The King of Fighters 2002/Mai

From SuperCombo Wiki
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General Info

Thanks to her massively buoyant hydrogen-filled orbs, Mai has mastery of both the skies and the flames.

Crouch height: Low
Jump: 4/37/1
Hop: 4/28/1
Dash: 3/10~∞/3
Backdash: 3/16/3
Wakeup: 21 frames
Recovery roll: 20 frames

Stand Crouch Jump Grab Air Throw Run
Mai02 stand.png Mai02 crouch.png Mai02 jump.png Mai02 grab.png Mai02 airgrab.png Mai02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Mai02 colorA.png Mai02 colorB.png Mai02 colorC.png Mai02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/4/8 0/-2 C,S,Su HL
Mai02 clA.png
Snkb.gif 5/3/7 +2/0 R,C,S,Su HL
Mai02 clB.png
Snkc.gif 3/3/20 -3/-5 C,S,Su HL
Mai02 clC.png
Snkd.gif 5/6/23 -9/-11 C,S,Su HL
Mai02 clD.png
Standing Far
Snka.gif 4/4/8 0/-2 HL
Mai02 stA.png
Snkb.gif 5/6/10 -4/-6 HL
Mai02 stB.png
Snkc.gif 7/4+3/19 -6/-8 HL
Mai02 stC1.png
Mai02 stC2.png
Snkd.gif 8/5/15 0/-2 HL
Mai02 stD.png
Goes over lows
Snkc.gif + Snkd.gif 20/6/42 KD/-26 S,Su HL
Mai02 stCD.png
Lower body invincibility: Frames 14-29. Upper body invincibility: Frames 38-57
Crouching
Snka.gif 7/3/9 0/-2 R HL
Mai02 crA.png
Snkb.gif 5/4/7 +1/-1 R L
Mai02 crB.png
Snkc.gif 6/7/16 -3/-5 C,S,Su HL
Mai02 crC.png
Snkd.gif 6/8/20 KD/-10 C,S,Su L
Mai02 crD.png
Late cancel only
Jump
Snka.gif 5/8/- -/- C,S H
Mai02 jA.png
Snkb.gif 3/11/- -/- H
Mai02 jB.png
Snkc.gif 5/3/- -/- C,S H
Mai02 jC.png
Snkd.gif 5/7/- -/- C,S H
Mai02 jD.png
Snkc.gif + Snkd.gif 12/6/- KD/- C,S HL
Mai02 jCD.png
Neutral Jump
Snka.gif 5/7/- -/- H
Mai02 juA.png
Snkb.gif 3/10/- -/- H
Mai02 juB.png
Snkc.gif 5/9/- -/- H
Mai02 jC.png
Snkd.gif 7/7/- -/- H
Mai02 jD.png
Hop
Snka.gif 5/7/- -/- C,S H
Mai02 jA.png
Snkb.gif 3/11/- -/- H
Mai02 jB.png
Snkc.gif 4/3/- -/- C,S H
Mai02 hC.png
Snkd.gif 5/9/- -/- C,S H
Mai02 jD.png
Command Normals

f + Snkb.gif

28/5/9 +6/+4 H
Mai02 fB.png
Goes over lows
f + Snkb.gif
(cancel)
27/6/9 +5/+3 C,S HL Cancel into air moves only

df + Snkb.gif

7/9(7)4/32 -18/-20 L,HL
Mai02 dfB1.png
Mai02 dfB2.png
df + Snkb.gif
(cancel)
7/9(7)4/32 -18/-20 S,Su L,HL Only first hit is cancellable
j.d + Snka.gif 9/3/- -/- C,S HL
Mai02 jdA.png
Hard knockdown on airborne opponent. Can't be cancelled into.
j.d + Snkb.gif 24/ - /17 KD/- H
Mai02 jdB.png
Hard knockdown. Active until landing.
j.d + Snkd.gif 6/ - /28 KD/- H
Mai02 jdD.png
Active until landing.
Special Moves

qcf + Snka.gif

12/ - /33 -1/-3 HL
Mai02 qcfP.png
Kachou Sen - qcf + P
qcf + Snkc.gif 14/ - /44 -12/-14 HL

qcb + Snka.gif

14/3+3+4/19 +2/0 HL
Mai02 qcbA1.png
Mai02 qcbA2.png
Mai02 qcbA3.png
Ryuu Enbu - qcb + P
  • qcb + A: Below head Invincibility: F3-13
  • qcb + C: Below head Invincibility: F9-17
qcb + Snkc.gif 5/3(6)3+3+4/19 +2/0 Su HL
Mai02 qcbC1.png
Mai02 qcbC2.png
Mai02 qcbC3.png
Mai02 qcbC4.png

