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{ | ==Overview== | ||
{{BBCF/CharacterLinks}} | |||
<div id="home-content" class="home-grid"> | |||
{{card|width=4 | |||
|header=Overview | |||
|content=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. | |||
However, while Mai's access to whiff cancels with Variable Arts is useful, 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 (admittedly incredibly strong) stagger pressure and frame traps. Mai more than makes up for this weakness with a strong neutral game, great normals, good damage, and a unique defensive option that makes her hard to pin down. | |||
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}} | }} | ||
{{BBCF/Infobox | |||
: | |fastestAttack= [[#5A|5A]] (6F)<br/>[[#Sylvan Hurricane Assault|236D]] (6F) | ||
|reversal= [[#Floral Blizzard Blossom|214D]] (17F) | |||
|fatalStarter= [[#5xA Followups|5xAA]]<br/>[[#5xB Stance Moves|5x[B]6A/C]]<br/>[[#5C|5C]] | |||
|} | }} | ||
{{ | {{card|width=4 | ||
| | |header=Drive: Gallia Sphyras - Exseal | ||
| | |content= | ||
Mai's Drive attack lets her throw her spear and redirect it towards her opponent. You can hold the {{clr|D|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 {{clr|D|D}} button will cause Mai to throw the spear. While the spear is active, pressing the {{clr|D|D}} button again will redirect the spear towards Mai's opponent. | |||
|header2= Overdrive: Flurry of the Winter Moon | |||
|content2= | |||
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. | |||
}} | }} | ||
</div> | </div> | ||
< | <div id="home-content" class="home-grid"> | ||
{{card|width=6 | |||
|header=Unique Ability: Variable Arts | |||
|content= | |||
Mai (mostly) doesn't have traditional gatlings between normal moves like the rest of the cast. Instead, her ground normal attacks all have different followups depending on the buttons used. These followups come out even on whiff and are generally very powerful for their speed and reach. In exchange however, she does not have the ability to simply do whatever normal move she wants while at neutral, most of her normal moves can only be accessed by doing other moves beforehand, limiting their use and making certain mixups predictable against knowledgeable opponents. Mai still has Drive and Special cancels on most of her moves, and this forms a large part of her options. | |||
Mai | |||
In notation, whiffs are written as lower case letters. For example {{clr|C|5xC}} describes "{{clr|A|5A}}/{{clr|B|B}}/{{clr|C|C}} whiff cancel into {{clr|C|5xC}}". Variable Arts only applies to grounded normals, with the vast majority occurring on standing normals. While this may seem complex at first, it becomes more easy to understand once it is broken down: | |||
=== | <div class="mw-collapsible mw-collapsed" style="text-align: center;" data-expandtext="Show Variable Arts Standing Moves" data-collapsetext="Hide Variable Arts Standing Moves"> | ||
<br/> | |||
<gallery mode="packed"> | |||
BBCF Mai Natsume 5A.png | {{clr|A|5A}} | |||
BBCF Mai Natsume 5B.png | {{clr|B|5B}} | |||
Mai | BBCF Mai Natsume 5C.png | {{clr|C|5C}} | ||
</gallery> | |||
=== | All of the above can cancel into any of the below. ({{clr|C|5C}} can only cancel into {{clr|C|5xC}}) | ||
{| | <gallery mode="packed"> | ||
|- | BBCF Mai Natsume 5xA.png | {{clr|A|5xA}} | ||
BBCF Mai Natsume 5xB.png | {{clr|B|5xB}}* | |||
|- style=" | BBCF Mai Natsume 5xC.png | {{clr|C|5xC}} | ||
</gallery> | |||
<nowiki>*Hold B to prolong stance</nowiki><br/>Each of the above moves has their own set of moves to cancel into: | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Variable Arts 5xA Moves" data-collapsetext="Hide Variable Arts 5xA Moves"> | |||
<br/> | |||
<gallery mode="packed"> | |||
BBCF Mai Natsume 5xAA.png | {{clr|A|5xAA}} | |||
BBCF Mai Natsume 5xAB.png | {{clr|B|5xB}}/{{clr|C|C}} (Up to 4 attacks possible) | |||
</gallery> | |||
</div> | |||
<br/> | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Variable Arts 5xB Moves" data-collapsetext="Hide Variable Arts 5xB Moves"> | |||
<br/> | |||
< | <gallery mode="packed"> | ||
BBCF Mai Natsume 5xB~A.png | {{clr|A|5xBA}}/{{clr|C|C}}* | |||
BBCF Mai Natsume 5xB~6A.png | {{clr|A|5xB6A}}/{{clr|C|C}} | |||
BBCF Mai Natsume 5xB~8A.png | {{clr|A|5xB8A}}/{{clr|C|C}} | |||
</gallery> | |||
<nowiki>*Returns to stance afterwards.</nowiki><br/>All moves may be performed with {{clr|A|A}} or {{clr|C|C}}, this does not change any move properties | |||
</div> | |||
<br/> | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Variable Arts 5xC Moves" data-collapsetext="Hide Variable Arts 5xC Moves"> | |||
<br/> | |||
<gallery mode="packed"> | |||
BBCF Mai Natsume 5xCA.png | {{clr|A|5xCA}} | |||
BBCF Mai Natsume 5xCB.png | {{clr|B|5xCB}} | |||
BBCF Mai Natsume 5xCC.png | {{clr|C|5xCC}} | |||
