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==Fighting Mai== | ==Fighting Mai== | ||
*Learning Mai's | *Learning Mai's Variable Arts structure is key to understand what options she has. | ||
*During blockstrings, Mai's only | **During blockstrings, Mai's only overheads come from {{clr|2|5x[B]}} stance or following {{clr|3|5xC}}. | ||
*Mai | *Charged 214~X divekicks are plus on block, and let Mai reset pressure for free. However, if a charged 214~X special is air blocked high enough the second hit whiffs, it is usually punishable on block. | ||
* | **214X (uncharged) dives are usually minus or punishable on block. | ||
* | *{{clr|5|5DD/j.DD}} spear redirects are not special cancellable on block, so if blocked, the opponent can gain a little ground for free. | ||
Revision as of 21:27, 14 February 2022
General Tactics
For More information on Mai, check the Mai Strategy Guide. You can also check out this video by Monarch for a short introduction to Mai:
Important Moves
- 5A: Hits crouching, pressure tool, sets up whiffs into other followups
- 2A: Low profile, fast with long range
- 5xA: Plus on block, jump cancellable
- 5x[B]: Mixup stance
- 5xC: Long range poke, overhead and multihit followups
- 2C: Anti-air
- j.B: Jump-in, great crossup hitbox
- j.C: Jump-in button, big range
- 5D/j.D: Projectile, controls space
- 5xAC: Low hitting projectile, creates space in blockstrings
- 236~X: Command dash with advancing followups, neutral and pressure tool
- 214~X: Command jump/backdash with divekick followups, neutral and defense tool
Mai is a straightforward character with many midrange tools that control the pace of the match until she finds an opening to start her pressure. At midscreen, moves like 5xC and 236A are great pokes, and 2C anti-air prevent the opponent from using IAD to easily gain space. Once she gets her pressure started, 5A, 2A, and 5xA are useful to stagger her pressure. Additionally, Mai's 5x[B] stance and 5xCB allow her to mix the opponent during blockstrings, while 5xC[C] and 5xAC push the opponent out to create space. Mai can cancel any of her normals into 236 and 214 to frame trap, create space, or reset pressure. On defense, 5A/2A can be used to mash out, 214 can be used to escape pressure, and 236D/214D can be used to reversal any large gaps.
Blockstrings
Variable Arts makes Mai's blockstrings very unique. After each normal, the number of followups available and their uses changes greatly. This telegraphs Mai's options to an observant opponent, so it is important to vary your options and keep the opponent on their toes.
- Stagger Pressure
Mixing staggered 5A, 2A, and 5xA breaks up the timing of mai's pressure, letting her take advantage of impatient opponents.
- 5x[B] Stance
Mai's 5x[B] stance is a powerful mixup tool. The stance itself has body invul and from it she has access to a low, an overhead, and a powerful frame trap, all with large reward on hit. 5x[B]5A hits low, 5x[B]8A hits overhead and launches, and 5x[B]6A fatal counters for extended conversions midscreen. This stance can be entered from 5xB by holding [B], or can be directly entered from 5A or 5B by inputting 4[B] during the recovery of the move.
- 236A! Tippers
One very powerful metered option in blockstrings is using 5xC[C] or 5xAC to push the opponent into range for a 236A! tipper. 236A! is unblockable without barrier and the threat of this move can be used to scare the opponent into respecting your pressure, allowing you to reset it for free. 236A! requires an RC to convert, so it is best to buffer the RC on hit or block, then react to the opponent being hit or barrier blocking and go into a combo/blockstring from there.
If the opponent blocks a 5xAC projectile at far ranges (up to fullscreen), they can be pushed into range for a 236B! tipper, which can start combos meterless.
Okizeme
Mai doesn't have many setplay options from oki, but she does have a myriad of safe jumps utilizing a meaty j.C. She also has solid ways to catch rolls and use her low 2A for solid high/low mixups to compliment throw attempts.
Safe Jumps
- Enders into safe jump
- 5AAA > 236 > 214 > 214 > j.6C
- After Juncture, using Moon Blossom twice in quick succession will cause Mai to flip forward.
- 236B (Grounded hit) > delay IAD > j.C
- 236~A (air hit) > IAD > j.C
- j.214A > neutral jump > j.C
- 236A! (Air hit) > forward jump > j.C
Catching No Tech/Roll
- 5AA Ender
Using the 5AAA ender in the corner allows you to catch no tech and rolls with pretty much anything, but the safest options are 2A and a j.C from the safe jump. For hard reads, you can hit 5C. 5B is a good compromise between damage and safety
- Stance A/C ender
After this ender in the corner, you have all of the options from the 5AAA ender except for safe jump
- 236B and 236~A Enders
After these enders, you can catch forward rolls with a short dash into 2B or 5C. Back rolls can be caught with a longer dash into 2B. The safe jumps from these enders can catch some characters’ forward rolls, but never back roll.
- j.214A and j.214B Ender
Has about the same options from 236B and 236~A enders
- J.214C Ender
Limited to 2A to catch rolls.
Mixups From Knockdown
Most of the following are only effective in the corner:
- Jump in > j.BA
- Jump in > empty jump 2A
- Jump in > j.B > 2A
- Jump in > Air Dash > j.BC
- 5AAA (whiff) or 5xC (whiff) > throw
Tips and Tricks
- You can often use Drive in neutral to play it safe and wait for an opportunity
- Use 236A to close gaps quickly. The tipper hitbox is especially strong
- The Blue glow from her spear signifies the tipper hitboxes
- Use 214X to escape pressure!
- 5x[B] can guard point EAs and most reversals
- You can use 5xCC in order to space out an opponent for tipper 236A
Fighting Mai
- Learning Mai's Variable Arts structure is key to understand what options she has.
- During blockstrings, Mai's only overheads come from 5x[B] stance or following 5xC.
- Charged 214~X divekicks are plus on block, and let Mai reset pressure for free. However, if a charged 214~X special is air blocked high enough the second hit whiffs, it is usually punishable on block.
- 214X (uncharged) dives are usually minus or punishable on block.
- 5DD/j.DD spear redirects are not special cancellable on block, so if blocked, the opponent can gain a little ground for free.
This video provides tips to fight against Mai for any matchup:
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Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State