Capcom vs SNK 2/Mai: Difference between revisions

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* Her high mobility with Musasabi no Mai divekicks, great walkspeed, a good roll, and a great and fast jump
* Her high mobility with Musasabi no Mai divekicks, great walkspeed, a good roll, and a great and fast jump
* High damage punishes with her level 3 super, and a useful level 3 fireball and divekick super for anti-zoning and punishing anti-airs
* High damage punishes with her level 3 super, and a useful level 3 fireball and divekick super for anti-zoning and punishing anti-airs
* Good anti-air buttons overall
* Great anti-zoning tools with Ryuuenbu, Musasabi no Mai, and all of her supers
* Great anti-zoning tools with Ryuuenbu, Musasabi no Mai, and all of her supers
|cons=
|cons=
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=== Close Normals ===
=== Close Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP / cl5LP
| subtitle = Close Light Punch
| image    = CVS2_Mai_clLP.PNG
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 4
  | recovery    = 6
  | total      = 13
  | advHit      = +7
  | advBlock    = +7
  | invul      = None
  | description = A quick jab to the gut with her fan. Not a bad panic button, and is notably uncrouchable where most jabs are crouchable. Useful for pressure sequences and threatening tick throws, but since Mai doesn't do mixups much this is about your best mixup threat.
}}
}}
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP / cl5MP
| subtitle = Close Medium Punch
| image    = CVS2_Mai_5MP.PNG
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 2
  | recovery    = 23
  | total      = 31
  | advHit      = -3
  | advBlock    = -3
  | invul      = None
  | description = Identical to 5MP. Not a bad punish starter up close.
}}
}}
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP / cl5HP
| subtitle = Close Heavy Punch
| image    = CVS2_Mai_clHP.PNG
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 7
  | active      = 3
  | recovery    = 24
  | total      = 34
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = A beefy hook punch. Your main normal for starting punishes, as it combos into her best enders easily. Not as fast as other punish normals sadly, but does the job. Zero on block as well.
}}
}}
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| name    = Close Short
| input    = cl.LK / cl5LK
| subtitle = Close Light Kick
| image    = CVS2_Mai_clLK.PNG
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 6
  | recovery    = 5
  | total      = 15
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = A low kick that doesn't hit low. Pretty similar usage to cl.LP, a good panic button and pressure starter.
}}
}}
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK / cl5MK
| subtitle = Close Medium Kick
| image    = CVS2_Mai_clMK.PNG
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 7
  | recovery    = 21
  | total      = 34
  | advHit      = -6
  | advBlock    = -6
  | invul      = None
  | description = A high kick above her head. Useful anti-air when they're too close for 5HP or airthrow, and can punish some stuff up close. If you're point blank these will combo into the first hit of Hissatsu Shinobi Bachi, but this will always combo into Ryuuenbu.
}}
}}
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK / cl5HK
| subtitle = Close Heavy Kick
| image    = CVS2_Mai_clHK.PNG
| caption  =
| linkname = cl.HK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 6
  | recovery    = 24
  | total      = 36
  | advHit      = -6
  | advBlock    = -6
  | invul      = None
  | description = A high upward kick. Useful close anti-air, although the proximity is a bit tight, and you don't want 5HK versus a jumping opponent. Other than that, not many purposes.
}}
}}


