Air or ground): 236A Great move especially in the airBowgun (Lower): 236BI don't use this too muchHelmet Bomb: 236 DSends a helmet along the ground her 2nd best projectileForward Roll: 214 BSteel Spike Switch: 214 CSpike Attack 236C > A(Upper) or B (Lower)Bowgun Reload: 214 ABind Yo Yo: 623 CMesses with the physics of gravity for opponent jumping/falling in its rangeBackslash Kick: 623D Great for ending mid screen combos, not very good as an AA. can follow up with E (boost) INSERT COMBO.Bind Trick/Ensare: 236 236 A (uses 1 bar of aura)This super travels across half the screen capturing your foe and then ends with mamiya jumping to the still opponent then kicking them high into the sky, it does very little damage on its own but with the bow array follow up can be more viable its main use is setting up Mamiyas dribbles Bind Trick Bow Array Follow Up: 236 E (Uses all remaining arrows) (after she kicks them up at the end of the ensnare/bind animation) you can wait for Mamiya to go pretty high above the opponent before you unleash all of Mamiyas bolts remember this will completely deplete the arrow gauge.Bike: 236 236 C (uses 1 bar aura) Use directions to move the bike, you can jump this covers a fairly decent amount of distance and if near a wall (no opponent below and standing next to it, works if they are knocked down) she will jump off of it (chin li esque) automatically. tap back/ 4 once to pull a wheelie. tap back/4 twice to turn the bike around 180. Press A B C or D to dismount the bike and send it hurtling into the enemy (extremely useful after a jump, and essential as you will take a lot of damage if you don't dismount as the bike explodes after dishing out a certain amount of hits/damage and turning red.Sayonara FATAL KO: 236CD ( All stars must be taken from opponent) After you input 236CD Mamiya will raise her bow at this point tap up/down to adjust where she aims then press A,B,C or D to fire at the bottle she throws vertically into air, each shots deducts an arrow from the arrow gauge, as soon as you hit the bottle it will send about 9 capsules raining down if these hit the enemy it's lights out.Corner Dribble VS Rei Shin Juda Jagi 2A 2B 2D A+C 8A 8B 8D(let it hit fully) (air) 236A 8D 2D 236236A (ENSNARE/BIND) let Mamiya rise fully above the opponent(if shin just a bit higher then him) at the highest point input whilst in the air B B A C B B B A C B B B B A A wait (Descending B) Land 5B or 2A until you need to get closer E (BOOST) repeat 5B/2A until around 90 hits 5C cancel into (Forward Roll 214 B) 5A Walk forward 5A repeat every time the body bounces down then jump/8A when they're high enough wait 8A 8A LAND 8A repeat until they are low on health and finish with ensnare/bind bow follow up.VS RoahDIFFERENCES: After Ensare/Bind going too far above like the usual set up will cause the set up to drop, instead judge when she's about level in the air with Roah/a slight bit higher 2A 2B 2D A+C 8A 8B 8D(let it hit fully) (air) 236A 8D 2D 236236A (ENSNARE/BIND) in air B B B A A C B B B A C B B B B A (Descending B) Land 5B or 2A until you need to get closer E (BOOST) repeat 5B/2A until around 90 hits 5C cancel into (Forward Roll 214 B) 5A Walk forward 5A repeat every time the body bounces down then jump/8A when they're high enough wait 8A 8A LAND 8A repeat until they are low on health and finish with ensnare/bind bow follow up.VS KenshiroDIFFERENCES: two problems you will have is A: if you jump diagonally after A+C the opponent will drop before ensnare/bind B: if you go to high above Kenshiro after the 236236A (ENSNARE/BIND) he will drop. apart from that it's the same deal as Rei and the others combo. 2A 2B 2D A+C 8A 8B 8D(let it hit fully) (air) 236A 8D 2D 236236A (ENSNARE/BIND) let Mamiya rise level to kenshiro whilst in the air B B A C B B B A C B B B B A A wait (Descending B) Land 5B or 2A until you need to get closer E (BOOST) repeat 5B/2A until around 90 hits 5C cancel into (Forward Roll 214 B) 5A Walk forward 5A repeat every time the body bounces down then jump/8A when they're high enough wait 8A 8A LAND 8A repeat until they are low on health and finish with ensnare/bind bow follow up.Dribble From Raw Bind Trick i'm new to this so excuse me if it's not very clear Video Guide:https://www.youtube.com/watch?v=TwtIHusRQTM
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