|
|
Line 18: |
Line 18: |
| *Good movement options. | | *Good movement options. |
| *A threath far away and up close | | *A threath far away and up close |
| *Good damage up close if the player is good with feint cancels | | *Good damage up close if the player is good with linking after 2A>2C |
| | | | | |
| *Unrewarding gameplan from afar, and midrange tools are lacking. | | *Unrewarding gameplan from afar, and midrange tools are lacking. |
Revision as of 09:20, 19 March 2022
Introduction
Mai is a well rounded character that has lost some of her pressure and combo options from Real Bout Special in exchange of a more defensive oriented playstyle on neutral. Her basic gameplan of zoning with Ka Cho Sen (236A/C) and Night Bird (214C) to anti air, can make her seem like a traditional shoto, but she has more movement and aerial options at the cost of the range in her pokes. She also has a triangle jump and an air throw to make her jumps trickier to stop, and a get-up attack to push opponents away. If played well, Mai can feel unapproachable, while still having very decent pressure thanks to her 18f feint.
However, as said previously, Mai often needs to put herself at risk if she wants to compete at the mid-range, with a risky Ryu Enbu (214A) or counterpoking. Her damage can be good up close, but she struggles to make good reward or her zoning and long range buttons when compared to other characters, making her gameplan inherently risky.
If you like characters with good movement, and both fullscreen and close quarters options, Mai may be just for you.
日本一!
Pros |
Cons
|
- A solid, traditional gameplan with fireballs and anti airs.
- Good movement options.
- A threath far away and up close
- Good damage up close if the player is good with linking after 2A>2C
|
- Unrewarding gameplan from afar, and midrange tools are lacking.
- Not a weakness of her toolkit perse, but she doesn't push any of her strenghts as heavily, as she isn't the best in the game in any of aspects she specializes.
- Struggles heavily when having to make a comeback.
|
Normals
Standing
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
6
|
2
|
11
|
3
|
-1
|
HL
|
Y
|
-
|
-
|
|
n.5A (within 57 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
4
|
4
|
12
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
7
|
1
|
21
|
-6
|
-10
|
HL
|
Y
|
-
|
-
|
|
n.5B (within 73 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
6
|
1
|
17
|
-2
|
-6
|
HL
|
Y
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11,11
|
-
|
9
|
4,13
|
13
|
0
|
-6
|
HL
|
N
|
-
|
-
|
|
n.5C (within 56 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11,11
|
-
|
7
|
3,3
|
20
|
3
|
-3
|
HL
|
Y
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
5
|
5
|
7
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
5
|
6
|
9
|
1
|
-3
|
L
|
Y
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
21
|
-
|
8
|
3
|
23
|
KD
|
-6
|
L
|
Y
|
-
|
-
|
|
Command
Tail Strike 4A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
12
|
7
|
13
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
Triangle Jump 9 next to a wall
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
7
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Double Foot Strike Mash S after knockdown
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
7
|
6
|
20
|
10
|
-6
|
HL
|
Y
|
-
|
-
|
|
Jumping
j.A
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
6
|
-
|
4
|
till landing
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Hop
|
6
|
-
|
4
|
till landing
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Neutral Jump
|
6
|
-
|
4
|
6
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
6
|
-
|
4
|
6
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
|
j.B
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
8
|
-
|
5
|
till landing
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Hop
|
8
|
-
|
5
|
till landing
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Neutral Jump
|
8
|
-
|
5
|
7
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
8
|
-
|
5
|
7
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
|
j.C
Hop Diagonal Jump Normal Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
18
|
-
|
7
|
8
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
Diagonal Hop
|
18
|
-
|
7
|
8
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
Neutral Jump
|
18
|
-
|
7
|
6
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
18
|
-
|
7
|
6
|
8
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
7
|
3,3
|
20
|
0
|
-6
|
H
|
N
|
-
|
-
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
11
|
2
|
13
|
KD
|
6
|
L
|
N
|
-
|
-
|
|
A (A from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
28
|
2
|
12
|
2
|
0
|
H
|
N
|
-
|
-
|
|
B (B from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
24
|
4
|
12
|
1
|
-1
|
L
|
N
|
-
|
-
|
|
C (C in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
18
|
-
|
24
|
4
|
10
|
13
|
-3
|
HL
|
N
|
-
|
-
|
|
Throws
Fuushakuzushi 4/6C next to opponent
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Yumezakura 1/3C Next to someone in the air
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feints
Feint Ka Cho Sen 2AC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feint Flower Hurricane 2BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
19
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Specials
Ka Cho Sen 236A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
-
|
13
|
-
|
54
|
-5
|
-7
|
HL
|
-
|
Y
|
-
|
|
Ryu Em Bu 214A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8+23(28)
|
-
|
5
|
5(3)10
|
29
|
2
|
-12
|
HL
|
-
|
Y
|
-
|
|
Night Bird 214C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
32
|
-
|
8
|
2
|
31
|
KD/-5
|
-11
|
HL
|
-
|
N
|
-
|
|
Shinobi Bachi 41236C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
28
|
-
|
10
|
5(9)27
|
27
|
KD
|
-9
|
HL
|
-
|
Y
|
-
|
|
Musasabi Mai j.2AB
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
17,17(31)
|
-
|
11
|
till landing
|
24
|
-
|
-
|
HL
|
-
|
N
|
-
|
|
S-Power
Cho Shinobi Hachi 641236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10,10,12,12,45(69)
|
-
|
12
|
3,3,3,3,8,14
|
Total 95
|
KD
|
-45
|
HL
|
-
|
N
|
-
|
|
P-Power
Flower Hurrican 641236C
No hold version Hold version
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
No hold
|
6
|
-
|
1+1
|
17
|
19
|
KD
|
8
|
HL
|
-
|
N
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Hold
|
11+¡,12*7,18(91)
|
-
|
1+3
|
51
|
44
|
KD
|
-
|
HL
|
-
|
N
|
-
|
|
Chain Attacks
Combos
Meterless
Metered
Strategy