</gallery> | |||
</div> | |||
</div> | |||
<br/> | |||
<div class="mw-collapsible mw-collapsed" style="text-align: center;" data-expandtext="Show Variable Arts Crouching Moves" data-collapsetext="Hide Variable Arts Crouching Moves"> | |||
<br/> | |||
<gallery mode="packed"> | |||
BBCF Mai 2A.png | {{clr|A|2A}} | |||
BBCF Mai 2B.png | {{clr|B|2B}} | |||
</gallery> | |||
{{clr|A|2A}} can be cancelled into {{clr|B|2B}} on hit or block.<br> | |||
Either move whiff cancels into: | |||
<gallery mode="packed"> | |||
BBCF Mai Natsume 2xC.png | {{clr|C|2xC}} | |||
</gallery> | |||
Note: {{clr|C|2C}} is a standalone move that cannot be cancelled into any other normal | |||
</div> | |||
<br/> | |||
}} | |||
</div> | |||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|A|5A}}</big>=== | |||
{{BBCF Move Card | |||
|input=5A | |||
|description= | |||
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}}. | |||
*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. Can cancel into itself for a total of 3 hits in this way. | |||
*Goes into {{clr|A|5xA}}, {{clr|B|5xB}} and {{clr|C|5xC}} and is the quickest way to do so. | |||
* | |||
* | |||
}} | |||
}} | }} | ||
===<big>{{clr|B|5B}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=5B | ||
| | |description= | ||
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. | |||
*Goes into {{clr|A|5xA}}, {{clr|B|5xB}} and {{clr|C|5xC}}. | |||
| | |||
| | |||
}} | |||
}} | |||
}} | }} | ||
=== | ===<big>{{clr|C|5C}}</big>=== | ||
{{ | {{BBCF Move Card | ||
| | |input=5C | ||
|description= | |||
This button is one of Mai's best starters for her really damaging combos. It has got a decent speed and good range for poking as well. However it has limited options afterwards due to it being unable to cancel into {{clr|A|5xA}} or {{clr|B|5xB}}, meaning you lose access to any low attacks without returning to neutral first. | |||
}} | |||
{{ | |||
| | |||
| | |||
*Fatal Counter | *Fatal Counter | ||
* | *Goes into {{clr|C|5xC}} only. | ||
}} | |||
}} | }} | ||
===<big>{{clr|A|5xA}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=5xA | ||
| | |description= | ||
| | {{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}}). | ||
| | |||
}} | |||
}} | }} | ||
===<big>{{clr|A|5xA}} Followups</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=5xAA,5xAB Strike,5xAB Shot,5xABB|versioned=input | ||
| | |description= | ||
| | ;{{clr|A|A}} | ||
| | 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}} | ||
| | A stance where Mai can fire a projectile up to four times. B fires a high, slower projectile, C fires a low, faster projectile. The first swing of the spear also has a strike hitbox, allowing this move to be used in combos. The initial strike, and each odd-numbered shot is the same speed for both the {{clr|B|B}} and {{clr|C|C}} versions, but on even-numbered shots the {{clr|C|C}} version is 1 frame faster overall. | ||
}} | |||
Cancellable into specials shortly after firing, regardless of whether the projectile connects or not, allowing Mai to easily flip to safety if it misses or approach behind it if used at a distance. | |||
*B version whiffs on crouching opponents. | |||
*C version is a low | |||
* | |||
}} | }} | ||
===<big>{{clr|B|5xB}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=5xB,5x[B]|versioned=input | ||
| | |description= | ||
| | ;{{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, or {{clr|B|4[B]}} on startup to go directly into the stance without attacking. Any backwards direction can be held to do this, allowing you to hold {{clr|B|7[B]}} if you want to use the overhead follow up, or {{clr|B|4[B]}}/{{clr|B|1[B]}} to access the low. Because there is no blockstun if you enter the stance this way, the followups will be visually faster, leading to a slightly trickier (but more mashable) mixup that works especially well against opponents attempting to fuzzy block the followups. | ||
}} | |||
}} | |||
Though the mental shortcut is tempting, this move technically doesn't cancel into the stance followups, which are only usable 4f into the stance. This means that, to use the stance followups, you ''must'' hold {{clr|B|B}} and then ensure that the followup input goes through 4f after the kick connects. Keep this in mind as it will help you avoid otherwise unexplained execution errors. | |||
{{ | ---- | ||
| | ;{{clr|B|5x[B]}} | ||
| | Mai's mixup/combo stance. Has body guard point while held, and is cancellable into a foot and throw invulnerable overhead, a safe low or a risky but more rewarding mid, meaning Mai has several ways to combat opponents attempting to disrespect the stance. | ||
}} | }} | ||
===<big>{{clr|B|5x[B]}} Stance Moves</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=5x[B] A,5x[B] 6A,5x[B] 8A|versioned=input | ||
| | |description= | ||
