My Mai notes for console release:
Ok, after continual abuse of her new target combo (
,
), I think it's safe to say it's not cancelable. It can be preformed at any distance, even without hitting, however, which is kinda interesting, it's a nice double-poke at times.
So it's also easy to make a combo out of [crouch
, crouch
, stand
, stand
]. Talk about a nice, lengthy hit confirm for an HD combo!
As mentioned, the command normal drop seems to come out and recover quicker.
Musasabi no Mai also seemed pretty safe to me, on block. Throws would probably still get her, but I tried pretty hard to punish her afterwards, and she was generally able to block before I could. I liked landing normal Musasabi into EX; very nice air afterwards, though I rarely took advantage of it
For me, her jumping
felt REALLY good; Hwa's jumping
felt like I had to do it really late, in order to land the hit after a hop, or after a full jump; Mai's felt like I could do it at varied times, and her jump arc + hit box would MAKE it hit, no matter my timing. Also, I think her Jump
is one of the most solid weak attack cross-ups I used; It seemed just as good as Elisabeth's, and that seems to be saying something, with the new hitbox/crossup modifications.
Oddly enough, Mai was one of the character I had an easy time pounding people with, even with minimal practice. I didn't play her a huge amount of the time (That fell to Maxima, Robert, Takuma, Leona, Vice, and HWA), but I enjoyed playing her when I did. I sucked at comboing with her (I didn't play her enough to get comfortable with her newer combos and such), but she just seemed really solid in a fundamental way.