BBCF/Mai Natsume: Difference between revisions

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(this page is so repetitive man)
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|voice_actor=  
|voice_actor=  
|quote=  
|quote=  
| fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (7F)
|fastestAttack= [[#5A|5A]] (6F)<br/>[[#2A|2A]] (7F)
| reversal = [[#Floral Blizzard Blossom|214D]] (17F)
|reversal= [[#Floral Blizzard Blossom|214D]] (17F)
| fatalStarter = [[#5A|5XAA]]<br/>[[#5|x[B]6A/C]]<br/>[[#5C|5C]]
|fatalStarter= [[#5A|5xAA]]<br/>[[#5xB|5x[B]6A/C]]<br/>[[#5C|5C]]
|summary=  
|summary=  
|pros=
|pros=
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*'''Consistent Combos:''' Can convert off almost any hit into good damage and strong corner carry.  
*'''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.
*'''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.
|cons=
|cons=
* '''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.  
* '''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.  
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==Normal Moves==
==Normal Moves==
===<big>{{clr|A|5A}}</big>===
===<big>{{clr|A|5A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5A.png |
Average jab that hits crouching. {{clr|A|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 {{clr|C|5xC}}.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual jabs
*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.
*Holding 4 prevents cancelling into Variable Arts if you just want to mash jab.
*Goes into {{clr|A|5xA}}, {{clr|B|5xB}} and {{clr|C|5xC}} and is the quickest way to do so.
*Goes into {{clr|A|5xA}}, {{clr|B|5xB}} and {{clr|C|5xC}} and is the quickest way to do so.
Average jab that hits crouching. {{clr|A|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 {{clr|C|5xC}}.
}}
{{CloseCard}}


===<big>{{clr|B|5B}}</big>===
===<big>{{clr|B|5B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5B.png |Regular poke
A solid close-range poke. Moves Mai forward slightly so it can be used to regain space after resetting pressure. Unlike {{clr|C|5C}}, Mai can threaten stance mixups after {{clr|B|5B}}, which can open up her pressure options.
</gallery>
*Goes into {{clr|A|5xA}}, {{clr|B|5xB}} and {{clr|C|5xC}}.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
*Goes into {{clr|A|5xA}}, {{clr|B|5xB}} and {{clr|C|5xC}}
A solid close-range poke. Moves Mai forward slightly so it can be used to regain space after resetting pressure. Unlike {{clr|C|5C}}, Mai can threaten stance mixups after {{clr|B|5B}}, which can open up her pressure options.
{{CloseCard}}


===<big>{{clr|C|5C}}</big>===
===<big>{{clr|C|5C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5C.png |1 Button Fatals
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.
</gallery>
*Goes into {{clr|C|5xC}} only.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|-
|}
==== ====
*Fatal Counter
*Forces crouching on hit.
*Goes into {{clr|C|5xC}} only
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.
{{CloseCard}}




===<big>{{clr|A|5xA}}</big>===
===<big>{{clr|A|5xA}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5xA
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5AA.png |
{{clr|A|5xA}} is plus on block so it can be used to stagger pressure and can link back into {{clr|A|2A}} on hit if close enough. Startup is fast enough to combo off {{clr|A|2A}} even if {{clr|A|5A}} whiffs (i.e. {{clr|A|2A}} > {{clr|A|5aA}}).
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5xA"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
{{clr|A|5xA}} is plus on block so it can be used to stagger pressure and can link back into {{clr|A|2A}} on hit if close enough. Startup is fast enough to combo off {{clr|A|2A}} even if {{clr|A|5A}} whiffs (i.e. {{clr|A|2A}} > {{clr|A|5aA}}).
{{CloseCard}}


===<big>{{clr|A|5xA}} Followups</big>===
===<big>{{clr|A|5xA}} Followups</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5xAA,5xAB,5xAB Shot|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5AAA.png | Can't you just say "autocombo?"
BBCF_Mai_5AAB.png | Projectile Normal
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5xAA" or input="5xAB" or input="5xAB Shot")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
'''{{clr|A|A}}'''
'''{{clr|A|A}}'''
*Fatal Counter
 