| | For each move from the stance, Mai can use {{clr|A|A}} or {{clr|C|C}} to perform them. This is purely for convenience and the button used does not change any of the move's properties. | ||
| | ---- | ||
;{{clr|A|A}}/{{clr|C|C}} | |||
Mai's low from stance. Links into {{clr|A|2A}} on hit at close range. If you're still holding {{clr|B|B}} afterwards, it will revert back into the stance. | |||
---- | |||
;{{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. | |||
---- | |||
;{{clr|A|8A}}/{{clr|C|8C}} | |||
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. | |||
}} | }} | ||
===<big>{{clr|C|5xC}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=5xC | ||
| | |description= | ||
{{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 (meterless) mid and overhead followups from {{clr|C|5xC}}, so it is generally safe blocking high after seeing this move. | |||
}} | |||
}} | }} | ||
===<big>{{clr|C|5xC}} Followups</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=5xCA,5xCB,5xCC|versioned=input | ||
| | |description= | ||
| | ;{{clr|A|A}} | ||
| | 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. Leaves only a 5 frame gap after {{clr|C|5xC}} for the opponent to counter this, so usually safe if it is not IB'd in jab range. Mix this up with {{clr|C|5xC}}{{clr|B|B}} so they're less likely to counter your offense. | ||
---- | |||
;{{clr|B|B}} | |||
Mai's other {{clr|C|5xC}} overhead. Slightly slower than {{clr|C|5xC}}{{clr|A|A}}, so it can be stuffed more easily 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 invulnability | |||
---- | |||
;{{clr|C|C}} | |||
Mai's signature mash normal. Can be timed to form a frame trap for players hoping to counter the other two moves. On hit {{clr|C|5xC[C]}} can be used to set up the perfect range for a {{clr|A|236A!}} tipper hit or just be mashed for damage later in the combo. Earliest cancel is on hit 3. Deals chip damage on block, and can be used to quickly deplete the opponent's barrier gauge when combined with her [[#Crush_Trigger|Crush Trigger]]. | |||
}} | *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>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=2A | ||
| | |description= | ||
| | 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. | ||
| | *Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual 2As | ||
*Longer range than {{clr|A|5A}} | |||
*Chains into {{clr|A|5A}} and {{clr|C|2xC}} | |||
* | |||
* | |||
* | |||
}} | |||
}} | }} | ||
===<big>{{clr|B|2B}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=2B | ||
| | |description= | ||
A midrange sweep. Naturally combos into {{clr|C|2xC}} for a [[#Juncture|Juncture]] followup or 236 > {{clr|D|236D}}. | |||
*Untechable on CH, allowing for {{clr|B|2B}} into {{clr|C|5C}}. | |||
*Chains into {{clr|C|2xC}}. | |||
* | |||
}} | |||
}} | }} | ||
===<big>{{clr|C|2xC}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=2xC | ||
| | |description= | ||
| | 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. | ||
| | |||
}} | |||
}} | }} | ||
===<big>{{clr|C|2C}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=2C | ||
| | |description= | ||
Launcher with gigantic hitbox in every direction that leads into easy followup combos. Beware that the actual head invul starts up very late for an anti-air and it does not have a crouching hurt box to compensate so it is easy to get tagged on startup. Also beware of opponents baiting it by making it whiff as the whiff recovery is extremely long and punishable. | |||
}} | }} | ||
===<big>{{clr|A|j.A}}</big>=== | |||
{{BBCF Move Card | |||
{{ | |input=j.A | ||
|description= | |||
|input= | A standard {{clr|A|j.A}}. Use it to jail or air to air opponents when you think they'll bait {{clr|C|2C}}. | ||
*Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual j.As. | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>{{clr|B|j.B}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.B | |||
|description= | |||
{{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. | |||
*Reverse beats into {{clr|A|j.A}}. | |||
*Good crossup hitbox. | |||
}} | }} | ||
===<big>{{clr|C|j.C}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.C | |||
|description= | |||
*Hits in front, below, and behind. | |||
*Hard knockdown on CH, allows for pickups with either {{clr|C|5CC}}{{clr|A|5A}} or {{clr|A|2A5A}}{{clr|C|C}}{{clr|A|A}} into extended combos. | |||
}} | }} | ||
==Drive Moves== | |||
===<big>Exseal</big>=== | |||
{{InputBadge|{{clr|D|2D/5D/8D}} (Air OK)}} | |||
{{BBCF Move Card | |||
|input=5D,5[D],j.D,j.[D]|versioned=input | |||
|description= | |||
Mai throws her spear. Can change the trajectory as long as {{clr|D|D}} is held. Most of Mai's grounded normals can be drive cancelled so it's important to remember it as an option during pressure and some combos. The hitstun inflicted by Exseal is also insanely high on hit, causing a launching tumble that can often be picked up to continue the combo. | |||
