Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
These are adapted from the Mai Combo Doc
Special Notation
Uppercase/Lowercase lettering (X/x): Uppercase lettering signifies attacks that hit the opponent and lowercase signify attacks that whiff or are blocked.
236X!: The exclamation point (!) signifies a just frame(Tipper) himeyuri hit
~: The ~ signifies a delayed button press
- 236~X means Setsuna (236) and then press the attack button.
- 214~X means to enhance suzura dive
A Starters
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5AAA > 236~C > j.214C | Midscreen | 1927 | - | Everyone | [1] Very Easy | 5A starter. | Video Example |
5A[B]A > 2ABC > 236~C > j.214C | Midscreen | 2281 | - | Everyone | Slightly more complex version of her 5A starter. | Video Example | |
5AAA > 236B > 5CC > 236A > 5A[B]6A > 5AA> j.BC > dj.BC > j.214A | Corner | 2791 | - | Everyone | Corner 5A starter. | Video Example |
B Starters
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5BA > 5BAA > 236 > 2ABC > 236~C > j.214C | Midscreen, Crouching opponent | 2818 | - | Everyone | 5BA crouch confirm. | Video Example | |
5BAA > 236B > 5C > 236A > [5A[B]6A]x2 > 5AAA > 236C > j.214A | Corner | 3360 | - | Everyone | Corner 5B starter. | Video Example | |
2BC > 236A > 5ACA > 5DD > [5B[B]6A]x2 > 5AC[C] > 236C > j.214A | Corner | 2800~2900 | - | Everyone | Corner 2B starter. Damage varies based on number of 5XX[C] hits. | Video Example |
C Starters
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5CCC(3) > 2D > 236 > 2C > 8D~D > 236C! > j.214~C > 5C > j.BC > dj.BC > j.214C | Midscreen | 3403 | - | Everyone | Point blank 5C hit. Requires cancelling into 2D ASAP. Can sideswap at 8D~D. | Video Example | |
2C > 236C > j.214~A > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C | Midscreen | 2973 | - | Everyone | 2C ground hit combo. Combos after simple jumpins such as j.C or AD j.BC. If the opponent is slightly further away, replace 236C with 236~C | Video Example | |
2C > 8DD > 214 > j.2DD > 214~C > 66 > 5B[B]8A > 5BA > j.BC > dj.BC > j.214C | Midscreen | 3374 | - | Everyone | Alternate 2C ground hit combo. Combos after simple jumpins such as j.C or AD j.BC. | Video Example | |
2C AA > sj.BC > dj.BC > j.214~6C > j.214C | 1917 | - | Everyone | 2C anti-air combo. | Video Example | ||
5C > 236B > 5CCA > 5DD > [5B[B]6A]x2 > 5AC[C] > 236C > j.214A | Corner | 4000~4100 | - | Everyone | Corner 5C starter. Damage varies based on number of 5XX[C] hits. | Video Example | |
5CC > 236B > 2C > 8DD > 214~C > 5B[B]8A > 5B[B]6A > 5AAA > 236C > 214A | Corner | 3956 | - | Everyone | Corner 5CC starter. | Video Example |
Stance Starters
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5x[b]8A > 5ACA > 236 > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C | Midscreen | 2794 | - | Everyone | Stance overhead starter. | ||
5x[b]5A > 2ABC > 236~C > j.214C | Midscreen | 1924 | - | Everyone | Far from corner stance low starter. | ||
5x[b]5A > 2A > 5aAA > 236B > 66 > 2BC > 5ACC > 236C > j.214A | Near corner | 2500~2600 | - | Everyone | Near corner stance low confirm. Opponent should be in the corner following 236B. |
Air Starters
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.C A2A CH > 5CCA > 236 > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C | Midscreen | 3320 | - | Everyone | Air to air j.C counter hit starter. Must connect j.C on Mai's way down to have enough time to link 5C after |
Throw Starters
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Throw > 214~C > 66 > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C | Midscreen | 3011 | - | Everyone | Throw combo. Also works for Air Throws. | Video Example | |
Throw > 214~C > [5B[B]6A]x2 > 5AA > j.BC > dj.BC > j.214A | Corner | 3212 | - | Everyone | Corner throw combo. | Video Example | |
Air Throw > [5B[B]6A]x3 > > 5ACC > 236C > j.214A | Corner | 3200~3300 | - | Everyone | Corner throw combo. |
Misc.
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
... > 236C > RC > j.2DD > 214~C > ... | 50% Heat | - | Everyone | RC extension from a midscreen combo. Most effective when used with a short starter such as 2B > 2C > 236~C. Can follow up with a 5B[B]8A combo if midscreen, or 5B[B]6A loops in the corner. |
Combo Theory
The following is adapted from The Mai Combo Doc
Unique Move Properties
- SMP Properties
236X is considered to be a different move than 236~X. 236X deals more damage. You can use both versions in combos and still avoid SMP. 214X and 214~X are also seen as distinct special moves and can avoid triggering SMP during combos in and out of overdrive. During Overdrive both versions are enhanced and deal identical damage to each other.
- 5xaA Spin State
If a crouching opponent is hit with 5xaA into spin state, they will spin longer allowing for a link into 236 > 2A.
Character Specifics
Like most Blazblue characters, Mai has to deal with some character specifics when confirming combos. This section is useful for beginners wondering if a combo drops on a specific character, or intermediates seeking better knowledge for matchups.
- 2ABC > 236A!
Note: Characters in the Hard category need character specific adjustments or a microdash when hitting standing characters
Easy/Stable: Ragna, Rachel, Taokaka, Tager, Arakune, Carl, Hakumen, Tsubaki, Hazama, Makoto, Valkenhayn, Azrael, Kagura, Terumi, Celica, Nine, Izanami, Susanoo, Es, Mai, Jubei
Hard: Jin, Noel, Litchi, Bang, Nu-13, Mu-12, Platinum, Relius, Izayoi, Kokonoe, Lambda, Hibiki, Naoto
Impossible: Amane, Bullet
- 5XA > 2A
On Litchi, Nu, Lambda, Mu, Relius, or Izayoi while they are standing, you must always microdash into the 2A link, even at point blank range.
- 5B[B]6A > 66 5CC
Does not work on the following characters grounded at midscreen:
- Ragna
- Taokaka
- Tsubaki
- Hakumen
- Valkenhayn
- Kokonoe
- Izanami
Tager and Susanoo require 5B[B]6A > 66 > 5BC[C] instead.
Distortion Enders
214D has 3 levels, but only levels 1 & 2 can actually be landed in a route. The minimum damage for 214D and 214[D] are 450 and 600. If you hold D for even a single frame after startup, you'll get 214[D] and its higher minimum damage. Will always combo into 236D in the corner.
The most common enders into 236D are:
- 5XAA
- 2B/2BC
- 5C/5XC/5XC[C]
- 2C > 236C > 214A
- 5B[B]6A in the corner
The most common enders into 214D are:
- 5XAA
- 5BB(airborne opponent)
- 2B/2BC
- 5XC[C]
Video Examples
BBCF2 Mai Natsume combo collections
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State