BBCF/Mai Natsume/Combos

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Revision as of 00:28, 8 February 2022 by TreWe04 (talk | contribs) (→‎Combo List: Restructured page)


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
X! = Tipper Hit
x = Whiff
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


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


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