}} | |||
*Charging fully makes the attack unblockable. | |||
*The time spent charging is reduced by almost half in Overdrive. The air version is functionally the same, though its angles are different. | |||
*Changing the trajectory at any time resets how long it takes to fully charge. | |||
}} | }} | ||
===<big>Direction Change</big>=== | |||
{{ | {{InputBadge|{{clr|D|D}} after any Drive (Air OK)}} | ||
| | {{BBCF Move Card | ||
| | |input=D~D,D~D OD,j.D~D,j.D~D OD|versioned=input | ||
|description= | |||
*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 | |||
Redirects spear to opponent's current location. Used very often in combo strings as an extender or as a method of zoning. | |||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | |||
{{ | {{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
| | |input=B+C | ||
| | |description= | ||
| | Simple throw that deposits the opponent right in front of you for an easy combo followup with 236 or 214. Forward and back versions are identical except for the side the opponent lands on. | ||
*Knocks down. | *Knocks down. | ||
}} | }} | ||
===<big>Air Throw</big>=== | |||
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}} | |||
{{BBCF Move Card | |||
|input=j.B+C | |||
|description= | |||
*Wallbounces midscreen and wallsplats in the corner | |||
*Cancels into j.214 | |||
}} | }} | ||
===<big>Counter Assault</big>=== | |||
{{ | {{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}} | ||
| | {{BBCF Move Card | ||
| | |input=6A+B | ||
| | |description= | ||
| | 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. | ||
}} | }} | ||
===<big>Crush Trigger</big>=== | |||
{{ | {{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}} | ||
| | {{BBCF Move Card | ||
| | |input=5A+B,5[A+B]|versioned=input | ||
| | |description= | ||
| | A great Crush Trigger that has long range and moves Mai forward slightly to stay in against barrier guard. A good mixup option for 20 metre to compliment Mai's strike-throw. | ||
*Launches on air hit. | |||
}} | }} | ||
== | ==Special Moves== | ||
===<big>Juncture</big>=== | |||
{{ | {{InputBadge|236}} | ||
{{BBCF Move Card | |||
|input=236 | |input=236 | ||
| | |description= | ||
*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 {{clr|A|A}}/{{clr|B|B}}/{{clr|C|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. | |||
*Hold 4 to prevent accidental A/B/C followups | 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. | ||
Command dash that | |||
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. | |||
}} | }} | ||
===<big>Himeyuri</big>=== | |||
{{ | {{InputBadge|236~{{clr|A|A}}}} | ||
{{BBCF Move Card | |||
|input=236A,236A OD|versioned=input | |||
|description= | |||
*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. | |||
}} | |||
*Tipper hit guard crushes on block unless | |||
*Floats on air hit | *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. | 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. | |||
}} | }} | ||
===<big>Himeyuri: Blaze</big>=== | |||
{{ | {{InputBadge|236~{{clr|B|B}}}} | ||
| | {{BBCF Move Card | ||
|input=236B,236B OD|versioned=input | |||
|description= | |||
*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 | |||
*Tip hit is a hard knockdown unless in OD. | |||
*Overdrive is always a stagger state on grounded opponent, or wall bounce on air hit. - Tip OD air hit is both wall bounce and a hard knockdown which allows for very easy follow-ups even mid screen - if they get hit raw while airborne you can run up at 5CCA. | |||
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. | ||
}} | }} | ||
===<big>Himeyuri: Dipper</big>=== | |||
{{ | {{InputBadge|236~{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
|input=236C,236C OD|versioned=input | |||
|description= | |||
}} | |||
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. | 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. | ||
*Not a fully invincible reversal due to 236 leaving you vulnerable for multiple frames | |||
*Cancels into 214 on hit. | |||
*Launches opponent on hit. | |||
}} | }} | ||
===<big>Moon Blossom</big>=== | |||
{{ | {{InputBadge|214 (Air OK)}} | ||
| | {{BBCF Move Card | ||
|input=214,j.214|versioned=input | |||
|description= | |||
}} | |||
*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). | ||
*Dive followups become charged after a certain number of frames | *Dive followups become charged after a certain number of frames | ||
Command backflip. Can be canceled into dive followups, normals (hold 6), or additional 214 movements. Note that this move has foot | *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. | |||
}} | }} | ||
===<big>Suzuran</big>=== | |||