=== Crouching Normals ===
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = CVS2_Mai_2LP.PNG
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 4
  | recovery    = 9
  | total      = 15
  | advHit      = +2
  | advBlock    = +2
  | invul      = None
  | description = A tail whip with the tassel of her clothes. Not the greatest 2LP, but it's fast and plus. +2 is low for a 2LP but that sorta works in it's favor, as it makes for better frame traps and pressure afterwards. Very low damage, even for a light normal.
}}
}}
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    = CVS2_Mai_2MP.PNG
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 6
  | recovery    = 16
  | total      = 26
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Mai whips with both tassels at the same time. Like most 2MP's, basically a slower but heavier jab. Only has a small amount of range over 2LP, but they both have the same startup. Overall, this has many of the same uses, but because of it not being plus on block and being a bit slower overall, you'll more use this to stuff options in brawling range or to check dashes.
}}
}}
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    = CVS2_Mai_2HP.PNG
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 8
  | recovery    = 20
  | total      = 32
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Mai elbows the opponents legs. Useful for starting punishes in close range, and for making cancels into supers a bit easier in place of cl.HP. Low damage and surprisingly low range hold it back from being a great move however, but since it is a 4 frame heavy, you'll punish with this a lot.
}}
}}
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    = CVS2_Mai_2LK.PNG
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 4
  | active      = 4
  | recovery    = 8
  | total      = 16
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = Mai kicks at the opponents feet. Your main normal for starting offense and confirming into supers. 2LK is a great tool for tick throws, frame traps, and just combos or blockstrings in general. Run Groove Mai can run in and do a bunch of these for some surprisingly good offense. The main drawback of this normal is the pitiful damage, but it is otherwise a solid 2LK.
}}
}}
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    = CVS2_Mai_2MK.PNG
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 8
  | active      = 9
  | recovery    = 22
  | total      = 39
  | advHit      = -11
  | advBlock    = -11
  | invul      = None
  | description = Mai slides forward with her leg out. Decent slide for pestering, but not as low profile as you might want it to be, though still low enough to duck high pokes. Low reward and pretty decent risk, do this if you think they'll fireball or attempt a high standing poke to beat out one of yours.
}}
}}
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    = CVS2_Mai_2HK.PNG
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 5
  | active      = 6
  | recovery    = 23
  | total      = 34
  | advHit      = -DWN
  | advBlock    = -5
  | invul      = None
  | description = A very good sweep, and an important move for Mai. Great range, fast startup, and being special cancellable on block and hit means this is best used as a way to keep opponents moving around in check. You can catch walks, backdashes, buttons, jumps, etc. You can even sweep as an anti-air, though it isn't easy. This moves whiff recovery is pretty hefty, so try not to whiff it, even though it is much faster than the average sweep.
}}
}}


=== Jumping Normals ===
=== Jumping Normals ===

Revision as of 04:39, 27 June 2022

Introduction

CVS2 Mai SNK Art.jpg
Health (at Ratio 2)
13600 Low
Stun
60 Average
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=No, Proj. Hop=No
Run Speed
9.6 Very Fast
Roll Distance
120 pixels Medium
Roll Duration
25f Medium
Wakeup Speed compared to Ryu
2f Slow

Story

Mai Shiranui is the last female heiress to the Shiranui ninja clan. As such, she is a highly skilled ninja in the Shiranui-ryuu fighting style, and likely the best in the world at it. The only other notable fighter who uses Shiranui-ryuu is Mai's boyfriend, Andy Bogard. Aside from her ninja training, Mai is an air-headed but strong woman who fights for her team, Team Women's Fighters, year after year in The King of Fighters. She is a bit hot-blooded at times, but cares for her teammates. Mai is also madly in love with her perfect man, Andy Bogard, and chases after him at all times. She appreciates things of great beauty, including herself, and will compliment men who look similar to Andy. However, she always ends with them being "not as cute as Andy".

Mai is one of the most popular characters in SNK history, for her interesting backstory, fun playstyle, and no other reason really.

Gameplay

Mai is one of CvS2's many zoners. Her Kachosen fireballs are useful and versatile space controlling tools that let her keep her opponents at bay, and her plethora of anti-airs and run away tools can frustrate opponents trying to work around them. Her Ryuuenbu fire attack can delete other projectiles as well, allowing her to counter-zone as effectively as she zones. Her mobility is much higher than the average character, with a stellar walkspeed, above average run, and a walldive and divekick for escaping bad situations. Her punish game isn't anything to scoff at either, especially if she has a level 3 super behind it.

These don't come without downsides however. Mai has much lower health than the average character, and lower stun too. While she can absolutely run away and zone for the entire match, if the opponent catches her a few times, it can end quick. Her defensive options aren't stellar either, with her only real reversal being a charge move with 25 frames of startup and still being a massive -42 on block. She doesn't have a 2 frame button either, making her mashing a little bit worse than the average character. This forces her to try and escape offensive pressure rather than fight back. Her offensive options aren't the best either, lacking any standing overheads or safe on block specials to pressure with.

These weaknesses don't knock her down too hard however, as Mai is still widely considered a high tier character in K-Groove. If you like to zone and run away from your opponents, and then punish their committal attempts to catch you with a massive level 3 super combo, then Mai is for you.

