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Revision as of 00:44, 22 December 2021
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.
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. 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.Health | |
11,000 | |
Prejump | |
4F | |
Backdash | |
25F (1~7F Inv All, 2~16 airborne) | |
Unique Movement Options | |
Juncture Moon Blossom | |
Fastest Attack | |
Reversals | |
Fatal Starters | |
Normal Moves
5A
- BBCF Mai 5A.png
5A
- BBCF Mai 5AA.png
5xA
- BBCF Mai 5AAA.png
5xxA: Can't you just say "autocombo?"
Note: 5xA is possible off of any standing normal, though 5xAA requires 5xA beforehand.
- Holding 4 prevents cancelling into Variable Arts if you just want to mash jab.
Average jab that hits crouching. Can be canceled into Variable Arts even on startup or whiff, so it can be used to go straight into longer moves like 5xA or 5xC.
5xA
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).
5xxA
- Fatal Counter
5xxA is a corner combo ender option. Can combo into Crush Trigger on standing targets as a small combo extension.
5xAB/5xAC
- BBCF Mai 5AAB.png
Projectile Normal
- Cancels into 236/214 despite being a projectile.
Both attacks can cancel into each other for a total of 4 projectiles.
5xAB
- Whiffs on crouching opponents.
5xAC
- 5xAC is Mai's only non-stance low from standing strings.
- Cancels into 236/214 despite being a projectile.
Low hitting projectile! This move is good to use in conjunction with 5xAB to keep opponents from jumping. You can cancel into a juncture followup to catch opponents going from projectile invuln options, or some jump attempts.
5B
- BBCF Mai 5B.png
5B: Regular poke
- BBCF Mai 5BB.png
5xB: Followup. Hold [B] to go into stance
5B
A regular 5B.
5xB Used to confirm 5A or 5B into air combo. You can hold [B] to go into stance.
5x[B]
- BBCF Mai 5x(B).png
THIS IS THE STANCE
- Possible to input 5A to feint into stance
- Has guard point on body.
5x[B]A/5x[B]C
- BBCF Mai 5x(B)A.png
Watch your feet.
- Goes back into stance after 6 recovery frames.
Mai's only low from stance. Links into 2A on hit at close range. Cannot link into 5A due to pushback. Otherwise, it doesn't combo outside of counterhit.
5xB6A/5xB6C
- BBCF Mai 5x(B)6A.png
- Fatal Counter
- Can be used for frame traps.
- Midscreen combos onto into 236A, can tipper to extend at certain ranges
- Used in corner loops.
[5xB]8A/[5xB]8C
- BBCF Mai 5x(B)8A.png
- Hits overhead
- Invincible 4-22F
- Can be used in air juggle combos
A good way to call out 2A mashes. Moves Mai far ahead, making it easy to follow up afterwards.
5C
- BBCF Mai 5C.png
1 Button Fatals
- Fatal Counter
- Forces crouching on hit.
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.
5xC
- BBCF Mai 5CC.png
Poke of the gods
5xC is an excellent long range poke for neutral. You can plink it off of 5A to get it out as quickly as possible.
5xCA
- BBCF Mai 5xCA.png
BULLBASH
- Overhead.
- Combos from 5xC on crouching or air, but not standing.
5xCB
- BBCF Mai 5xCB.png
- Hits overhead
- Very plus on block, resets pressure if respected
- Links on hit for combos, 2C is optimal.
- If done meaty, can cause certain attacks to whiff.
5xCC
- BBCF Mai 5CCC.png
Mash C to fill combos
- Mash (or hold) C to increase the number of hits
- Does chip damage on block
- Last few hits launch opponent and can only be Rapid Canceled
You can abuse 5xCC to space yourself for tipper hits with Juncture, or just back off.
2A
- Longer range than 5A
- Mai's hurtbox shifts oddly during this, it can be used to low-profile certain DPs when done as a meaty.
- Chains into 5A, can be used to pick opponents off the ground.
A low 2A with a great hitbox. This move can also low profile many attacks.
2B
- Sweep.
- Untechable on CH, allowing for 2B into 5C.
Doesn't cancel from 2A or 2B. 2A already has good range, so it doesn't see quite as much use.
2xC
- BBCF Mai 2BC.png
- Has to be linked off of 2A or 2B
- Can be used as a poke by whiffing 2A, similar to 5xC, but less useful.