{{ | {{InputBadge|214~{{clr|A|A}}}} | ||
{{BBCF Move Card | |||
|input=214A,214A Delayed|versioned=input | |||
| | |description= | ||
}} | |||
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. | ||
*Uncharged version knocks down on hit. | |||
*Charged version ground bounces on hit. | |||
}} | }} | ||
===<big>Suzuran: Blaze</big>=== | |||
{{ | {{InputBadge|214~{{clr|B|B}}}} | ||
| | {{BBCF Move Card | ||
| | |input=214B,214B Delayed|versioned=input | ||
| | |description= | ||
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. | |||
}} | |||
*Uncharged version knocks down on hit. | *Uncharged version knocks down on hit. | ||
*Charged version ground bounces on hit. | *Charged version ground bounces on hit. | ||
}} | }} | ||
===<big>Suzuran: Dipper</big>=== | |||
{{ | {{InputBadge|214~{{clr|C|C}}}} | ||
{{BBCF Move Card | |||
|input=214C,214C Delayed|versioned=input | |||
|description= | |||
| | 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. | *Uncharged version knocks down on hit. | ||
*Charged version ground bounces on hit. | *Charged version ground bounces on hit. | ||
}} | }} | ||
==Distortion Drives== | ==Distortion Drives== | ||
===<big>Sylvan Hurricane Assault</big>=== | |||
{{ | {{InputBadge|{{clr|D|236D}}}} | ||
| | {{BBCF Move Card | ||
}} | |||
{{ | |||
|input=236D | |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 | *Can be canceled into off 236 command dash | ||
}} | }} | ||
===<big>Floral Blizzard Blossom</big>=== | |||
{{InputBadge|{{clr|D|214D}}}} | |||
{{BBCF Move Card | |||
|input=214D,214D Lv2,214D Lv3|versioned=input | |||
|description= | |||
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. | |||
}} | }} | ||
==Exceed Accel== | ==Exceed Accel== | ||
===<big>Shearing Cherry Blossom Storm</big>=== | |||
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}} | |||
{{BBCF Move Card | |||
|input=A+B+C+D | |||
| | |||
{{ | |||
}} | |||
{{ | |||
| | |||
|description= | |description= | ||
* | *[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]] | ||
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== | ==Astral Heat== | ||
===<big>Royal Crimson Sprout: New Moon Lotus</big>=== | |||
{{InputBadge|{{clr|D|222D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
{{BBCF Move Card | |||
|input=222D | |input=222D | ||
| | |description= | ||
Combos out of nearly anything. Seriously, it's extremely easy to combo into this Astral. | |||
'''Combos From''' | |||
*All Throws | |||
*{{clr|B|5B}} | |||
*{{clr|C|5C}} | |||
* | *Every followup from a 5X normal. | ||
* | *And a lot more! | ||
}} | }} | ||
== | ==Colors== | ||
{{BBCFColors|Size=120|Character=Mai}} | |||
==Navigation== | |||
<center>{{Character Label|BBCF|Mai Natsume|size=42px}}</center> | |||
{{BBCF/CharacterLinks}} | |||
< | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{BBCF/Navigation}} | ||
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}} | |||
{{ | |||
[[ | |||
Latest revision as of 08:40, 15 April 2024
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.
However, while Mai's access to whiff cancels with Variable Arts is useful, 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 (admittedly incredibly strong) stagger pressure and frame traps. Mai more than makes up for this weakness with a strong neutral game, great normals, good damage, and a unique defensive option that makes her hard to pin down.Health |
11,000 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All, 2~16 airborne) |
Unique Movement Options |
Juncture Moon Blossom |
Fastest Attack |
5A (6F) 236D (6F) |
Reversals |
214D (17F) |
Fatal Starters |
5xAA 5x[B]6A/C 5C |
Mai (mostly) doesn't have traditional gatlings between normal moves like the rest of the cast. Instead, her ground normal attacks all have different followups depending on the buttons used. These followups come out even on whiff and are generally very powerful for their speed and reach. In exchange however, she does not have the ability to simply do whatever normal move she wants while at neutral, most of her normal moves can only be accessed by doing other moves beforehand, limiting their use and making certain mixups predictable against knowledgeable opponents. Mai still has Drive and Special cancels on most of her moves, and this forms a large part of her options.
In notation, whiffs are written as lower case letters. For example 5xC describes "5A/B/C whiff cancel into 5xC". Variable Arts only applies to grounded normals, with the vast majority occurring on standing normals. While this may seem complex at first, it becomes more easy to understand once it is broken down:
All of the above can cancel into any of the below. (5C can only cancel into 5xC)
*Hold B to prolong stance
Each of the above moves has their own set of moves to cancel into:
*Returns to stance afterwards.
