Notable normal: cl.H, Dash Attack - Mai’s close Heavy makes her kick her leg straight up. If she’s in range to use this, it’s great for stuffing jumping and air dashing attempts, especially given how fast the attack is. It’s her jump cancellable Heavy, too, so you can follow up easily if you nail it.
Mai’s Dash Attack MIGHT be the fastest one in the game. It’s certainly fast enough, with good range, too. It’s going to help her pump out quite a bit of damage. Keep it in mind, but don’t get predictable with it.
Mai tosses her fan. That’s about the extent of the explanation, really.
Small, moves at a decent speed, hits once. A decent way to help her control a little space.
EX
40 each?
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0
Mai tosses her fan.
This one moves a bit slower, and if it makes contact with the opponent at all, be it a hit or if it’s blocked, the fan goes up into the air and comes down.
It can help Mai keep her opponent from moving too wildly, and is very good for corner nonsense.
This move is usually what you want to use to end combos, as you’re not really going to be able to follow up on it, and if it’s blocked, you’re going to be very unsafe.
EX
114
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HKD
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HKD
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This version of the move is much better, by and large.
It’s five hits, and since the fifth happens late in the descent during the elbow, it’s much more safe, and if it hits, you can follow up with other stuff.
If used low to the ground, it recovers very quickly, and this move is one of the few that can be hit multiple times in a combo, giving you a lot of room to extend on them.
Be careful using it higher up, because you’ll be left open.
EX
124
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SKD
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SKD
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0
This version can hit 3 times, and has the same properties as the normal version, with the added bonus of faster startup.
Mai focuses, and a flame sprouts up high, launching the opponent into the air.
This move has very little horizontal range, but due to its nature, serves well as an anti-air attack.
It also has some startup invul to it.
Combos
IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.