BBCF/Mai Natsume

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Overview

Overview

Mai is a strong beginner friendly character with many neutral tools to keep opponents at bay or rush in and start pressure. Mai has many tools for the midrange and fullscreen with big normals, her command dash, and her flip. Mai's command dashes and flips give her amazing mobility that she can use in many situations. Mai has lunges she can use from her command dash. These have a unique "tipper" mechanic where they must be barrier blocked if the tip of the spear connects. Mai also has a completely unique input system, Variable Arts. Instead of gatlings, Mai has specific followups for attack sequences. This helps newer players adjust to the games mechanics, as they can input attacks in any order and still get results.

Mai is not without her weaknesses, however. While Mai has access to whiff cancels with Variable Arts, it also severely limits her ability to vary her options. As such, knowledgeable opponents can often deal with Mai's mixups in pressure. Mai generally opts for stagger pressure and frame traps. On defense, Mai only has a metered reversal that's below average at best. Despite some of these weaknesses, Mai has access to a strong neutral game with great normals and good damage.
Playstyle
Mai Natsume
Pros Cons
  • Very Beginner Friendly: Easy combos, solid damage potential, and a straight-forward gameplan.
  • Great Neutral: Giant spear normals combined with her projectile drive let her easily control the flow of the match.
  • Consistent Combos: Can convert off almost any hit into good damage and strong corner carry.
  • Strong Defense: Flip and the options out of it paired with Mai's strong backdash makes her very slippery and hard to hold down. When your neutral is as crazy as Mai's having so many options to put your opponent in a big disadvantage state which is neutral itself is strong.
  • Broken Pressure j.214 Kara cancel Barrier on Jump cancel leads to massive plus frames. New tech 2022!!
  • Poor Mixups: Most mixup tools are locked behind Variable Arts, which telegraphs her possible options to her opponent. Most Mai mains will gravitate towards stagger pressure to open opponents up instead.
  • Limited moveset: While Mai has many permutations of her moves in various conditions, she ultimately only has two special moves with a few variants and lacks any normals that start with 6 or 3, making her gameplan very two-dimensional

Drive: Gallia Sphyras - Exseal

Mai's Drive attack lets her throw her spear and redirect it towards her opponent. You can hold the D button to charge the spear before throwing it. Mai can change the spear's initial direction by holding up or down. She can also change the initial direction while charging the spear. Once the spear becomes fully charged, it becomes unblockable. Releasing the D button will cause Mai to throw the spear. While the spear is active, pressing the D button again will redirect the spear towards Mai's opponent.

Overdrive: Flurry of the Winter Moon

Mai's Overdrive shortens the spear charge time. If the spear redirect is blocked or hits the opponent, it will redirect again after passing through. Followups from Moon Blossom automatically become the fully charged versions. All Juncture followups gain more hits.

Unique Ability: Variable Arts

Mai (mostly) doesn't have traditional gatlings between normal moves like the rest of the cast. Instead, her ground normal attacks all have different followups depending on the buttons used. These followups come out even on whiff and are generally very powerful for their speed and reach. In exchange however, she does not have the ability to simply do whatever normal move she wants while at neutral, most of her normal moves can only be accessed by doing other moves beforehand, limiting their use and making certain mixups predictable against knowledgeable opponents. Mai still has Drive and Special cancels on most of her moves, and this forms a large part of her options.

In notation, whiffs are written as lower case letters. For example 5xC describes "5A/B/C whiff cancel into 5xC". Variable Arts only applies to grounded normals, with the vast majority occurring on standing normals. While this may seem complex at first, it becomes more easy to understand once it is broken down:


All of the above can cancel into any of the below. (5C can only cancel into 5xC)

*Hold B to prolong stance
Each of the above moves has their own set of moves to cancel into:




*Returns to stance afterwards.
All moves may be performed with A or C, this does not change any move properties





2A can be cancelled into 2B on hit or block.
Either move whiff cancels into:

Note: 2C is a standalone move that cannot be cancelled into any other normal


Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 10 -1 B

Average jab that hits crouching. 5A can be buffered into Variable Arts followups even during startup, so it can be used to go straight into moves with longer range like 5xC.

  • Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual jabs
  • Holding 4 prevents cancelling into Variable Arts if you just want to mash jab.
  • Goes into 5xA, 5xB and 5xC and is the quickest way to do so.

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 9 4 16 -3 B

A solid close-range poke. Moves Mai forward slightly so it can be used to regain space after resetting pressure. Unlike 5C, Mai can threaten stance mixups after 5B, which can open up her pressure options.

  • Goes into 5xA, 5xB and 5xC.

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Mid 13 4 16 -1 B

This button is one of Mai's best starters for her really damaging combos. It has got a decent speed and good range for poking as well. However it has limited options afterwards due to it being unable to cancel into 5xA or 5xB, meaning you lose access to any low attacks without returning to neutral first.

  • Fatal Counter
  • Goes into 5xC only.

5xA

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 8 3 13 +1 B

5xA is plus on block so it can be used to stagger pressure and can link back into 2A on hit if close enough. Startup is fast enough to combo off 2A even if 5A whiffs (i.e. 2A > 5aA).

5xA Followups

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5xAA 1200 Mid 16 4 18 -3 B
5xAB 600 All 15 3 47 -33 B
5xAB Shot 600 B: All
C: Low/Air
18 Total 57 -21 P1
A

Combo filler. Combos into 236~C at close range, but at far range only combos into 236B. Can combo into Crush Trigger on standing targets as a small combo extension. If a crouching opponent is hit with 5xaA into spin state, they will spin longer allowing for a link into 236 > 2A.


B/C

A stance where Mai can fire a projectile up to four times. B fires a high a projectile, C fires a low projectile. The first swing of the spear also has a strike hitbox, allowing this move to be used in combos.

  • Cancels into 236/214 despite being a projectile.
  • B version whiffs on crouching opponents.
  • C version is a low

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
5xAA Long 100 82 4 -
5xAB Long 100 89 3 -
5xAB Shot Normal 80 85 2 -

5xAA:

  • Fatal Counter


5xAB:

  • Only attacks the first time this move is used in a string
  • Bonus Proration 110%


5xAB Shot:

  • Values in [] are for 5xAC version

5xB

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5xB 900 Mid 10 4 14 -1 B
5x[B] 18-? Guard B
5xB

Combo/blockstring filler. Used after 5A or 5B to confirm into a juggle. You can hold [B] to go into stance following the recovery of the move.


5x[B]

Mai's mixup/combo stance. Can be entered by holding [B] after 5xB, or entered directly by inputting 4[B] after whiffing/connecting 5A/5B the guard point takes 10 frames from the first active frame of 5x[B] (18). 13 from the first active 5x if faking out from 5x4[B]

  • Goes back into stance after 6 recovery frames.

Mai can bait Exceed Accels while guarding them with this stance

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
5xB Long 100 89 3 -
5x[B] - - - - -

5xB:

  • Hold button to go into 5x[B] on 22F


5x[B]:

  • Can cancel into attacks during Guard Point frames
  • When re-entering stance from 5x[B]A, Guard Point starts on 9F
  • On Guard Point, hitstop for Mai is 4F. Opponent hitstop is 14F

5x[B] Stance Moves

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5x[B] A 600 Low 13 3 14 -3 F
5x[B] 6A 1000 Mid 13 9 21 -11 B
5x[B] 8A 800 High 20 3 23 -7 H 4~22 FT
A/C

Mai's low from stance. Links into 2A on hit at close range. If you're still holding B afterwards, it will revert back into the stance.


6A/6C

Mai's mid from stance. A powerful frametrap starter, though it is punishable on block. Used in corner 5XB6A loops to deal large amounts of damage. Midscreen, combos into 236A, and optionally 236A! for additional combo routes.

  • Useful for loops and occasional frame traps.

8A/8C

A good way to call out 2A mashes. Moves Mai far ahead, making it easy to follow up afterwards. Launches the opponent on hit, and is used in midscreen juggle combos.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
5x[B] A Long 80 85 2 -
5x[B] 6A Long 100 92 4 -
5x[B] 8A Normal 90 82 4 -

5x[B] A:

  • Bonus Proration 110%


5x[B] 6A:

  • Fatal Counter

5xC

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Mid 9 5 18 -6 B

5xC is an excellent long range poke for neutral. You can plink it off of 5A to use it as quickly as possible in neutral. In blockstrings, Mai only has mid and overhead followups from 5xC, so it is generally safe blocking high after seeing this move.