All moves may be performed with A or C, this does not change any move properties
2A can be cancelled into 2B on hit or block.
Either move whiff cancels into:
Note: 2C is a standalone move that cannot be cancelled into any other normal
Normal Moves
5A
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. Can cancel into itself for a total of 3 hits in this way.
- Goes into 5xA, 5xB and 5xC and is the quickest way to do so.
- On whiff, cancellable into followups frames 7-15, cancellable into 5A frames 9-15
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 |
A solid close-range poke. Moves Mai forward slightly so it can be used to regain space after resetting pressure. Unlike 5C, Mai can threaten stance mixups after 5B, which can open up her pressure options.
- Goes into 5xA, 5xB and 5xC.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
- On whiff, cancellable into followups on frames 13-16
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 |
This button is one of Mai's best starters for her really damaging combos. It has got a decent speed and good range for poking as well. However it has limited options afterwards due to it being unable to cancel into 5xA or 5xB, meaning you lose access to any low attacks without returning to neutral first.
- Fatal Counter
- Goes into 5xC only.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 92 | 4 |
- Fatal Counter
- Forces crouch on hit
- On whiff, cancellable into followup on frames 18-25
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 is plus on block so it can be used to stagger pressure and can link back into 2A on hit if close enough. Startup is fast enough to combo off 2A even if 5A whiffs (i.e. 2A > 5aA).
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
- On whiff, cancellable into followups on frames 14-17
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 Strike | 600 | All | 10 | 3 | 47 | -33 | B | ||
5xAB Shot | 600 | B: All C: Low/Air |
21 | 30 | Total: 59 | -21 | P1 | ||
5xABB | 600 | B: All C: Low/Air |
B: 21 C: 20 |
30 | Total B: 59 Total C: 58 |
-21 | P1 |
- A
Combo filler. Combos into 236~C at close range, but at far range only combos into 236B. Can combo into Crush Trigger on standing targets as a small combo extension. If a crouching opponent is hit with 5xaA into spin state, they will spin longer allowing for a link into 236 > 2A.
- B/C
A stance where Mai can fire a projectile up to four times. B fires a high, slower projectile, C fires a low, faster projectile. The first swing of the spear also has a strike hitbox, allowing this move to be used in combos. The initial strike, and each odd-numbered shot is the same speed for both the B and C versions, but on even-numbered shots the C version is 1 frame faster overall.
Cancellable into specials shortly after firing, regardless of whether the projectile connects or not, allowing Mai to easily flip to safety if it misses or approach behind it if used at a distance.
- B version whiffs on crouching opponents.
- C version is a low
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5xAA | Long | 100 | 82 | 4 | |||||||||||||||||||||||||||||||||||
5xAB Strike | Long | 100 | 89 | 3 | |||||||||||||||||||||||||||||||||||
5xAB Shot | Normal | 80 | 85 | 2 | |||||||||||||||||||||||||||||||||||
5xABB | Normal | 80 | 85 | 2 |
5xAA:
- Fatal Counter
- Maximum Slide duration 10F
5xAB Strike:
- Only attacks the first time this move is used in a string
- Bonus Proration 110%
- Cancellable into specials/supers/CT/EA from frame 23
- Cancellable into followup shot on frame 24 only
5xABB:
- Cancellable into specials/supers/CT/EA from frame 26/25 (B/C)
- Cancellable into 5xAB/C on frame 27/26 (B/C) only
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, or 4[B] on startup to go directly into the stance without attacking. Any backwards direction can be held to do this, allowing you to hold 7[B] if you want to use the overhead follow up, or 4[B]/1[B] to access the low. Because there is no blockstun if you enter the stance this way, the followups will be visually faster, leading to a slightly trickier (but more mashable) mixup that works especially well against opponents attempting to fuzzy block the followups.
Though the mental shortcut is tempting, this move technically doesn't cancel into the stance followups, which are only usable 4f into the stance. This means that, to use the stance followups, you must hold B and then ensure that the followup input goes through 4f after the kick connects. Keep this in mind as it will help you avoid otherwise unexplained execution errors.
- 5x[B]
Mai's mixup/combo stance. Has body guard point while held, and is cancellable into a foot and throw invulnerable overhead, a safe low or a risky but more rewarding mid, meaning Mai has several ways to combat opponents attempting to disrespect the stance.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
For each move from the stance, Mai can use A or C to perform them. This is purely for convenience and the button used does not change any of the move's properties.
- A/C
Mai's low from stance. Links into 2A on hit at close range. If you're still holding B afterwards, it will revert back into the stance.
