Gain "" when holding no cards at the end of turn.
Red & Blue: When holding this card, gain +1 ATK, DEF and EVD in battle. On discard or KO, this card is removed from the game.
An antagonistic and extremely competitive girl, Mei is always ready for a fight with whoever she deems as her nemesis, with the help of her penguins Red & Blue. Mei herself is a balanced character with a slightly below-average health stat and a neutral evasion, attack, and defense stats. However, she can lean towards being aggressive thanks to her unique passive, similar to. Whenever Mei has no cards in her hand, she will draw , the most powerful stat-boosting gift card in the game, providing +1 to her attack, defense, and evasion stat as long as the card is held. This is extremely powerful, as it provides the player with completely positive stats and durability that is unequaled by rivaling attack characters such as and . Unsurprisingly the player should try to get Red & Blue the earliest they can, to keep Mei as strong as possible for as long as possible. If the player is lucky, this can sometimes be accomplished by starting with a zero cost card they can play immediately, like . This need to zero out the hand also makes Mei one of the few characters who can benefit from , as she will always get Red & Blue back after its activation. With a bit of luck, she can even draw the one sent back to the deck, providing her with two copies of the card. Once the player has the gift card, Mei will generally not have much difficulty defeating panels and surviving panels, as her attack will either be enough to defeat the opponent or her defense and evasion will protect her from both high and low rolls. As a result, depending on the player's performance, they can use Mei to fulfill either norma as she can fight well or defend herself and collect stars. Also, if the player has Red & Blue, in their hand, while Mei has her hyper in hand, the player will have access to a powerful hyper than can be used to punish players for coming near her.
The inherent disadvantage of Mei's kit is her reliance on. Without the card, Mei is a weaker that should avoid battle, and if Mei is KO'd the player will lose the card. This means unlike most of the cast, the player will generally want to keep a very small hand at all times in order to get the card back should they lose it. However, this may not be possible, especially if the player is holding cards like or which can be very hard to discard. This can also make it very hard to plan a powerful play for Mei, as the player must always plan to be able to empty their hand in a moment's notice if they must. Consequently, Red & Blue is also an inconvenience. Since it must always be held to reap the full benefits of Mei, the player will only really have 2 card slots to work with instead of 3. Likewise, if the player loses Red & Blue, Mei's hyper also becomes substantially worse and will often need to be used just to remove it from the player's hand. In short, discarding Red & Blue will set the player back in the game and maybe quite hard to make a comeback after it is lost. Thus, while Mei can battle with the likes of the player should try to distance themselves from powerful bully characters when their hand is full to avoid losing Red & Blue.
As previously stated, Mei can potentially play for either wins or stars dependent on how well the player rolls and if they get her passive gift card quickly. If the player is lucky enough to get the gift, do well onpanels, and KO an opponent with her hyper, then wins can be viable. If RNG is not on the player's side, however, her stats should support her well enough that the player can collect stars in peace and counter-attack well in response to opponents. Overall, Mei is used for star norma more often than not, but wins norma can sometimes be used for norma 2 and 3 during the course of the game.
Unlock Info[edit source]
- Automatically unlocked if DLC 18 is owned.
- +Balanced stats make for an adaptable playstyle
- +Has two unique cards, and that make her quite powerful
- +Opponent cards that cause the player to discard are often beneficial
- +Red & Blue requirement for the stronger version of the hyper makes it generally useless for opponents
- -Heavily reliant on
- -Might be unable to rebound from difficult scenarios or reclaim stolen stars due to loss of gift card
- -Having an expensive or high-level card in hand means very little to no chance of getting Red & Blue
- -Weak hyper without Red & Blue
Mei's hyper is White Christsmasher, which deals 2 damage distributively to all players in the same panel as her, and gains the KO'd character's level x5 stars and 1 Win.
Mei also has an unique gift card called Red & Blue, which causes her to gain +1 ATK, DEF and EVD, and once discarded or KO'd, the card will drop from your hand.
Having both previously mentioned cards on your hand at the same time will turn White Christsmasher into True White Christsmasher, which operates similarly to its previous version, but now the attack expands to players 1 panel away from you, and gains double the amount of stars (Player KO'd Level x10)
White Christsmasher is a situational hyper but can lead to decent rewards. To break even, a player would have to knock down one Level 2 enemy, or two Level 1, making it a very useful card in the late game, were the player to land on the same panel as someone that is low on HP. Another good use can be to knock down any pursuers that Mei has managed to hold off and bring down to 2HP, shaking them off and getting rewards as a bonus.
- Playing As Mei
- As previously mentioned, the player should empty their hand as quickly as possible in order to get . If the player starts with a low-level and low-cost card of any kind, they should activate it as soon as they can regardless of what it is.
- panels can be a mixed blessing for Mei. If the player has a high-level card in their hand that they can't play, drawing until they have to discard it might be quicker than trying to reach the norma & stars needed to play it. This will, of course, fill the hand with other cards which may potentially be worse.