5xC Followups

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5xCA 900 High 21 6 15 -2 B
5xCB 980 High 25 6 6 +7 H
5xCC 230×6~24 All 8 3×6~24 22 -8 B
A

Combos from 5xC on crouching or air, but not standing. On ground hit, has limited combo options outside of 236B, but on air hit can link into (236 >) 5A for a juggle. Leaves only a 7 frame gap after 5xC for the opponent to counter this, so usually safe if you're outside of jab range. Mix this up with 5xCB so they're less likely to counter your offense.


B

Mai's other 5xC overhead. Slightly slower than 5xCA, so it can be stuffed more easily but with much higher reward on hit and block. Links on hit for a normal starter combo, 2C is optimal. As Mai leaps into the air before performing this attack, it can be used to evade poorly timed low and mid pokes, though the move does not have any invulnability


C

Mai's signature mash normal. Can be timed to form a frame trap for players hoping to counter the other two moves. On hit 5xC[C] can be used to set up the perfect range for a 236A! tipper hit or just be mashed for damage later in the combo. Earliest cancel is on hit 3. Deals chip damage on block, and can be used to quickly deplete the opponent's barrier gauge when combined with her Crush Trigger.

  • Holding [C] increases the maximum number of hits to 12.
  • Mashing C increases the maximum number of hits to 24.
  • After hit 12, 5xCC can no longer be special cancelled and will launch the opponent following hit 16.
  • Does chip damage on block.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
5xCA Normal 90 82 4 -
5xCB Normal 90 92 4 -
5xCC Long 100 69 3 -

5xCC:

  • Press C to do 6 more hits. Max 24 hits

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Low/Air 7 3 10 -1 F

A low 2A with great range considering its speed. Chains into 5A, and can be used to pick opponents off the ground. Has enough hitstun to combo 2A > 5aA at ranges 2A > 5A does not connect. This move also has a small vertical hurtbox and can low profile many attacks.

  • Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual 2As
  • Longer range than 5A
  • Chains into 5A and 2xC

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Low 10 3 18 -4 F

A midrange sweep. Naturally combos into 2xC for a Juncture followup or 236 > 236D.

  • Untechable on CH, allowing for 2B into 5C.
  • Chains into 2xC.

2xC

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Low 12 6 19 -6 F

Combo filler/low poke. Must be cancelled into from 2A or 2B. Can be used as a poke by performing 2aC (similar to 5aC) but higher startup and lack of followups make this less useful. Does not cause a knockdown.

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Mid 10 4 30 -15 B 10~13 H

Launcher with gigantic hitbox in every direction that leads into easy followup combos. Beware that the actual head invul starts up very late for an anti-air and it does not have a crouching hurt box to compensate so it is easy to get tagged on startup. Also beware of opponents baiting it by making it whiff as the whiff recovery is extremely long and punishable.

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 6 3 9 H

A standard j.A. Use it to jail or air to air opponents when you think they'll bait 2C.

  • Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual j.As.

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 High/Air 9 4 (2) 2 12 H

j.B has a rather long recovery on whiff, but it's good a solid hitbox for crossups. Not always the best for air to airs, but decent for jump-ins.

  • Reverse beats into j.A.
  • Good crossup hitbox.

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 High/Air 11 4 24 H
  • Hits in front, below, and behind.
  • On air CH will floor opponents, allowing pickup with either 5CC5A or 2A5ACA into extended combos.

Drive Moves

Exseal

2D/5D/8D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D 800 All 25~80
[20~55]
Until Hit Total: 72~127
[Total: 67~102]
P1
5[D] 900 Unblockable 81 [56] Until Hit Total: 128
[Total: 103]
P1
j.D 800 All 27~81
[22~56]
Until Hit Total: Until L+8 P1
j.[D] 900 Unblockable 82 [57] Until Hit Total: Until L+8 P1

Mai throws her spear. Can change the trajectory as long as D is held. Most of Mai's grounded normals can be drive cancelled so it's important to remember it as an option during pressure and some combos. The hitstun inflicted by Exseal is also insanely high on hit, causing a launching tumble that can often be picked up to continue the combo.