Combo filler. Combos into 236~{{clr|C|C}} at close range, but at far range only combos into {{clr|B|236B}}. Can combo into Crush Trigger on standing targets as a small combo extension. If a crouching opponent is hit with {{clr|A|5xaA}} into spin state, they will spin longer allowing for a link into 236 > {{clr|A|2A}}.
Combo filler. Combos into 236~{{clr|C|C}} at close range, but at far range only combos into {{clr|B|236B}}. Can combo into Crush Trigger on standing targets as a small combo extension. If a crouching opponent is hit with {{clr|A|5xaA}} into spin state, they will spin longer allowing for a link into 236 > {{clr|A|2A}}.
----
'''{{clr|B|B}}\{{clr|C|C}}'''


----'''{{clr|B|B}}\{{clr|C|C}}'''
Projectile sub-stance, pressing B and C performs mid and low projectiles depending on the button:
Projectile sub-stance, pressing B and C performs mid and low projectiles depending on the button:
*Cancels into 236/214 despite being a projectile.
*Cancels into 236/214 despite being a projectile.
Line 166: Line 83:
*B version whiffs on crouching opponents.
*B version whiffs on crouching opponents.
*C version is a full screen and a low
*C version is a full screen and a low
 
}}
{{CloseCard}}


===<big>{{clr|B|5xB}}</big>===
===<big>{{clr|B|5xB}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5xB,5x[B]|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5BB.png | Followup. Hold {{clr|B|[B]}} to go into stance
BBCF_Mai_5x(B).png |THIS IS THE STANCE
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5xB" or input="5x[B]")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
'''{{clr|B|5xB}}'''
'''{{clr|B|5xB}}'''


Combo/blockstring filler. Used after {{clr|A|5A}} or {{clr|B|5B}} to confirm into a juggle. You can hold {{clr|B|[B]}} to go into stance following the recovery of the move.
Combo/blockstring filler. Used after {{clr|A|5A}} or {{clr|B|5B}} to confirm into a juggle. You can hold {{clr|B|[B]}} to go into stance following the recovery of the move.
----
----
'''{{clr|B|5x[B]}}'''
'''{{clr|B|5x[B]}}'''
*Has guard point on body.
 
Mai's mixup/combo stance. Can be entered by holding {{clr|B|[B]}} after {{clr|B|5xB}}, or entered directly by inputting {{clr|B|4[B]}} after whiffing/connecting {{clr|A|5A}}/{{clr|B|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]
Mai's mixup/combo stance. Can be entered by holding {{clr|B|[B]}} after {{clr|B|5xB}}, or entered directly by inputting {{clr|B|4[B]}} after whiffing/connecting {{clr|A|5A}}/{{clr|B|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.
*Goes back into stance after 6 recovery frames.
 
}}
{{CloseCard}}


===<big>{{clr|B|5x[B]}} Stance Moves</big>===
===<big>{{clr|B|5x[B]}} Stance Moves</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5x[B] A,5x[B] 6A,5x[B] 8A|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5x(B)A.png |Stance Low, reverts back to stance afterwards
BBCF_Mai_5x(B)6A.png |Stance Fatal Counter
BBCF_Mai_5x(B)8A.png |Stance overhead
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5x[B] A" or input="5x[B] 6A" or input="5x[B] 8A")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
'''{{clr|A|A}}/{{clr|C|C}}'''
'''{{clr|A|A}}/{{clr|C|C}}'''
Mai's low from stance. Links into {{clr|A|2A}} on hit at close range.
Mai's low from stance. Links into {{clr|A|2A}} on hit at close range.
----
----
'''{{clr|A|6A}}/{{clr|C|6C}}'''
'''{{clr|A|6A}}/{{clr|C|6C}}'''
Mai's mid from stance. A powerful frametrap starter, though it is punishable on block. Used in corner {{clr|B|5XB}}{{clr|A|6A}} loops to deal large amounts of damage. Midscreen, combos into {{clr|A|236A}}, and optionally {{clr|A|236A!}} for additional combo routes.
*Useful for loops and occasional frame traps.
*Useful for loops and occasional frame traps.
Mai's mid from stance. A powerful frametrap starter, though it is punishable on block. Used in corner {{clr|B|5XB}}{{clr|A|6A}} loops to deal large amounts of damage. Midscreen, combos into {{clr|A|236A}}, and optionally {{clr|A|236A!}} for additional combo routes.
----
----
'''{{clr|A|8A}}/{{clr|C|8C}}'''
'''{{clr|A|8A}}/{{clr|C|8C}}'''
*Invincible 4-22FT
*Hits overhead


