Mai is a well rounded character that has lot 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.
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.
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.
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 feint cancels
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
HopDiagonal JumpNormal 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 versionHold version