  • Charging fully makes the attack unblockable.
  • The time spent charging is reduced by almost half in Overdrive. The air version is functionally the same, though its angles are different.
  • Changing the trajectory at any time resets how long it takes to fully charge.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
5D Normal 70 79 3 -
5[D] Normal 70 82 4 -
j.D Normal 70 79 3 -
j.[D] Normal 70 82 4 -

j.D:

  • j.2D also has Down 23


j.[D]:

  • j.2[D] also has Down 23

Direction Change

D after any Drive (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
D D 800 [900] All 5? P1
D D OD 800×2 [900×2] All 5? P1
  • Loses unblockable property of charged drive upon usage of direction change.
  • Redirects for another attack on hit and on block during Overdrive.
  • Spear disappears if Mai is hit.

Redirects spear to opponent's current location. Used very often in combo strings as an extender or as a method of zoning. The redirect tracks the opponent's current location, so more mobile characters can even dodge the redirect

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
D D Normal 70 79 [82] - -
D D OD Normal 70 79 [82] - -

D D:

  • Damage, attack level, proration, etc. is same as how much you charged it
  • Values in [] are when used after max charge D/j.D


D D OD:

  • Values in [] are when used after max charge D/j.D

Universal Mechanics

Ground Throw

5B+C 4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw(70) 7 3 23 T

Simple throw that deposits the opponent right in front of you for an easy combo followup with 236 or 214. Forward and back versions are identical except for the side the opponent lands on.

  • Knocks down.

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw(70) 7 3 23+3L T
  • Wallbounces midscreen and wallsplats in the corner
  • Cancels into j.214

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 3 32 -16 B 1~20 All

Slides Mai forward and uses her 5xB animation. Decent hitbox and a good "Get Off Me" move if you don't think your Distortion Drives will work.

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Standard Crush Trigger with great range.

Special Moves

Juncture

236

Damage Guard Startup Active Recovery On-Block Attribute Invuln
28
  • Cancelling into followups in the first 3 frames will give them a 10% base damage increase.
  • Followups start at frame 7.
    • Frame data for followups assume they've gone through 236's startup already
  • Hold 4 or 2 to prevent accidental A/B/C followups
  • Can cancel into normals at frame 21

Command dash that can cancel into thrust followups or additional 236/214 movements. Note that while you can frametrap with the thrusts, the command dash itself is NOT safe as a pressure reset and you can easily be mashed out while trying. The exception to this is during Overdrive, where cancelling the followup attack(s) of Drives into 236 is extremely positive. The follow up attack has two parts which both can be cancelled, but cancelling the first part early will cause the second part to disappear.

Its followup "Himeyuri" attacks have a tipper effect on their last active frame. These have an extended hitbox, better proration and extra effects. Tipper hits are notated as 236X!

  • Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen.
  • Tipper hit guard crushes on block unless it is Barrier blocked.

Himeyuri

236~A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1000 [1100] All
[Guard Crush 25/Barrier]
6 [10] 4 [1] 20 -4 [-2] B
236A OD 1000, 250
[1100]
All
[Guard Crush 25/Barrier]
6 [10] 2,2 [1] 20 -1 [-2] B
  • The last frame of the active frames has an extended tipper hitbox. This hitbox has unique properties:
    • Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen.
    • Tipper hit guard crushes on block unless it is Barrier blocked.
  • Floats on air hit

Fast thrust followup from 236 command dash. Short enough range to space a tipper off certain blockstrings but short guard crush time requires RC for followup.

Minus on block, but if properly spaced, the opponent will be out of range of their quick buttons and will be forced to use a higher commitment option if they want to take their turn back.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
236A Long 100 69 [72] 3 [4] -
236A OD Long 100 72 [82] 4 -

236A:

  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • If input on first possible frame(?) of 236, then base damage increased by 10%


236A OD:

  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • Normal version first hit always does 1100, remaining hits do 250
  • If input on first possible frame(?) of 236, then base damage increased by 10%