A good way to call out {{clr|A|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.  
A good way to call out {{clr|A|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.  
 
}}
{{CloseCard}}


===<big>{{clr|C|5xC}}</big>===
===<big>{{clr|C|5xC}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5xC
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5CC.png |Poke of the gods
{{clr|C|5xC}} is an excellent long range poke for neutral. You can plink it off of {{clr|A|5A}} to use it as quickly as possible in neutral. In blockstrings, Mai only has mid and overhead followups from {{clr|C|5xC}}, so it is generally safe blocking high after seeing this move.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5xC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|-
|}
==== ====
{{clr|C|5xC}} is an excellent long range poke for neutral. You can plink it off of {{clr|A|5A}} to use it as quickly as possible in neutral. In blockstrings, Mai only has mid and overhead followups from {{clr|C|5xC}}, so it is generally safe blocking high after seeing this move.
{{CloseCard}}


===<big>{{clr|C|5xC}} Followups</big>===
===<big>{{clr|C|5xC}} Followups</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5xCA,5xCB,5xCC|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5xCA.png |The other overhead.
BBCF_Mai_5xCB.png |The other other overhead.
BBCF_Mai_5CCC.png |Mash {{clr|C|C}} to fill combos
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5xCA" or input="5xCB" or input="5xCC")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|-
|}
==== ====
{{clr|A|A}}
{{clr|A|A}}
*Overhead.


Combos from {{clr|C|5xC}} on crouching or air, but not standing. On ground hit, has limited combo options outside of {{clr|B|236B}}, but on air hit can link into (236 >) {{clr|A|5A}} for a juggle.
Combos from {{clr|C|5xC}} on crouching or air, but not standing. On ground hit, has limited combo options outside of {{clr|B|236B}}, but on air hit can link into (236 >) {{clr|A|5A}} for a juggle.
----
----
{{clr|B|B}}
{{clr|B|B}}
*Slower overhead, but very plus on block


Mai's other {{clr|C|5xC}} overhead. Slightly slower than {{clr|C|5xC}}{{clr|A|A}}, but with much higher reward on hit and block. Links on hit for a normal starter combo, {{clr|C|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 invul.
Mai's other {{clr|C|5xC}} overhead. Slightly slower than {{clr|C|5xC}}{{clr|A|A}}, but with much higher reward on hit and block. Links on hit for a normal starter combo, {{clr|C|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 invul.
----
----
{{clr|C|C}}
{{clr|C|C}}
*Holding {{clr|C|[C]}} increases the maximum number of hits to 12
*Mashing {{clr|C|C}} increases the maximum number of hits to 24
*After hit 12, {{clr|C|5xCC}} can no longer be special cancelled and will launch the opponent following hit 16
*Does chip damage on block


Mai's signature mash normal. {{clr|C|5xC[C]}} can be used to set up the perfect range for a {{clr|A|236A!}} tipper hit. 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 [https://www.dustloop.com/wiki/index.php?title=BBCF/Mai_Natsume#Crush_Trigger Crush Trigger].
Mai's signature mash normal. {{clr|C|5xC[C]}} can be used to set up the perfect range for a {{clr|A|236A!}} tipper hit. 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 [https://www.dustloop.com/wiki/index.php?title=BBCF/Mai_Natsume#Crush_Trigger Crush Trigger].
{{CloseCard}}
*Holding {{clr|C|[C]}} increases the maximum number of hits to 12.
*Mashing {{clr|C|C}} increases the maximum number of hits to 24.
*After hit 12, {{clr|C|5xCC}} can no longer be special cancelled and will launch the opponent following hit 16.
*Does chip damage on block.
}}