- 6A/6C
Mai's mid from stance. A powerful frametrap starter, though it is punishable on block. Used in corner 5XB6A loops to deal large amounts of damage. Midscreen, combos into 236A, and optionally 236A! for additional combo routes.
- Useful for loops and occasional frame traps.
- 8A/8C
A good way to call out 2A mashes. Moves Mai far ahead, making it easy to follow up afterwards. Launches the opponent on hit, and is used in midscreen juggle combos.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5x[B] A | Long | 80 | 85 | 2 | |||||||||||||||||||||||||||||||||||
5x[B] 6A | Long | 100 | 92 | 4 | |||||||||||||||||||||||||||||||||||
5x[B] 8A | Normal | 90 | 82 | 4 |
5x[B] A:
- Bonus Proration 110%
- If B is held, cancels back into 5x[B] stance on frame 21
- Crumple Duration 24F, Crumple Fall 57F
5x[B] 6A:
- Fatal Counter
- Maximum Slide duration 10F
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 (meterless) mid and overhead followups from 5xC, so it is generally safe blocking high after seeing this move.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
- On whiff, cancellable into followups on frames 14-18
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. Leaves only a 5 frame gap after 5xC for the opponent to counter this, so usually safe if it is not IB'd in jab range. Mix this up with 5xCB so they're less likely to counter your offense.
- B
Mai's other 5xC overhead. Slightly slower than 5xCA, so it can be stuffed more easily but with much higher reward on hit and block. Links on hit for a normal starter combo, 2C is optimal. As Mai leaps into the air before performing this attack, it can be used to evade poorly timed low and mid pokes, though the move does not have any invulnability
- C
Mai's signature mash normal. Can be timed to form a frame trap for players hoping to counter the other two moves. On hit 5xC[C] can be used to set up the perfect range for a 236A! tipper hit or just be mashed for damage later in the combo. Earliest cancel is on hit 3. Deals chip damage on block, and can be used to quickly deplete the opponent's barrier gauge when combined with her Crush Trigger.
- Holding [C] increases the maximum number of hits to 12.
- Mashing C increases the maximum number of hits to 24.
- After hit 12, 5xCC can no longer be special cancelled and will launch the opponent following hit 16.
- Does chip damage on block.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5xCA | Normal | 90 | 82 | 4 | |||||||||||||||||||||||||||||||||||
5xCB | Normal | 90 | 92 | 4 | |||||||||||||||||||||||||||||||||||
5xCC | Long | 100 | 69 | 3 |
5xCA:
- Forces crouching on hit
5xCB:
- Forces crouching on hit
5xCC:
- Press C to do 6 more hits. Max 24 hits
- Chip Damage 5%: 11×6~24 (66~284)
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
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 85 | 1 |
- On whiff, cancellable into 2xC on frames 8-12
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 |
A midrange sweep. Naturally combos into 2xC for a Juncture followup or 236 > 236D.
- Untechable on CH, allowing for 2B into 5C.
- Chains into 2xC.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- On whiff, cancellable into 2xC on frames 13-18
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 |
Combo filler/low poke. Must be cancelled into from 2A or 2B. Can be used as a poke by performing 2aC (similar to 5aC) but higher startup and lack of followups make this less useful. Does not cause a knockdown.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 92 | 3 |
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 with gigantic hitbox in every direction that leads into easy followup combos. Beware that the actual head invul starts up very late for an anti-air and it does not have a crouching hurt box to compensate so it is easy to get tagged on startup. Also beware of opponents baiting it by making it whiff as the whiff recovery is extremely long and punishable.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 82 | 4 |
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 |
A standard j.A. Use it to jail or air to air opponents when you think they'll bait 2C.
- Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual j.As.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 80 | 1 |
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.B has a rather long recovery on whiff, but it's good a solid hitbox for crossups. Not always the best for air to airs, but decent for jump-ins.
- Reverse beats into j.A.
- Good crossup hitbox.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- Only does 1 hit
- Last set of active frames hits crossup
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 |
- Hits in front, below, and behind.
- Hard knockdown on CH, allows for pickups with either 5CC5A or 2A5ACA into extended combos.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
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. Most of Mai's grounded normals can be drive cancelled so it's important to remember it as an option during pressure and some combos. The hitstun inflicted by Exseal is also insanely high on hit, causing a launching tumble that can often be picked up to continue the combo.
- Charging fully makes the attack unblockable.
- The time spent charging is reduced by almost half in Overdrive. The air version is functionally the same, though its angles are different.