qcb + Snkb.gif

15/2+2/31 -7/-9 HL
Mai02 qcbB1.png
Mai02 qcbB2.png
Sayo Chidori - qcb + K
qcb + Snkd.gif 19/2+5/26 -5/-7 HL
Mai02 qcbD1.png
Mai02 qcbD2.png

j.qcb + Snka.gif

16/-/16 KD/- HL
Mai02 jqcbP.png
Musasabi no Mai (Kuuchuu) - qcb + P in air
j.qcb + Snkc.gif 16/-/18 KD/- HL
hcf + Snkb.gif 5/2*2(7)28/16 KD/-26 HL
Mai02 hcfB1.png
Mai02 hcfB2.png
Mai02 hcfD3.png
Hissatsu Shinobi Bachi - hcf + K
hcf + Snkd.gif 8/6(6)28/20 KD/-30 HL
Mai02 hcfD1.png
Mai02 hcfD2.png
Mai02 hcfD3.png
_d,u + Punch.gif 0/26~48/3; On wall: 7; Recovery: 0/until land/3 -
Mai02 duP1.png
Mai02 duP2.png
Musasabi no Mai (Chijou) - charge d,u + P
  • ub/u jumps to back wall, uf jumps to front wall
  • Invincibility: 1-4f.

> hold Snka.gif

0/until land/5+11 KD/- HL
Mai02 duAA.png
Musasabi no Mai (Kuuchuu) - hold P after _d,u + P
> hold Snkc.gif 0/until land/5+13 KD/- HL
> d + Punch.gif 6/until land/28 (recovery on hit: until land+3) KD/- H
Mai02 duAdA.png
Yusura Ume - d + P after _d,u + P
> d + Kick.gif 24/until land/17 KD/- H
Mai02 duAdB.png
Ukihane - d + K after _d,u + P
> d + Snkd.gif 15/9+until land/17 KD/- H (Grab)
Mai02 duAdD.png
Toki Tsubute - d + D when close after _d,u + P
  • An overhead move, unless the opponent is in range when executed, then it is an instance grab).
DMs
qcfx2+Punch.gif 4/
2+2~31(5)3(4)3(3)3(3)3(3)3(4)2/
13+28
KD/-43 HL
Mai02 2xqcfP1.png
Mai02 2xqcfP2.png
Mai02 2xqcfP3.png
Mai02 2xqcfP4.png
Hana Arashi - qcf,qcf + P
qcb,hcf + Snkb.gif 1+4/
2*2(7)1(2)2(2)2(2)2(2)2/
6+30
KD/-20 HL
Mai02 qcbhcfK1.png
Mai02 qcbhcfK2.png
Mai02 qcbhcfK3.png
Chou Hissatsu Shinobi Bachi - qcb,hcf + K
qcb,hcf + Snkd.gif 1+6/
2*2(7)1(2)2(2)2(2)2(2)2/
6+34
KD/-24 HL
SDM
qcb,hcf + Snkb.gif + Snkd.gif 1+5/
1*2*2*2*2*2*2*2*2*2*2*2/
7+26
KD/-17 HL
Mai02 qcbhcfBD1.png
Mai02 qcbhcfBD2.png
Chou Hissatsu Shinobi Bachi - qcb,hcf + BD
HSDM
Snkd.gif,Snkb.gif,Snkc.gif,Snkc.gif,u 27/9+4/17 KD/KD -
Mai02 HSDM.png
Shiranui-ryuu: Kubi no Kitsune - D B C C u
  • unblockable

Short Movelist

  • f + B (Overhead if not cancelled into.)
  • df + B (Low (1).)
  • air d + A
  • air d + B (Overhead.)
  • air d + D (Overhead. Cannot be done on lower height - like hop, backstep or cancelled from f + B)
  • Air throw.
  • Triangle jump.


  • qcf + P


  • qcb + P


  • air qcb + P


  • (d) u + P (Use b / f to change trajectory while falling.)
    • hold P (The same move as air qcb + P. Only while touching the wall.)
    • d + P (The same move as air d + D, but as a special move. Only while falling from the wall.)
    • d + K (The same move as air d + B, but as a special move. Only while falling from the wall.)
    • close, d + D (Throw & Air throw. Only while falling from the wall. 0 frame startup.)


  • hcf + K


  • qcb + K


  • DM qcf qcf + P


  • DM qcb hcf + K


  • SDM qcb hcf + BD


  • HSDM D B C C u (Unblockable.)