- Cards the player can "burn" quickly are advisable. This includes cards such as , , , , among others the latter which can be used to help the player drop a high-level card.
- is actually advisable for the player to bring, since if the player draws it they can use it to get rid of a difficult hand, and conversely if the opponent uses it, Mei will still end up with a copy of Red & Blue. can also potentially be used instead (assuming the player doesn't land on a draw panel during that turn).
- While riskier of a tactic, the player may choose to bring a copy of . If the player draws it, they can potentially set it on their own panel to steal their copy of , receive a second, and then go back to home to get the original copy. This will enable the player to have 2 of the card for double the power. Unsurprisingly, this can backfire on the player, however, it may still benefit the player if the opponent thinks its a .
- Bringing is not worth it given the cheapness of both versions of Mei's hyper. Bringing the card will only really benefit opponents.
- Given that can KO an opponent at 4 HP, a copy of might be worth bringing to ensure the player gets at least one copy of the hyper card.
- Gift Cards are especially good for Mei, as every gift that can be added into the deck can be played on turn 1. is the best, since it can help the player use higher-level cards out of their hand. and are useful if the player is looking to KO their opponent. is the least useful gift to add to her deck.
- Playing Against Mei
- If Mei is not currently holding , the player should be aggressive as possible, as Mei's neutral stats and flimsy health will do little to protect her.
- can be highly useful against Mei, especially after she's been KO'ed & lost Red & Blue.
- By their very nature, and are counters to Mei, given that hyper cards, and are designed to fill the hand with cards.
- Packing high-level cards such as , , and among others can clog Mei's hand for a while if she draws them.
- is also effective against Mei, as it can potentially take Red & Blue away from the opponent, and even give them high-level cards to further damage their hand.
- Cards that are not high-level but hard to discard like and are also effective at countering Mei.
Recommended Cards[edit source]
Counter Cards[edit source]
In Co-op mode, Mei doesn't change at all, as her recovery stat does not rise nor is her hyper price or effect (with the exception that it cannot harm friends).
When holding, attacker can be one of Mei's better roles, as her increased defense and evasion make a nice accompaniement to a +3 ATK. Unfortunately, however, her viability is hindered by her low HP and potential to lose her +1 stats, thus it will likely be beneficial for another player to play as guardian or supporter to help keep Mei in good combat-ready condition.
Similar to attacker, within hand, mei can be a decent guardian, sporting a +3 DEF, which will enable her to survive hard blows from the boss. She is not a great choice, though, as her HP is low, providing few shields, and if she is KO'd, she will lose her +1 stats. The player would need a supporter ally to be around at all times, which is problematic as the attackers and avengers will likely need their assistance more.
Supporter is not a great matchup for Mei, as she doesn't have any heavily increased stats on her own, her passive gift gives limited protection and will drop if she is KO'd. While the role does provide a +1 evasion boost, it will not increase the her survivability much during the late game, and the player will suffer from Mei's lack of damage output.
Given her low HP pool, Mei is not an ideal candidate for an avenger. Even when holding, Mei will not be able to take much damage, and as a KO will result in her losing the card, it will likely not pay off for the player. While the role does provide a +1 evasion boost, it will not increase Mei's survivability much during the late game, and her lack of damage output will more than likely hinder the player's progress.
DealerAs noted by her rank, one of Mei's best roles is as a dealer. While a bit hard to accomplish, this mainly stems from the ability to give to other players, which can be particularly potent on attackers. Some notable combos for this are attacker who can wield a permanent +5 ATK and +3 EVD thanks to her passive, , who once powered up with Active Extensions can have a whopping +5 ATK +4 DEF and +4 EVD, and attacker who can have a frightening +6 ATK. Otherwise, it can pair decently with most other characters, however, there are exceptions. The card can be problematic for characters like who need a negative defense, and avengers, as they need to take more damage, and thus a defense boost may pose a problem.
|Troublemaker||Play 10 games as Mei.|
|Red vs Blue||KO at least 5 people in 1 match while having Red & Blue in hand|
|Pumpkin Smasher||KO at least 2 units with one White Christsmasher or True White Christsmasher|
- Mei appears in the art for and .
- Red & Blue appear in the art for , and , while only Red appears in .
- Their first appearance was as the boss of the first stage of QP Shooting. They also are the only characters to have been in both QP Shooting and Christmas Shooting, the latter appearing together with .
- Red & Blue also appeared in Acceleration of SUGURI X-Edition in the Pudding Deity campaign carrying the final boss .
- Mei and Red & Blue have gone through multiple design changes ever since QP Shooting. Mei used to have twintails in QP Shooting and long hair in Christmas Shooting while Red & Blue used to be more round and plump.
- Mei is 13 years old in Xmas Shooting - Scramble!!
- Red & Blue are both 2 years old in Xmas Shooting - Scramble!!
Update History[edit source]