Anywhere:
1. C, df+B(1), hcf+B/qcb+P- 30%/25%
2. C, df+B(1), qcb hcf+K - 42%
3. C, df+B(1), qcb+C(1), (S)qcb hcf+K(Buffer:hcf+K) - 50%
4. f+B, qcfx2+P - 33%
Max Mode Activation:
1. C, df+B(1), BC, Crouch C, df+B(1), qcb+B, (C)hcf+B(1), (C)qcb+C(1),
(S)qcb hcf+K/BD(Buffer:hcf+K/BD)
Attack Strings:
1. C, df+B(1), qcb+C
2. Jump A/C/D, d+B
3. C, f+B, qcb+P/d+B (Corner)
4. C, f+B, d+B, (C)qcb+A (Corner, maxmode)
Move Properties:
-cancellable normals are close A, close B, close C, crouch C, close D,
crouch D, jump A(not vertical high), jump C(not vertical high), jump D
-CD is cancellable into specials and DMs
-f+B, d+B, d+D and from _d u+P, d+A and d+B, are overheads
-df+B hits low, cancellable on first hit if cancelled from normal attack
-qcb+C is supercancellable on the first hit
Strategies:
-hyper jump behind opponent and do d+D or d+B which will crossup
sometimes. Opponent is forced to block the backwards (from the jump
behind), then block the other way again if the move crosses up. d+D can
only be done from a high jump, while it is recommended to use d+B from a hop
-when jumping in with D or CD, sometimes cancel to d+B or qcb+A. If you do the d+B, this requires the opponent to block high after the initial
jumpin, which usually tricks them. It is best to do that in the corner, or after a deep jumpin, otherwise d+B whiffs
-qcb+P in the air is high priority that is safe if it doesn't hit deep. After doing a safe ground attack strings, jumping backwards and doing qcb+P will usually hit anyone who tried to retaliate in any way. Repeating multiple qcb+P is also good for mixups
-for ground attack strings, C, df+B(1), qcb+C is the safest, but the opponent can guard roll right after the C, making df+B whiff and finish the entire animation, leaving her totally vulnerable. If they do this, leave off the df+B in the attack string
-abuse her far A pokes, especially after qcb+C, which is totally safe
-when the opponent is waking up, usually after d+B knockdown in the corner, do qcf+A so that it hits them in the back just as they get up. This gives Mai a frame advantage, so followup with anything (C, df+B(1), qcb+C attack string, jump D to d+B or ground attack string, sweep, or f+B overhead)
-if in maxmode, toss out unexpected hcf+D, and cancel it to qcb+P if blocked, which is safe