Himeyuri: Blaze

236~B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 1250 [1375] All
[Guard Crush 35/Barrier]
15 [23] 8 [1] 20 -9 [+0] B
236B OD 1250, 125×3
[1375]
All
[Guard Crush 35/Barrier]
15 [23] 2×4 [1] 20 -7 [+0] B
  • The last frame of the active frames has an extended tipper hitbox. This hitbox has unique properties described in A Himeyuri and Juncture
  • Knocks down on hit (emergency techable on air hit)
  • Can shorten the distance travelled by holding 4 early into startup

Extremely long range thrust (almost fullscreen) that blows the opponent back and leads into easy combos in the corner. Great for forcing the opponent to respect you even fullscreen, as a spaced tipper hit will force them to either barrier (and give you frame advantage) or be guard crushed. Unlike A version, guard crush time is long enough to dash in and follow up meterless.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
236B Long 100 72 [74] 4 [5] -
236B OD Long 100 74 [84] 5 -

236B:

  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • Normal version first hit always does 1375, remaining hits do 125
  • If input on first possible frame(?) of 236, then base damage increased by 10%

Himeyuri: Dipper

236~C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1300 [1430] Mid 9 [17] 8 [1] 24+14L -27 B 1~12 All
236C OD 1300, 130×3
[1430]
Mid 9 [17] 2,2,2,2 [1] 24+14L -25 B 1~12 All

Upwards thrust that carries the opponent with it on hit. Can be followed up with 214 moves (including charged version, sometimes even on non-tipper hits) for knockdown and corner carry.

  • Cancels into 214 on hit.
  • Launches opponent on hit.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
236C Very Short 70 70 [84] 4 [5] -
236C OD Very Short 60 74 [84] 5 -

236C:

  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • Can cancel into Backflip on 17
  • If input on first possible frame(?) of 236, then base damage increased by 10%


236C OD:

  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • Can cancel into Backflip on 17
  • Normal version first hit alwasy does 1430, remaining hits do 143
  • If input on first possible frame(?) of 236, then base damage increased by 10%

Moon Blossom

214 (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214 39+4L 1~4 FT
5~14 All
j.214 Until L+4 4~11 All
  • Hold 6 to cancel into normals instead of dive followups
  • Flip angle changes based on preceding movements (236 and 214).
  • Dive followups become charged after a certain number of frames
  • Only usable twice in the air.

Command backflip. Can be canceled into dive followups, normals (hold 6), or additional 214 movements. Mai will maintain her air momentum when cancelling into her air normals. Note that this move has foot invuln from frame 1 and full invuln after frame 4, so it can be used to escape certain pressure strings (even most meaty lows). It'll lose to meaty Body property moves, however.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
214 - - - - -
j.214 - - - - -

214:

  • Can cancel into attacks on 16F


j.214:

  • Can cancel into attacks on 7F

Suzuran

214~A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 900 All 11 Until L 18 H
214A Delayed 900×2 All 11 Until L,2 16 +5 H

Straight-down dive that is primarily used to get the most frame advantage at the end of an air combo. Charged version has a second ground hit that is significantly plus on block, so it can be used in pressure; however, the second hit will whiff (and the move will be punishable) if the opponent blocks while airborne.

At certain relative heights, even the uncharged version can combo into 236D.

  • Uncharged version knocks down on hit.
  • Charged version ground bounces on hit.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
214A Normal 80 82 4 -
214A Delayed Normal 80 82 4 -

214A:

  • OD Version automatically does Delayed version, but startup still 11F

Suzuran: Blaze

214~B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 1000 All 11 Until L 20 H
214B Delayed 1000×2 All 11 Until L,2 18 +3 H

Angled dive at a steeper angle than C version. Slightly more advantageous knockdown in exchange for less horizontal range, but otherwise fairly interchangeable. You'll primarily be using the charged version of this in combos to avoid same-move proration from doing C dive multiple times. Like other versions, charged version has a ground shockwave that is plus on block but will whiff on airborne blocking opponents.

  • Uncharged version knocks down on hit.
  • Charged version ground bounces on hit.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
214B Normal 80 82 4 -
214B Delayed Normal 80 82 4 -

214B:

  • OD Version automatically does Delayed version, but startup still 11F

Suzuran: Dipper

214~C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 1100 All 11 Until L 20 H
214C Delayed 1100×2 All 11 Until L,2 18 +3 H

Forward dive. Best corner carry and easiest to combo midscreen due to horizontal reach, but has the worst knockdown advantage of the dive enders. Although you're unlikely to be in a situation where this is a serious risk, be aware that the spear itself has a hurtbox.

