I haven't put in a ton of work with Mavado so I'm absolutely not an expert on the pairing. I can see him being her best partner but atm I really value what Janet brings, namely scarier strike/throw and a bit better neutral. 140 damage forward throw is a huge deal imo as well as throw combo only taking half kameo bar. Midscreen armored launcher helps in neutral and keeps her from getting opressed at certain ranges (disregard if Mavado gives armored launcher bc I actually don't know). These are good enough that I always want kameo so I think Janet pretty much always being available is so important. Idk maybe I just can't stomach using whole kameo for one move. Also I hate -50 health haha.
Yea honestly it may be 50/50 between Janet and Mavado: Here's what Mavado Provides and let me know if it worth -50 health and i dont blame yea.
There's some hard to blockables and plus on block shinagains,
OFFENSE Options:
- F Throw is 110 but most importantly keeps you close range to inflict more pressure. B Throw you can call in D. Kameo for Mavado and go for iairDB4 or F4, and since they have to block Mavado they have to hold the mix off back throw.
-Not the best options for Dealing with Zoning, but his B. Kameo is still solid, closes Distance and give a free knockdown.
- B2,2 on hit and F4,4 mid screen into Latern> D. Kameo> Fire ball>instant Air Fireball is all guaranteed. They cannot move and cannot duck the fireball (with good timing of course).
- Any Ex Fireball trade is in your favor if it hits, just call in F. Kameo and you get some Damage from playing the fireball war.
Combos a bit weird to get use to but with good executions here are the damage numbers of common conversation (ATM i don't know the exact number but just some estimates)
- 1,2 EXFB> B2, EXFB> B2,4> F4 EXFB > 2,1 EXFB >- All at least 40% and cost one meter and 1 Kameo
-DB4EX - 30%
-IADB4 - 30%
DEFENSE Options:
"Mavados does not have an option to do an armored Launcher like Janet"
Something Pretty swanky is that while your OS Ducking you can call in neutral Kameo for Mavado. And since he drops the the electric trap it forces the opponent off you with out using meter although it cost a full stick absolutely worth it.
Punishing D1 and -7 moves, is the most easy with Mavodo you can mash it and get 277% bare minimum. I feel like this worth noting for defense.
Also get Armor into N. Kameo (Full Bar), but if your unsure it keeps you safe. They can't even D2 in between the recovery frames since the traps stays active long enough for you to get up and hit them. W/ the new patch tho this may be nerfed since D2 cancel are unbreakable.
Let me know what you think.
Also I will add you later tonight, I'm US EAST.
Generally, I think she can do well against any team with less than 1000 health. She can really win in only two touches against 950 and below so she's pretty much always alive in the game. Another mu factor for her is how important the moves she can reversal are to the other character's game. A couple characters she can reversal some important stuff without meter and that makes it seem like she does well. I'm thinking Havik D4 (I think she dumpsters him personally), Scorpion D3, or Peacemaker D3. If she can punish something really important, even if it takes meter, she probably does ok. She probably fucks up Kung Lao because he usually has 950 health and his safe armor isn's safe against her. I've always thought she does well against Khameleon teams too even before the nerfs because she has some stuff that allows her to handle every Khameleon form. BF1 is good enough to tag Jade glaive, lantern can stop Kitana jump shenanigans, and B3 has the right amount of startup to hit Mileena ball roll after invincibility on wakeup so she can blow this up for huge damage on a now -50 kameo.
If you show or explain the Mileena ball roll Tech that would be nice. Match is killing me I can never block correctly and im scared to throw fire balls LOL
Also I completely agree. it's on the Li Mei player to make sure these are getting punish consistently to take away those options> Once they get scared we put them in a box where they can only use a certain numbers of moves to approach and create pressure whether through staggers or checks.
I think her corner carry is relevant to stressful positions here. She can put you in the corner from pretty far away if you do two BF4's in a combo or side switch if her back is to the corner. Once the opp is in the corner she can make it party time. Lantern to stop jumping out, easier to maul, and any touch is 400+ meterless. I think the threat of losing a grip of health if she touches you is the stressful position. As for what to do after a combo, I think it just depends on the opp honestly. I'm not really a setup monster like that so I'm not setplaying people to death, if you got the setups send em my way. I suppose I do B3 a lot on knockdown if I know they're not gonna armor. It has a lot of active frames so you don't have to time it well and plus on block lets you do other stuff. It can catch jumpout attempts too. But it feels like she just has to play the opponent on knockdown and pick the correct option from her wheel.
I don't have much set play my self a lot it if watching tournaments and seeing how creative people are getting even it not Li Mei I think how can Li Mei benefit from it. Check out my Mavado this I mentioned and see if those type of set up suit your fancy. Currently working on how Li Mei can dominate from using Latern in neutral. im looking to see based on the opps position to the Lantern what are Li Mei best options. Have really flush them out but since the opp can't jump keeps them in a bubble.
Something Funny I thought about about is if the opponent is in the corner and you able to get a Janet Wall if you lantern shorly after you can throw as many fireballs as you want until Janet goes away. Maybe even sneack a instant Air Fireball to explode the lantern, Work from there. You get some meter and you either hit or Chip them..