===<big>{{clr|A|2A}}</big>===
===<big>{{clr|A|2A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_2A.png |
A low {{clr|A|2A}} with great range considering its speed. Chains into {{clr|A|5A}}, and can be used to pick opponents off the ground. Has enough hitstun to combo {{clr|A|2A}} > {{clr|A|5aA}} at ranges {{clr|A|2A}} > {{clr|A|5A}} does not connect. This move also has a small vertical hurtbox and can low profile many attacks.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual 2As
*Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual 2As
*Longer range than {{clr|A|5A}}
*Longer range than {{clr|A|5A}}
*Chains into {{clr|A|5A}} and {{clr|C|2xC}}
*Chains into {{clr|A|5A}} and {{clr|C|2xC}}
 
}}
A low {{clr|A|2A}} with great range considering its speed. Chains into {{clr|A|5A}}, and can be used to pick opponents off the ground. Has enough hitstun to combo {{clr|A|2A}} > {{clr|A|5aA}} at ranges {{clr|A|2A}} > {{clr|A|5A}} does not connect. This move also has a small vertical hurtbox and can low profile many attacks.
{{CloseCard}}


===<big>{{clr|B|2B}}</big>===
===<big>{{clr|B|2B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_2B.png | Anyone else would have this move on {{clr|C|3C}}
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Untechable on CH, allowing for {{clr|B|2B}} into {{clr|C|5C}}  
*Untechable on CH, allowing for {{clr|B|2B}} into {{clr|C|5C}}  
*Chains into {{clr|C|2xC}}
*Chains into {{clr|C|2xC}}


A midrange sweep. Naturally combos into {{clr|C|2xC}} for a [[BBCF/Mai_Natsume#Juncture|Juncture]] followup or 236 > {{clr|D|236D}}.
A midrange sweep. Naturally combos into {{clr|C|2xC}} for a [[BBCF/Mai_Natsume#Juncture|Juncture]] followup or 236 > {{clr|D|236D}}.
{{CloseCard}}
}}


===<big>{{clr|C|2xC}}</big>===
===<big>{{clr|C|2xC}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2xC
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_2BC.png |
Combo filler/low poke. Must be cancelled into from {{clr|A|2A}} or {{clr|B|2B}}. Can be used as a poke by performing {{clr|A|2a}}{{clr|C|C}} (similar to {{clr|A|5a}}{{clr|C|C}}) but higher startup and lack of followups make this less useful. Does not cause a knockdown.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2xC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Low poke
Combo filler/low poke. Must be cancelled into from {{clr|A|2A}} or {{clr|B|2B}}. Can be used as a poke by performing {{clr|A|2a}}{{clr|C|C}} (similar to {{clr|A|5a}}{{clr|C|C}}) but higher startup and lack of followups make this less useful. Does not cause a knockdown.
{{CloseCard}}


===<big>{{clr|C|2C}}</big>===
===<big>{{clr|C|2C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_2C.png |Hit the entire US air force with this
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Launcher
*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 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.
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.
{{CloseCard}}
}}
 


===<big>{{clr|A|j.A}}</big>===
===<big>{{clr|A|j.A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_jA.png |
A standard {{clr|A|j.A}}. Use it to jail or air to air opponents when you think they'll bait {{clr|C|2C}}.
</gallery>
*Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual j.As.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual j.As
A standard {{clr|A|j.A}}. Use it to jail or air to air opponents when you think they'll bait {{clr|C|2C}}.
{{CloseCard}}


===<big>{{clr|B|j.B}}</big>===
===<big>{{clr|B|j.B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_jB.png |
{{clr|B|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.
</gallery>
*Reverse beats into {{clr|A|j.A}}.
</div>
*Good crossup hitbox.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Reverse beats into {{clr|A|j.A}}
*Good crossup hitbox
{{clr|B|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.
{{CloseCard}}


