Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | - | 32 | SA3 | 500 | LH | -1 | -7 |
- Slow 1-hit lowest-priority projectile; Projectile Speed: 0.04
- Cancel Hitconfirm Window: 4f (Super)
- Puts airborne opponents into limited juggle state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | - | 34 | SA3 | 500 | LH | -3 | -9 |
- Medium-speed 1-hit lowest-priority projectile; Projectile Speed: 0.05
- Cancel Hitconfirm Window: 4f (Super)
- Puts airborne opponents into limited juggle state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 36 | SA3 | 500 | LH | -5 | -11 |
- Fast 1-hit lowest-priority projectile; Projectile Speed: 0.07
- Cancel Hitconfirm Window: 4f (Super)
- Puts airborne opponents into limited juggle state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 30 | SA2 SA3 | 500,(200) | LH | +3 | -3 |
- Medium-speed 1-hit OD projectile; Projectile Speed: 0.05
- Cancel Hitconfirm Window: 4f (Super)
- Puts airborne opponents into limited juggle state
- Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
- Frame gap before follow-up bounce: 16f stand / 22f crouch (on hit), 22f stand / 28f crouch (on block)
- Gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief
A unique projectile that requires Flame Stocks or charge time to become a real threat. Kachousen is unsafe on block, so fireball cancels must be spaced out to avoid giving the opponent a free turn. The default version of Kachousen has the lowest possible priority, meaning it loses completely to other standard projectiles, and can even be swatted away with any strike hitbox. If an airborne opponent is about to land on a fan, they can come down with an air normal to harmlessly destroy it. Swatting the fan counts as whiffing the attack, so the opponent cannot cancel a clashed normal (with the exception of light normals canceled into a 3-bar Drive Rush).
OD Kachousen is one of Mai's most important tools, offering her a safer way to start offense; it is much less risky than the held version while losing most of the weaknesses of her meterless fans. Because it is only one hit, it isn't a great counter to zoning characters who generally have 2-hit OD projectiles. On contact with the opponent, the OD Fan bounces upward before dropping down for a follow-up hit. This gives Mai time to move in and force a mixup if she throws it from longer ranges; from a close range cancel, Mai is negative and the opponent can safely press a button before blocking the descending fan. The bouncing fan locks the opponent into proximity guard, preventing them from walking back, but they may be able dash or avoid it with an attack that shifts their hurtbox. It also counts as an air attack similar to Akuma's air fireball, so characters with air-invuln specials can punish Mai for attempting a jump-in behind the descending fan.
Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is 23f (L) / 22f (M) / 20f (H) / 21f (OD).
Mai has an extended hurtbox on her leg (3-44f) and arm (16-32f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the OD version, this window is smaller at 12-37f for her legs and 15-27f for her upper body.