- Changing the trajectory at any time resets how long it takes to fully charge.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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)
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 |
---|---|---|---|---|---|---|---|---|---|
D~D | 800 [900] | All | 6 | Until Hit | Total: 44 | -9 [-7] | P1 | ||
D~D OD | 800×2 [900×2] | All | 6 | Until Hit (6) Until Hit | Total: 44 | -1 [+1] | P1 | ||
j.D~D | 800 [900] | All | 6 | Until Hit | Total: Until L+8L | P1 | |||
j.D~D OD | 800×2 [900×2] | All | 6 | Until Hit (6) Until Hit | Total: Until L+8L | P1 |
- Loses unblockable property of charged drive upon usage of direction change.
- Redirects for another attack on hit and on block during Overdrive.
- Spear disappears if Mai is hit.
Redirects spear to opponent's current location. Used very often in combo strings as an extender or as a method of zoning. The redirect tracks the opponent's current location, so more mobile characters can even dodge the redirect
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
D~D | Normal | 70 | 79 [82] | 3 [4] | |||||||||||||||||||||||||||||||||||
D~D OD | Normal | 70 | 79 [82] | 3 [4] | |||||||||||||||||||||||||||||||||||
j.D~D | Normal | 70 | 79 [82] | 3 [4] | |||||||||||||||||||||||||||||||||||
j.D~D OD | Normal | 70 | 79 [82] | 3 [4] |
D~D:
- Values in [] are when used after max charge xD
- Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1)
- Special cancellable from frame 11
- Frame advantage is worst possible
- Considered same move as xD (first hit), and only applies proration once for all hits
D~D OD:
- Values in [] are when used after max charge xD
- Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1)
- Special cancellable from frame 11, projectile disappears and second hit does not occur if special cancelled before it connects
- Gap in actives includes 2 hitstop on projectile of first hit (technically 4)
- Frame advantage is worst possible, time for second hit to connect is variable due to redirect angle
- Considered same move as xD (first hit), and only applies proration once for all hits
j.D~D:
- Values in [] are when used after max charge j.D
- Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1)
- Special cancellable from frame 11
- Considered same move as j.D (first hit), and only applies proration once for all hits
j.D~D OD:
- Values in [] are when used after max charge j.D
- Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1)
- Special cancellable from frame 11, projectile disappears and second hit does not occur if special cancelled before it connects
- Gap in actives includes 2 hitstop on projectile of first hit (technically 4)
- Considered same move as j.D (first hit), and only applies proration once for all hits
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 |
Simple throw that deposits the opponent right in front of you for an easy combo followup with 236 or 214. Forward and back versions are identical except for the side the opponent lands on.
- Knocks down.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4×2 |
- Minimum Damage 100%: 1500
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 |
- Wallbounces midscreen and wallsplats in the corner
- Cancels into j.214
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4×2 |
- Minimum Damage 100%: 1500
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 |
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.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
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 |
A great Crush Trigger that has long range and moves Mai forward slightly to stay in against barrier guard. A good mixup option for 20 metre to compliment Mai's strike-throw.
- Launches on air 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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | ||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 |
5A+B:
- Crumple Duration 50F, Crumple Fall 83F
5[A+B]:
- Crumple Duration 50F, Crumple Fall 83F
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.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can cancel into Himeyuri, 236 or 214 from frame 7
- Can cancel into normals/throw from frame 21
- Can cancel into 236D/214D at any point
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
- Tip hit is a hard knockdown unless in OD.
- Overdrive is always a stagger state on grounded opponent, or wall bounce on air hit. - Tip OD air hit is both wall bounce and a hard knockdown which allows for very easy follow-ups even mid screen - if they get hit raw while airborne you can run up at 5CCA.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
- Not a fully invincible reversal due to 236 leaving you vulnerable for multiple frames
- 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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | Normal | 80 | 82 | 4 | |||||||||||||||||||||||||||||||||||
214A Delayed | Normal | 80 | 82 | 4 |
214A:
- OD Version automatically does Delayed version, but startup still 11F
Suzuran: Blaze
214~B
Version | Damage | 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.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214B | Normal | 80 | 82 | 4 | |||||||||||||||||||||||||||||||||||
214B Delayed | Normal | 80 | 82 | 4 |
214B:
- OD Version automatically does Delayed version, but startup still 11F
214B Delayed:
- Maximum Slide duration 5F
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.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214C | Normal | 80 | 82 | 4 | |||||||||||||||||||||||||||||||||||
214C Delayed | Normal | 80 | 82 | 4 |
214C:
- OD Version automatically does Delayed version, but startup still 11F
214C Delayed:
- Maximum Slide duration 5F
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
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 84 | 5 |
- Values in [] are during OD
- Minimum Damage 20%: 920 [1100]
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 125 | 80 |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 300 {590+59}
Astral Heat
Royal Crimson Sprout: New Moon Lotus
222D when Astral Conditions are met
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 |
Combos out of nearly anything. Seriously, it's extremely easy to combo into this Astral.
Combos From
- All Throws
- 5B
- 5C
- Every followup from a 5X normal.
- And a lot more!
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
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 4 |
Colors