===<big>{{clr|C|j.C}}</big>===
===<big>{{clr|C|j.C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_jC.png |It's called "neutral"
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Hits in front, below, and behind.
*Hits in front, below, and behind.
*On air CH will floor opponents, allowing pickup with either {{clr|C|5CC}}{{clr|A|5A}} or {{clr|A|2A5A}}{{clr|C|C}}{{clr|A|A}} into extended combos.
*On air CH will floor opponents, allowing pickup with either {{clr|C|5CC}}{{clr|A|5A}} or {{clr|A|2A5A}}{{clr|C|C}}{{clr|A|A}} into extended combos.
{{CloseCard}}
}}
 
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
===<big>Exseal</big>===
===<big>Exseal</big>===
{{InputBadge|{{clr|D|2D/5D/8D}} (Air OK)}}
{{InputBadge|{{clr|D|2D/5D/8D}} (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5D,5[D],j.D,j.[D]|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5D.png |Inputting 2, 5, or 8 will change the spear trajectory
Mai throws her spear. Can change the trajectory as long as {{clr|D|D}} is held.
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
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Ground Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Ground Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5[D]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Air Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Air Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.[D]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*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 {{clr|D|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.
The time spent charging is reduced by almost half in Overdrive. The air version is functionally the same, though its angles are different.
{{CloseCard}}
*Changing the trajectory at any time resets how long it takes to fully charge.
 
}}


===<big>Direction Change</big>===
===<big>Direction Change</big>===
{{InputBadge|{{clr|D|D}} after any Drive (Air OK)}}
{{InputBadge|{{clr|D|D}} after any Drive (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=D D,D D OD|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_DD.png |"Did you really think I missed?"
*Loses unblockable property of charged drive upon usage of direction change.
</gallery>
*Redirects for another attack on hit and on block during Overdrive.
</div>
*Spear disappears if Mai is hit.
<div class="attack-info">
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
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Normal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="D D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Overdrive")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="D D OD"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*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
{{CloseCard}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_ForwardThrow.png |
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.
</gallery>
*Knocks down.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*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.
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B+C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_AirThrow.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Wallbounces midscreen and wallsplats in the corner
*Wallbounces midscreen and wallsplats in the corner
*Cancels into j.214
*Cancels into j.214
{{CloseCard}}
}}
 


===<big>Counter Assault</big>===
===<big>Counter Assault</big>===
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=6A+B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_5BB.png |
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6AB"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*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.
{{CloseCard}}


===<big>Crush Trigger</big>===
===<big>Crush Trigger</big>===
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5A+B,5[A+B]|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_CrushTrigger.png | Dem legs tho
Standard Crush Trigger with great range.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5AB"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
Standard Crush Trigger with great range.
{{CloseCard}}
<br style="clear:both;"/>
==Specials==


==Special Moves==
===<big>Juncture</big>===
===<big>Juncture</big>===
{{InputBadge|236}}
{{InputBadge|236}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_Setsuna.png |Command dash
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Cancelling into followups in the first 3 frames will give them a 10% base damage increase.
*Cancelling into followups in the first 3 frames will give them a 10% base damage increase.
*Followups start at frame 7.  
*Followups start at frame 7.  
Line 689: Line 280:
*Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen.
*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.
*Tipper hit guard crushes on block unless it is Barrier blocked.
{{CloseCard}}
}}
 


===<big>Himeyuri</big>===
===<big>Himeyuri</big>===
{{InputBadge|{{clr|A|A}} during Juncture}}
{{InputBadge|236~{{clr|A|A}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236A,236A OD|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_Himeyuri.png |Rocket Stab
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236A OD")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*The last frame of the active frames has an extended tipper hitbox. This hitbox has unique properties:
*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 air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen.
Line 720: Line 295:


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.
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.
{{CloseCard}}
}}
 


