The King of Fighters 2002/Mai

From SuperCombo Wiki

Anywhere:
1. Close C, df+B(1), hcf+B/qcb+C- 30%/25%
2. Close C, df+B(1), qcb hcf+K - 42%
3. Close C, df+B(1), qcb+C(1), (S)qcb hcf+K(Buffer:hcf+K) - 50%
4. f+B, qcfx2+P - 33%

Corner:
1. f+B, forward+Close C, then any combo that uses Close C

Counterhit:
1. Jump CD(counterhit), hcf+B/qcfx2+P - 22-25%/33%
2. Jump CD(counterhit), qcb+C(1), (S)qcfx2+P - 45% (Corner)

Maxmode:
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) - 70%

Attack Strings:
1. Close C, ~df+B(1), qcb+C
2. qcb+P, Far A
3. Jump A/Jump C/Jump D/Jump CD/Jump d+A, d+B(air)
4. Close C, f+B, qcb+P(air)/d+B(air) (Corner)
5. (Already in maxmode) Close C, f+B, d+B(air), (C)qcb+A (Corner)

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, jump CD
-CD is cancellable into specials and DMs
-free cancellable into moves are hcf+K, qcb+P and qcb+P(air)
-free cancellable out-of moves are f+B, df+B, qcb+K, hcf+K, qcb+C on the first hit, d+D(air), d+B(air) and d+P/K followups of _d u+P
-f+B and df+B on the first hit, are cancellable if cancelled into
-f+B, d+B(air), d+D(air) and d+A/d+B followups of _d u+P, d+A and d+B, are overheads
-qcfx2+P on the last hit, d+B(air), d+B/d+D followups of _d u+P and d+A if it hits an opponent in the air, are all hard knockdowns
-df+B is a low attack on both hits
-qcb+C is supercancellable on the first hit

Strategies:

-backdashing with d+A makes her backdash a bit further than usual, just like Iori. In addition, it can sometimes hit opponents out of their long range pokes, such as Billy's crouch A. The shortcut for doing this is b db+A. It is of importance to her for her keepaway game.

-Mai has a great keepaway game, due to her qcf+A projectile which has very good recovery, good enough that she can punish anyone that rolls or jumps them with a qcb+A. It is advisiable that you keep enough distance from the opponent such that if they were to do a high jump forward over the fireball, they would land in front of you, not above you. Otherwise, the qcb+A might miss the opponent and you will likely get counterhit by a jump CD. The reason qcb+A is used over qcb+C is that qcb+C pushes you forward a bit, and you don't want to get closer to the opponent when he is already jumping over the fireball. If the opponent rolled instead of jumped, then it is better to use qcb+C, since the first hit of the move comes out very quickly

-when the opponent is waking up, throw a qcf+A fireball so that it hits them late as they get up. This gives Mai a frame advantage since her fireballs recover so quickly, allowing you to followup with pretty much anything, including:

-~Jump D, Close C, ~df+B(1), qcb+C, Far A
-Jump D, d+B(air)
-Crouch D
-qcb+C, Far A/Walk up throw
-f+B overhead (not totally safe since the f+B has a long startup)

-Mai has a huge amount of mixups in the air. When the opponent is waking up from some knockdown attack, 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 will whiff

-qcb+P in the air is high priority that is safe if it doesn't hit too deep (although she can sometimes still be command thrown). 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. However, anyone with a very fast jump anti-air normal that anticipates you will use the qcb+P (such as Clark/Iori jump D), can hit her out of her qcb+P while it is starting up

-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

-if for some reason, you are in maxmode, you can try to toss out unexpected hcf+D (which is usually suicidal), and cancel it to qcb+P if blocked, which is safe