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. The followups Mai's opted for in a sequence can greatly change what Mai can actually adjust to mid-blockstring. Regardless, Variable Arts still have enough leeway for Mai to vary her options based on the situation. Don't copy these exactly. Rather, take the ideas from them and try to implement them in your own game.
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 followups is key for understanding what options she has.
- During blockstrings, Mai's only lows come from 5X[B] stance, or out of 2A.
- Mai can't cancel into her flip if j.D~D is blocked
- Avoid the charged Dives. The shockwaves are plus
- Mai extends her hurtbox on many of her spear's moves. You can actually contest moves like 5xC by throwing out disjoints.
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