===<big>Himeyuri: Blaze</big>===
===<big>Himeyuri: Blaze</big>===
{{InputBadge|{{clr|B|B}} during Juncture}}
{{InputBadge|236~{{clr|B|B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236B,236B OD|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_Himeyuri.png |Longer Rocket Stab
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236B" or input="236B OD")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*The last frame of the active frames has an extended tipper hitbox. This hitbox has unique properties described in A Himeyuri and Juncture
*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)
*Knocks down on hit (emergency techable on air hit)
*Can shorten the distance travelled by holding 4 early into startup
*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.
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.
{{CloseCard}}
}}
 


===<big>Himeyuri: Dipper</big>===
===<big>Himeyuri: Dipper</big>===
{{InputBadge|{{clr|C|C}} during Juncture}}
{{InputBadge|236~{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236C,236C OD|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_Himeyuri-Dipper.png |Angled Rocket Stab
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.
</gallery>
*Cancels into 214 on hit.
</div>
*Launches opponent on hit.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236C OD")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
*Cancels into 214 on hit
*Launches opponent on hit
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.
{{CloseCard}}


===<big>Moon Blossom</big>===
===<big>Moon Blossom</big>===
{{InputBadge|214 (Air OK)}}
{{InputBadge|214 (Air OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214,j.214|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_MoonBlossom.png |Command jump
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214" or input="j.214")
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Command backflip.
*Hold 6 to cancel into normals instead of dive followups
*Hold 6 to cancel into normals instead of dive followups
*Flip angle changes based on preceding movements (236 and 214).
*Flip angle changes based on preceding movements (236 and 214).
Line 803: Line 329:


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.
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.
{{CloseCard}}
}}
 


===<big>Suzuran</big>===
===<big>Suzuran</big>===
{{InputBadge|{{clr|A|A}} during Moon Blossom}}
{{InputBadge|214~{{clr|A|A}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214A,214A Delayed|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_Suzuran.png |Diving Stab
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214A Delayed"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*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.
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.
At certain relative heights, even the uncharged version can combo into 236D.
{{CloseCard}}
*Uncharged version knocks down on hit.
 
*Charged version ground bounces on hit.
}}


===<big>Suzuran: Blaze</big>===
===<big>Suzuran: Blaze</big>===
{{InputBadge|{{clr|B|B}} during Moon Blossom}}
{{InputBadge|214~{{clr|B|B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214B,214B Delayed|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_SuzuranBlaze.png |-60° Angled Diving Stab
Angled dive at a steeper angle than {{clr|C|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 {{clr|C|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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214B Delayed"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Uncharged version knocks down on hit.
*Uncharged version knocks down on hit.
*Charged version ground bounces on hit.
*Charged version ground bounces on hit.
Angled dive at a steeper angle than {{clr|C|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 {{clr|C|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.
}}
{{CloseCard}}
 


===<big>Suzuran: Dipper</big>===
===<big>Suzuran: Dipper</big>===
{{InputBadge|{{clr|C|C}} during Moon Blossom}}
{{InputBadge|214~{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214C,214C Delayed|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_SuzuranDipper.png |-30° Angled Diving Stab
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214C Delayed"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Uncharged version knocks down on hit.
*Uncharged version knocks down on hit.
*Charged version ground bounces 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.
}}
{{CloseCard}}


<br style="clear:both;"/>
==Distortion Drives==
===<big>Sylvan Hurricane Assault</big>===
{{InputBadge|{{clr|D|236D}}}}
{{BBCF Move Card
|input=236D
|description=
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 > {{clr|C|j.C}}.
*Can be canceled into off 236 command dash
}}