  • Uncharged version knocks down on hit.
  • Charged version ground bounces on hit.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
214C Normal 80 82 4 -
214C Delayed Normal 80 82 4 -

214C:

  • OD Version automatically does Delayed version, but startup still 11F

Distortion Drives

Sylvan Hurricane Assault

236D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×2, 2200
[1200, 300×7, 2200]
All 4+(25 Flash)+2 1,Until Offscreen, Until Ground 61+10L -52 H 4~Until L All

Goes straight up, then comes down on the opponent. Not a true reversal since invul starts on frame 4. Primarily used as a combo ender. This attack can switch sides depending on how the opponent moves after activation. Additionally, Mai can RC the recovery leap back into a crossup AD > j.C.

  • Can be canceled into off 236 command dash

Floral Blizzard Blossom

214D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D 1500 [1800] All 10+(40 Flash)+7 8 49 -36 B 1~10 Guard HBFP
Flash~24 All
214D Lv2 2000 [2400] All (11~56)+(40 Flash)+8 8 49 -36 B 1~(11~56) Guard HBFP
Flash~(26~71) All
214D Lv3 3000 [3600] All (57~71)+(40 Flash)+8 8 49 -36 B 1~(57~71) Guard HBFP
Flash~(72~86) All

Mai's metered reversal. That said it's not very good. It's unreliable for escaping pressure as the move only has guard point and no actual invulnerability until after the superflash, meaning that opponents can just grab you out of the attack if they react fast enough, on top of being very unsafe on block. It can be held to try to bait the opponent into pressing another un-RCable button before the superflash, but this is very risky.

  • Hold to extend guardpoint and charge to different levels.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
214D Very Short 60 94 5 -
214D Lv2 Very Short 60 94 5 -
214D Lv3 Very Short 60 94 5 -

214D:

  • Values in [] are during OD
  • Hold button to delay attack
  • Guardpoint lasts until superflash
  • On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged
  • Invul lasts from superflash through active frames
  • Minimum Damage 30%: 450 [540]
  • guardpoint reversal


214D Lv2:

  • Values in [] are during OD
  • Hold button to delay attack
  • Guardpoint lasts until superflash
  • On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged
  • Invul lasts from superflash through active frames
  • Minimum Damage 30%: 600 [720]


214D Lv3:

  • Values in [] are during OD
  • Guardpoint lasts until superflash
  • On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged
  • Invul lasts from superflash through active frames
  • Minimum Damage 30%: 900 [1080]

Exceed Accel

Shearing Cherry Blossom Storm

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 200×12
{600, 200×18, 1700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Has full invul but is relatively unsafe on block. Has good pushback but can be punished on regular block with fast pokes like Ragna 5B. Otherwise, usually requires instant block to punish. Knocks the opponent away to fullscreen.

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
On ODRFrame advantage when the opponent uses Overdrive Raid to make this attack whiff. This is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.
Long 100 100 - -
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {590+59}

Astral Heat

Royal Crimson Sprout: New Moon Lotus

222D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000, 22000 All 7+(105 Flash)+8 3 75 -39 B 1~17 All, Burst

Combos out of nearly anything. Seriously, it's extremely easy to combo into this Astral.

Combos From

  • All Throws
  • 5B
  • 5C
  • Every followup from a 5X normal.
  • And a lot more!

Colors

BBCF Mai color 1.png
BBCF Mai color 2.png
BBCF Mai color 3.png
BBCF Mai color 4.png
BBCF Mai color 5.png
BBCF Mai color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Mai color 7.png
BBCF Mai color 8.png
BBCF Mai color 9.png
BBCF Mai color 10.png
BBCF Mai color 11.png
BBCF Mai color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Mai color 13.png
BBCF Mai color 14.png
BBCF Mai color 15.png
BBCF Mai color 16.png
BBCF Mai color 17.png
BBCF Mai color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Mai color 19.png
BBCF Mai color 20.png
BBCF Mai color 21.png
BBCF Mai color 22.png
BBCF Mai color 23.png
BBCF Mai color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

External References

Navigation

Mai Natsume
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