More Mai Combos / Reminders
1 bar 1 drive
1). [Corner] cl.C / cr.C, qcb+AC, qcb+C, qcb+C [DC] qcf+A, qcb+C, qcb+C, Air Throw = 522 DMG
2). [Near the mid screen to corner] cr.C / cr.C, qcb+AC, hcf+D, qcb+C [DC] qcf+A, qcb+C, qcb+C, qcb+C, st.C = 500 DMG
3). [Corner] cr.B x2, cr.A, qcb+AC, qcb+C, qcb+C, qcb+C [DC] qcf+A, qcb+C, qcb+C, st.A = 472 DM
CH CD Combos
1) CH CD, Air Throw
2) [Corner] CH CD, qcf+A, qcb+C, qcb+C, qcb+C [DC] qcf+A, qcb+C, qcb+C, st.C = 524 1 bar 1 drive
Things to remember:
j2B is a devious cross up. Mai is PLUS FRAMES ON BLOCK if this was used on opponent that blocked on wake up. Please do not let Mai's opponent get up for free.
Press j.A as early as possible in the air. It stays active for long periods of time.
When the opponent has meter, play or more solid ground game and jump only when necessary. DO NOT LET THE OPPONENT SCARE YOU.
For a quick hard knockdown combo, use cr.C, d~charge~up+P, j2B. THIS WILL COMBO AND IT IS SAFE ON BLOCK IF YOU USE j2B EARLY ENOUGH.
Use Musasabi to build meter as you move around and play keep away. Mai's end game is mobility, annoyance, keep away, universal rush down on okizeme/cornered opponents and the HD combo.
Condition yourself to use Mai's HD combos from ANYWHERE on the screen. If you can do this, Mai is far more dangerous with a full HD meter. Always remember this.