==Distortion Drives==
===<big>Floral Blizzard Blossom</big>===
===<big>Floral Blizzard Blossom</big>===
{{InputBadge|{{clr|D|214D}}}}
{{InputBadge|{{clr|D|214D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=214D,214D Lv2,214D Lv3|versioned=input
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_FloralBlizzardBlossom.png |Hold button to go into autoguard stance
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Lv 2")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214D Lv2"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Lv 3")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214D Lv3"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Has 3 different levels of increasing damage.
*Hold to extend guardpoint and charge to different levels.
*Hold to extend guardpoint and charge to different levels.
*Minimum damage: 450, 600, 900
*OD minimum damage: 540, 720, 1080
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.
{{CloseCard}}
===<big>Sylvan Hurricane Assault</big>===
{{InputBadge|{{clr|D|236D}}}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Mai_SylvanHurricaneAssault.png |What goes up must come dooooown!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Can be canceled into off 236 command dash
*Minimum damage: 920 OD: 1100
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 > {{clr|C|j.C}}.
{{CloseCard}}
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
===<big>Shearing Cherry Blossom Storm</big>===
===<big>Shearing Cherry Blossom Storm</big>===
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=A+B+C+D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_ShearingCherryBlossomStorm.png | You like sushi?
BBCF_Mai_ShearingCherryBlossomStorm2.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="ABCD"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
*300/649 Minimum Damage
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.
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.
{{CloseCard}}
}}
 
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>Royal Crimson Sprout: New Moon Lotus</big>===
===<big>Royal Crimson Sprout: New Moon Lotus</big>===
{{InputBadge|{{clr|D|222D}}}}
{{InputBadge|{{clr|D|222D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=222D
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBCF_Mai_NewMoonLotus.png |Soaring Spear that Strikes with Death
BBCF_Mai_NewMoonLotus2.png |GAE...BOLG!!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="222D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
Combos out of nearly anything. Seriously, it's extremely easy to combo into this Astral.
Combos out of nearly anything. Seriously, it's extremely easy to combo into this Astral.


Line 1,027: Line 406:
*Every followup from a 5X normal.
*Every followup from a 5X normal.
*And a lot more!
*And a lot more!
{{CloseCard}}
}}
 
<br style="clear:both;"/>


==Colors==
==Colors==
{{BBCFColors|Size=120|Character=Mai}}
{{BBCFColors|Size=120|Character=Mai}}
<br style="clear:both;"/>


==External References==
==External References==

Revision as of 10:33, 20 September 2022


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.

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.
BBCF Mai Natsume Nameplate.png
BBCF Mai Portrait.png
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
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A (6F)
2A (7F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.214D (17F)
Fatal Starters:5xAA
5x[B]6A/C
5C

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 9 4 16 -3 B

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Mid 13 4 16 -1 B


5xA

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 8 3 13 +1 B

5xA Followups

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5xAA 1200 Mid 16 4 18 -3 B
5xAB Shot 600 B: All
C: Low/Air
21 30 Total: 59 -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

Projectile sub-stance, pressing B and C performs mid and low projectiles depending on the button:

  • Cancels into 236/214 despite being a projectile.
  • Can cancel into each other for a total of 4 projectiles. Has Strike hitboxes on the spear when casting the 1st and 3rd projectie
  • B version Covers the air in front of Mai. Shorter range than 5xAC, travelling around 3/4 screen before disappearing.
  • B version whiffs on crouching opponents.
  • C version is a full screen and a low

5xB

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5xB 900 Mid 10 4 14 -1 B
5x[B] 8 4~(Recovery) Guard B
(9~(Recovery) 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.
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
5xB Long 100 89 3
5x[B]

5xB:

  • On hit/block, cancels into 5x[B] stance immediately if button is held
  • On whiff, hold button to cancel into 5x[B] stance on frame 17
  • If holding back + button on startup, cancels into 5x[B] stance on frame 10 instead of performing attack
  • On CH Crumple Duration 54F, Crumple Fall 78F


5x[B]:

  • Can cancel into attacks from frame 4
  • Stance can be held for 180F
  • Recovery is after button release/maximum stance duration
  • Minimum stance duration 7F (Minimum total frames: 3 startup + 7 stance + 8 recovery = 18F)
  • When re-entering stance from 5x[B]A, has different (extended) startup animation, guard point/cancellable from frame 9
  • On Guard Point, hitstop for Mai is 4F. Opponent hitstop is 14F

5x[B] Stance Moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.


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.

5xC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.


B

Mai's other 5xC overhead. Slightly slower than 5xCA, 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 invul.


C

Mai's signature mash normal. 5xC[C] can be used to set up the perfect range for a 236A! tipper hit. 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.