2C
- BBCF Mai 2C.png
Hit the entire US air force with this
- Antiair
- Launcher
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 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
- BBCF Mai jA.png
A standard j.A. Use it to jail or air to air opponents when you think they'll bait 2C.
j.B
- BBCF Mai jB.png
- Reverse beats into j.A
- Good crossup hitbox
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.
j.C
- BBCF Mai jC.png
It's called "neutral"
- 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)
- BBCF Mai 5D.png
Inputting 2, 5, or 8 will change the spear trajectory
- BBCF Mai 5D!.png
While charging makes it unblockable
- BBCF Mai j.D.png
Can also be done in the air
- BBCF Mai j.D!.png
though it takes just a breath longer
- Changing the trajectory at any time resets how long it takes to fully charge
- Move becomes unblockable upon fully charging
Mai throws her spear. Can change the trajectory as long as D is held
The time spent charging is reduced by almost half in Overdrive. The air version is functionally the same, though its angles are different.
Direction Change
D after any Drive (Air OK)
- BBCF Mai DD.png
"Did you really think I missed?"
- 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
Universal Mechanics
Ground Throw
5B+C 4B+C
- BBCF Mai ForwardThrow.png
- Knocks down.
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.
Air Throw
j.B+C
- BBCF Mai AirThrow.png
- Wallbounces on hit.
- Cancels into j.214
Counter Assault
6A+B while Blocking
- BBCF Mai 5BB.png
- Behaves like all other Counter Assaults
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)
- BBCF Mai CrushTrigger.png
Dem legs tho
Specials
Juncture
236
- BBCF Mai Setsuna.png
Command dash
- Can cancel into followups at frame 7.
- Frame data for followups assume they've gone through 236's startup already.
- Hold 4 to prevent accidental A/B/C followups.
- Can cancel into normals at frame 21
Command dash that cancels into thrust followups and additional 236 and 214 movements. Note that while you can frametrap with the thrusts, the command dash itself is NOT safe as a dash cancel and you can easily be mashed out while trying.
Its followup, Himeyuri, has a tipper effect on the last active frame. Tipper hits are notated as 236X!
A Himeyuri
A after Juncture
- BBCF Mai Himeyuri.png
Rocket Stab
- Hitting with the tip of the spear causes a tipper hit with special 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.
B Himeyuri
B after Juncture
- BBCF Mai Himeyuri.png
Longer Rocket Stab
- Tipper hit guard crushes on block
- 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.
Himeyuri: Dipper
C after Juncture
- BBCF Mai Himeyuri-Dipper.png
Angled Rocket Stab
- Cancels into 214 on hit
- Launches opponent on hit
- Tipper hit guard crushes on block
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.
Moon Blossom
214 (Air OK)
- BBCF Mai MoonBlossom.png
Command jump
- Command backflip.
- 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.
Suzuran
A after Moon Blossom
- BBCF Mai Suzuran.png
Diving Stab
- Uncharged version knocks down on hit.
- Charged version ground bounces on hit.
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.
Suzuran: Blaze
B after Moon Blossom
- BBCF Mai SuzuranBlaze.png
- Uncharged version knocks down on hit.
- Charged version ground bounces on hit.
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.
Suzuran: Dipper
C after Moon Blossom
- BBCF Mai SuzuranDipper.png
Angled Diving Stab
- Uncharged version knocks down on hit.
- Charged version ground bounces on hit.
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.
Distortion Drives
Floral Blizzard Blossom
214D
- BBCF Mai FloralBlizzardBlossom.png
Hold button to go into autoguard stance
- Has 3 different levels of increasing damage.
- Hold to extend guardpoint and charge to different levels.
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.
Sylvan Hurricane Assault
236D
- BBCF Mai SylvanHurricaneAssault.png
What goes up must come dooooown!
- Can be canceled into off 236 command dash
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. She can also use it to manually switch sides, so watch out for crossups.
Exceed Accel
Shearing Cherry Blossom Storm
A+B+C+D during Overdrive
- BBCF Mai ShearingCherryBlossomStorm.png
You like sushi?
- BBCF Mai ShearingCherryBlossomStorm2.png
- Does not cost Heat, but immediately ends Overdrive if used.
- Behaves like other Exceed Accels
- Low min damage, cannot be RC'd, full invuln, etc.
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.
Astral Heat
Royal Crimson Sprout: New Moon Lotus
222D
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
External References
- Mai Character Breakdown VOD by Kcin
- Video Playlists Including Mai Tech and Combos
- Japanese Name: マイ=ナツメ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Color Palettes on https://blazblue.wiki
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Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State