Notes

Cancellable moves

  • Close: A, B, C, D
  • Far: -
  • Crouch: C, D
  • Jump: A, C, D


  • CD is cancellable into specials and DMs.
  • j.CD is cancellable into command moves, specials and DMs.


  • f + B is cancellable (on air attacks) only when you cancel into it.


  • df + B (1) is cancellable only when you cancel into it.


  • air d + A is cancellable.

Super cancellable moves

  • qcb + C (1)

Free cancellable into moves

  • hcf + K
  • qcb + P
  • air qcb + P
  • air d + B
  • air d + D

Free cancellable out-of moves

  • f + B
  • df + B
  • qcb + K
  • hcf + K
  • qcb + C (1)
  • (d) u + P > d + P / d + K / Holp P
  • air d + B
  • air d + D

Moves with Invincibility

  • CD (Lower: startup (last part) & active & recovery (1st part). Upper: recovery (middle).)
  • qcb + A (Below head: startup (middle).)
  • qcb + C (Below head: active (middle).)
  • (d) u + P (Full: "jumping to the wall" (1st part).)

Moves with autoguard

(none)

Other Notes

  • Hard knockdowns moves are:
    • DM qcf qcf + P (Last hit.)
    • air d + B
    • air d + D
    • air d + A (If it hits an opponent in the air.)
    • (d) u + P > d + P / d + K


  • air d + B and air d + D are considered special move (you may cancel air d + A into them, and they are a free cancellable into on Max Mode)

Combos

Basic Combos

  • cr.B, cl.A / cl.B >
    • df + B (1)
      • hcf + B {25%}
      • qcb + C
      • DM qcb hcf + K
      • SDM qcb hcf + BD
      • DM qcf qcf + P
      • qcb + C (1) >> DM qcb hcf + K


  • cl.C >
    • df + B (1)
      • hcf + B {30%}
      • qcb + C {25%}
      • DM qcb hcf + K {42%}
      • SDM qcb hcf + BD
      • DM qcf qcf + P
      • qcb + C (1) >> DM qcb hcf + K {50%}


  • f + B, DM qcf qcf + P {33%}


  • Corner: f + B, any combo that uses cl.C

Counterhit

  • Counterhit: j.CD,
    • hcf + B {22-25%}
    • DM qcf qcf + P {33%}
    • qcb + C (1) >> DM qcf qcf + P (Corner) {45%}

Maxmode

  • cl.C > df + B (1) >>BC, cr.C > df + B (1) > qcb + B >> hcf + B (1) >> qcb + C (1) >> (S)DM qcb hcf + K/BD (Buffer: hcf + K/BD) {70%} {3/4 stocks}

Attack Strings

  • cl.C > df + B (1) > qcb + C


  • qcb + P, st.A


  • j.A / j.C / j.D / j.CD > air d + A > air d + B


  • Corner: cl.C > f + B > air d + B / air qcb + P


  • Already in max mode & corner: cl.C > f + B > air d + B >> air qcb + A

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. You can also intercept a jump attack after the qcf + A, with a quick forward jump C.

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:
    • j.D, cl.C > df + B (1) > qcb + C
    • st.A
    • walk up throw
    • jump back, air qcb + P
    • j.D > air d + B
    • cr.D
    • f + B overhead (not totally safe since the f + B has a long startup)

One should be careful about using attack strings with df + B. They are safe on block, but the opponent can guard roll right before the df + B, make it whiff and do two hits, allowing the opponent more than enough time to punish you.

  • Aor qcb + P is a high priority move that is safe on block if it doesn't hit too deep (although she can sometimes still be command thrown). After doing a safe ground attack string, you can try either poking with far A or doing a quick jump back, air qcb + P which will usually hit anyone who tried to attack on the ground, or blindly jump. This move also trades hits with many dragon punch anti-airs, and will almost always beat anti-air normals. That said, anyone with a very fast jump anti-air (such as Clark/Iori jump D) that anticipates the move, can hit her out of the move before it starts up. Thus, it is recommended to sometimes use the backdash bug after the opponent blocks some attack, and see what the opponent did. If he jumped, you can throw a qcf + A or qcb + A to hit him as he lands. If he did nothing and you're far enough, it is probably safe to throw another qcf + A.
  • 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 air d + D or air 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. Air d + D can only be done from a high jump, while it is recommended to use air d + B from a hop. Both of these moves have very good priority. The air d + D is able to cleanly beat many dragon punch anti-airs, as long as Mai doesn't end up flying right in front of the opponent.
  • 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.


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