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Low 10 3 18 -4 F

2xC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Low 12 6 19 -6 F

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 Mid 10 4 30 -15 B 10~13 H
  • 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 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 6 3 9 H

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 High/Air 9 4 (2) 2 12 H

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High/Air 11 4 24 H

Drive Moves

Exseal

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 800 All 25~80
[20~55]
Until Hit Total: 72~127
[Total: 67~102]
-28 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+8L P1
j.[D] 900 Unblockable 82 [57] Until Hit Total: Until L+8L P1

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.

  • 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
5D Normal 70 79 3
5[D] Normal 70 82 4
j.D Normal 70 79 3
j.[D] Normal 70 82 4

5D:

  • Cancellable into D~D from 4th active frame onwards


5[D]:

  • Cancellable into D~D from 4th active frame onwards


j.D:

  • j.2D also has Down 23
  • Cancellable into D~D from 4th active frame onwards


j.[D]:

  • j.2[D] also has Down 23
  • Cancellable into D~D from 4th active frame onwards

Direction Change

D after any Drive (Air OK)

No results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw(70) 7 3 23 T

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw(70) 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 3 32 -16 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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

Special Moves

Juncture

236

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A 1000 [1100] All
[Guard Crush 25/Barrier]
5 [8] 4 [1] 20 -4 [-2] B
236A OD 1000, 250
[1100]
All
[Guard Crush 25/Barrier]
5 [8] 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
236A Long 100 69 [82] 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
  • [On CH Crumple Duration 58F, Crumple Fall 81F]
  • If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)


236A OD:

  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • First hit that connects deals 1000 damage, remaining hits deal 250
  • If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)
  • Crumple Duration 29F, Crumple Fall 62F

Himeyuri: Blaze

236~B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236B 1250 [1375] All
[Guard Crush 35/Barrier]
15 [22] 8 [1] 20 -9 [+0] B
236B OD 1250, 125×3
[1375]
All
[Guard Crush 35/Barrier]
15 [22] 2,2,2,2 [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
236B Long 100 72 [84] 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
  • If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)


236B OD:

  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • First hit that connects deals 1250 damage, remaining hits deal 125
  • If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)
  • Crumple Duration 31F, Crumple Fall 64F

Himeyuri: Dipper

236~C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236C 1300 [1430] Mid 9 [16] 8 [1] 24+14L -27 B 1~12 All
236C OD 1300, 130×3
[1430]
Mid 9 [16] 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
236C Very Short 70 72 [84] 4 [5]
236C OD Very Short 70 74 [84] 5

236C:

  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • Can cancel into 214 from frame 17
  • If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)


236C OD:

  • Hit on the last active frame to get Tip version
  • Values in [] are for Tip version
  • Can cancel into 214 from frame 17
  • First hit that connects deals 1300 damage, remaining hits deal 130 damage
  • If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)

Moon Blossom

214 (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214 39+3L 1~4 FT
5~14 All
j.214 Until L+3L 5~11 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
214
j.214

214:

  • Airborne from frame 5
  • Can cancel into Suzuran, j.214 and other attacks from frame 10
  • Instead cancels into enhanced Suzuran from frame 15
  • Can cancel into 236D/214D while grounded (frames 1-4)


j.214:

  • Can cancel into Suzuran, j.214 and other attacks from frame 7
  • Instead cancels into enhanced Suzuran from frame 12

Suzuran

214~A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Suzuran: Blaze

214~B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Suzuran: Dipper

214~C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Distortion Drives

Sylvan Hurricane Assault

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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
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
  • Maximum Slide duration 10F


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
  • Maximum Slide duration 10F


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]
  • Maximum Slide duration 10F

Exceed Accel

Shearing Cherry Blossom Storm

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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.

Astral Heat

Royal Crimson Sprout: New Moon Lotus

222D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 2000, 22000 All 7+(105 Flash)+8 3 75 -39 B 1~17 All, Burst

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


To edit frame data, edit values in BBCF/Mai Natsume/Data.

Click [★] for character's full frame data

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