Introduction
Mai is one of the lead members in the Japanese hentai doujin mafia.
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Gameplay Overview
Mai is a very solid zoning/poking/runaway-based character. Her fast but higher than average jump and air dive lets her control the air a bit different from most characters. Her Ryuu Enbu, along with her Fan Toss and pokes allow her to zone and keep advantage on the ground quite effectively. While she falls mid to low-mid on most tier lists, it is misleading because she doesn't suffer matchups vs the top tier as bad as a lot of other characters that are usually ranked above her. She requires good execution/reflexes for hit-checking cr., but aside from that she is pretty average on execution. A good character for a beginner.
In-depth analysis
Movelist
Normal Throws
throw is preferred, since the startup doesn't have the blue grab 'effect', making it a bit harder to break on reaction.
Other Normal Moves
- Jump: Mai is able to jump off of the wall by pressing forward when her back is to the wall.
Special Moves
- Kachosen ( + ) - Similar properties to Athena/Kensou fireballs (same things go under them ie some slides and Iori's super). Decent to zone with from long range. Not really to use at mid range, since she has + . Average recovery, etc. What more is there to say, it's a fireball!
- Ryuu Enbu ( + ) - version is a single hit, better recovery. version has an extra hit when she starts to turn, which lets it combo from a light hit, and has a bit more recovery. This is your #1 move, use it and abuse it. Stays out for a long time, great as an anti-air especially from a distance, at least trades (in your favor) with any jump-in from the appropriate angle. Does a shit ton of stun damage (dizzies quickly). Great as a meaty.
- Chijou Musasabi no Mai (charge ( > // + - hold ) - (Wall dive) You an choose the direction you fly with or . Hold to attack when you reach the wall. dives at a steeper angle than . Not only is it good for runaway, but it builds meter, too. Mixup not attacking and attacking if they try to follow you in.
- Hissatsu Shinobibachi ( + ) - version is faster, combos from light hits. Both are punishable. Use as a max combo damage ender when you don't have meter, and always hit-confirm it if you aren't punishing something. Good to use by itself as an easy punisher to some things that require a long range, fast attack.
- Hisho Ryu En Jin ( + ) - (Flame Strike) version is not invincible, version is invincible up to the hit (ie it will trade with meaties at best as a reversal). An okay uppercut. The first hit doesn't knock down, and the second hit commonly whiffs at longer ranges, so be careful. A good idea to only use as anti-air or at point-blank range.
- Kuuchuu Musasabi no Mai ( + ) - version travels at a steeper angle, version goes further. Safe if blocked from max distance. Use to punish things while jumping back, or cancel air attacks into it as a blockstring/hit a mash. Another tool to control the air with.
Desperation Moves
- Cho Hissatsu Shinobibachi ( + ) - Super unsafe, not invincible, pretty fast. Combos off of stuff, so...use it in a combo. MAX version is invincible up to the hit (can trade with active attacks) and does more damage.
- Sui Chou no Mai ( + ) - / control the speed. Okay for stalling/chip damage at full-screen to end a round, but you can guard cancel roll or just roll through the 3rd fan in some situations. You can't slide/super under this like you can her normal Fan Toss. MAX version does more damage.
- Houou no Mai ( + ) - / control the angle (steep/shallow respectively). Can cross-up, punishable. Good for shenanigans as an ambiguous crossup, but anyone good will just roll away. If the MAX version hits in the air (and it won't because it's not invincible as she jumps), it will do like a billion hits and damage, especially if it hits on counter.
Fastest Attacks
- 0F: throw; throw
- 1F: -
- 2F: -
- 3F: cl.; st.; cr.
- 4F: cl.
- 5F: cl.; cl.; st.; cr.; cr.
- 6F: -
- 7F: st.; cr.; +
- 8F: st.
- 9F: -
- 10F: -
Combos
- Simple buffers:
Note that cr. is hit-confirmable, so never do + or (S)DM + on block obviously.
The qcb + will hit only once from distance, in this case it will do a tiny less damage than + , but as + has less range, it is very specific the range where + will still hit and + will do only one hit.