Groove Selection

Best - K: Mai is most widely played in K-Groove. Rage can make her poke and zone game a lot more damaging overall, and approaching Mai with Rage is scary, as if she tags you with one strong normal she gets to cancel into level 3 Cho Hissatsu Shinobi Bachi (2141236K) for massive damage. JD allows her a more powerful defensive tool as well. Her run is one of the fastest in the game, and mixed with shorthops it makes her mixup game a lot more real and allows her to pressure the opponent with more legitimate threat behind it.

Useful - C/N/A/S: Mai sees some usage in every other Groove, although they all sacrifice something. C-Mai gets more access to her supers, Alpha Counters to help her defense, airblocking to help her escape, and her roll is above average. She loses out on run, hop, and the threat of Rage. N-Mai gets run and hop, rolls, and guard cancel rolls to escape from pressure. She rarely uses her supers however, as her level 1 supers are underwhelming. A-Mai gets access to Custom Combos, and all the benefits of C-Mai save for the supers. She loses out on the movement ability of other Grooves, and almost never has a super, though her CC is still fairly useful. S-Mai gets the movement and access to infinite level 1 supers at low health. While her level 1's aren't stellar, having infinite of them makes them quite a lot scarier. She doesn't mind charging but Mai generally wants to stay mobile, and she has to sacrifice any other powerful tools in other Grooves and deal with the lacking mechanics of S-Groove overall.

Worst - P: While parries do help her to deal with rushdown pressure, Mai punishes just aren't that scary without meter, which P-Groove rarely has. Mai would rather zone than approach as well, and parries are best used offensively. P-Mai gets very little, and what she does get, you would likely rather just play K-Mai for.


Mai is a powerful zoning and neutral character with great normals, anti-airs, and a useful fireball. She has great ability to run away as well. She just lacks any offensive mix or a good reversal in exchange. Mai is best in K-Groove.
Pros Cons
  • Stellar zoning with Kachosen fireballs and solid overall buttons
  • Her high mobility with Musasabi no Mai divekicks, great walkspeed, a good roll, and a great and fast jump
  • High damage punishes with her level 3 super, and a useful level 3 fireball and divekick super for anti-zoning and punishing anti-airs
  • Great anti-zoning tools with Ryuuenbu, Musasabi no Mai, and all of her supers
  • Very low health and stun means losing neutral a few times can end the round
  • Weak mixups without shorthop and run, which are a bit riskier
  • No real safe on block special to end in, limiting her chipping and guard crushing ability
  • Very weak reversal makes her defense much worse overall



Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Mai 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 SU Mid High 6 6 14 26 -3 -3 None

Mai sticks her fan out and strikes at the opponents head. One of your most annoying pokes, as it's very fast and reaches very far. Not much damage or reward, but also barely any risk, so if you think the opponent is going to do something hit this button and stuff whatever it is instantly.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Mai 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 800 8 SP/SU Mid High 6 2 23 31 -3 -3 None

A downward swipe with her fan. Decent range and a special cancel makes this a solid punish normal, though at absolute max range it won't combo into anything besides supers. Can also be a decent approach deterrent, but you have better normals for that.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Mai 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1000 10 SU Mid High 7 5 22 35 -4 -4 None

An upward fan stab. Useful far anti-air, as it hits at a decent angle to snipe lower jumps. Struggles to hit people directly above her though.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Mai 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SU Mid High 5 5 11 21 +1 +1 None

A quick kick to the head. Useful for confirming into supers or anti-airing at certain angles, though it can lose out to jump-ins that have lower hitboxes.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Mai 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 None Mid High 10 6 19 35 -5 -5 Throw (Airborne)

A jumping kick. Can beat throws and some low moves thanks to lower body invuln, but has low damage and can't cancel to anything. Not very useful otherwise.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Mai 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200 12 None Mid High 12 10 20 42 -4 -4 None

A forward moving kick to the head. One of your longer ranged pokes, useful as a heavy whiff punish thanks to the step forward. No cancel but it does decent single hit damage.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Mai clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 SP/SU Mid High 3 4 6 13 +7 +7 None

A quick jab to the gut with her fan. Not a bad panic button, and is notably uncrouchable where most jabs are crouchable. Useful for pressure sequences and threatening tick throws, but since Mai doesn't do mixups much this is about your best mixup threat.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Mai 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 800 8 SP/SU Mid High 6 2 23 31 -3 -3 None

Identical to 5MP. Not a bad punish starter up close.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Mai clHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1200 12 SP/SU Mid High 7 3 24 34 0 0 None

A beefy hook punch. Your main normal for starting punishes, as it combos into her best enders easily. Not as fast as other punish normals sadly, but does the job. Zero on block as well.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Mai clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 300 3 SP/SU Mid Mid 4 6 5 15 +6 +6 None

A low kick that doesn't hit low. Pretty similar usage to cl.LP, a good panic button and pressure starter.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Mai clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 5 7 21 34 -6 -6 None

A high kick above her head. Useful anti-air when they're too close for 5HP or airthrow, and can punish some stuff up close. If you're point blank these will combo into the first hit of Hissatsu Shinobi Bachi, but this will always combo into Ryuuenbu.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Mai clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1200 12 SU Mid High 6 6 24 36 -6 -6 None

A high upward kick. Useful close anti-air, although the proximity is a bit tight, and you don't want 5HK versus a jumping opponent. Other than that, not many purposes.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Mai 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 RF/SP/SU Mid Mid 4 4 9 15 +2 +2 None

A tail whip with the tassel of her clothes. Not the greatest 2LP, but it's fast and plus. +2 is low for a 2LP but that sorta works in it's favor, as it makes for better frame traps and pressure afterwards. Very low damage, even for a light normal.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Mai 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 700 7 SP/SU Mid Mid 4 6 16 26 -2 -2 None

Mai whips with both tassels at the same time. Like most 2MP's, basically a slower but heavier jab. Only has a small amount of range over 2LP, but they both have the same startup. Overall, this has many of the same uses, but because of it not being plus on block and being a bit slower overall, you'll more use this to stuff options in brawling range or to check dashes.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Mai 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1000 10 SP/SU Mid Mid 4 8 20 32 -4 -4 None

Mai elbows the opponents legs. Useful for starting punishes in close range, and for making cancels into supers a bit easier in place of cl.HP. Low damage and surprisingly low range hold it back from being a great move however, but since it is a 4 frame heavy, you'll punish with this a lot.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Mai 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 200 2 RF/SP/SU Low Low 4 4 8 16 +3 +3 None

Mai kicks at the opponents feet. Your main normal for starting offense and confirming into supers. 2LK is a great tool for tick throws, frame traps, and just combos or blockstrings in general. Run Groove Mai can run in and do a bunch of these for some surprisingly good offense. The main drawback of this normal is the pitiful damage, but it is otherwise a solid 2LK.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Mai 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 700 7 None Low Low 8 9 22 39 -11 -11 None

Mai slides forward with her leg out. Decent slide for pestering, but not as low profile as you might want it to be, though still low enough to duck high pokes. Low reward and pretty decent risk, do this if you think they'll fireball or attempt a high standing poke to beat out one of yours.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Mai 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1000 10 SP/SU Low Low 5 6 23 34 -DWN -5 None

A very good sweep, and an important move for Mai. Great range, fast startup, and being special cancellable on block and hit means this is best used as a way to keep opponents moving around in check. You can catch walks, backdashes, buttons, jumps, etc. You can even sweep as an anti-air, though it isn't easy. This moves whiff recovery is pretty hefty, so try not to whiff it, even though it is much faster than the average sweep.

Jumping Normals

Specials

Qcf.png + P.png- Kachou Sen.

Qcb.png + P.png- Ryuu Enbu.

Hcf.png + K.png- Hissatsu Shinobi Bachi.

Charge D.png, Ub.png/U.png/Uf.png + K.png- Kagero no Mai.

Charge D.png, Ub.png/U.png/Uf.png + P.png- Musabi No Mai.

(Air) Qcb.png + P.png- Kachuu Musabi No Mai.

Against the wall, press F.png- Wall Jump

Supers

Qcb.png Hcf.png + K.png- Chou Hissatsu Shinobi Bachi.

(Air) Qcb.pngQcb.png + P.png- Beni Suzaku.

Qcf.pngQcf.png + P.png- Mizutori no Mai.

The Basics

Advanced Strategy

Match-ups

Colors

Mai CvS2 colors.png

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