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Revision as of 01:10, 13 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
overview
Overview
Lore:Mai Natsume is the main character of the manga BlazBlue: Remix Heart, its sequel Variable Heart, and two side-stories in BlazBlue: Chrono Phantasma Extend. She was a classmate and friend of Noel Vermillion, Tsubaki Yayoi and Makoto Nanaya during their time at the Military Academy. Mai is the vessel of the Nameless Grimoire and was for a time the host of the Intermediary Grimoire. She is making her debut as a playable DLC character in the console version of BlazBlue: Central Fiction.
Drive: Gallia Sphyras - Exseal
Mai throws her spear for her Drive attack. There's a stance before the initial throw which allows control of the direction it is thrown using the stick. Even if the spear doesn't hit the opponent, Mai can cause the spear to home in on the opponent by pressing Drive again.
Mai's Overdrive shortens the charge time to make her spear throws unblockable as well as making the homing spear hit twice. All followups from Juncture and Moon Blossom are always the fully charged versions.
Unique Ability: Variable Arts
Mai's ground normal attacks all have different followups depending on the buttons used. These followups come out even on whiff and give her lots of flexibility in her offense.


Mai Natsume
BBCF Mai Natsume Portrait.png


Normal Moves

5A
5A Can you say "autocombo?" Template:AttackDataHeader-BBCF
5A
  • Cancels on whiff into Variable Arts.
  • Holding 4 prevents cancelling into variable arts if you just want to mash jab.

Fast jab that hits crouching. Can be canceled into Variable Arts even on startup or whiff, so it can be used to go straight into longer moves like 5xA or 5xC.

5xA
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Plus on block so it can be used to stagger pressure and can link back into 2A on hit if close enough. Startup is fast enough to combo off 2A even if 5A whiffs (i.e. 2A 5A(whiff)A).

5xAA
  • Fatal Counter

Corner combo ender option. Can combo into Crush Trigger on standing targets as a small combo extension.

5B
5B Template:AttackDataHeader-BBCF
5B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5xB

Used to confirm 5A or 5B into air combo.

5x[B]
5x[B] THIS IS THE STANCE Template:AttackDataHeader-BBCF
  • Possible to input 5A/5B4[B] to feint into stance
  • Has guard point on body.
  • Can be held infinitely

5x[B]A/C
5x[B]A/C Watch your feet. Template:AttackDataHeader-BBCF
  • Goes back into stance after 6 recovery frames.
  • Links into 2A on hit at close ranged. Cannot link into 5A due to pushback. Otherwise doesn't combo outside of counterhit.

5x[B]6A/6C
5x[B]6A/6C Template:AttackDataHeader-BBCF
  • Fatal Counter
  • Can be used for frame traps.
  • Midscreen combos onto into 236A, can tipper to extend at certain ranges
  • Used in corner loops.

5x[B]8A/8C
5x[B]8A/8C Template:AttackDataHeader-BBCF
  • Hits overhead
  • Invincible 4-22F
  • Can be used in air juggle combos

5C
5C 1 Button Fatals Poke of the gods Mash C to fill combos Template:AttackDataHeader-BBCF
5C
  • Fatal Counter
  • One of Mai's main starters for her really damaging combos.
  • Forces crouching on hit.
5xC
  • Excellent long range poke for neutral. Plink into it off 5A to get this move standalone.
5xCC
  • Mash(or hold) C to increase the number of hits
  • Does chip damage on block
  • Last few hits launch opponent and can only be Rapid Canceled

2A
2A
BBCF Mai 2A.png
Template:AttackDataHeader-BBCF
  • Longer range than 5A
  • Mai's hurtbox shifts oddly during this, it can be used to low-profile certain DPs when done as a meaty.
  • Chains into 5A, can be used to pick opponents off the ground.

2B
2B
BBCF Mai 2B.png
Template:AttackDataHeader-BBCF
  • Sweep.
  • Untechable on CH, allowing for 2B into 5C.

2xC
2xC Template:AttackDataHeader-BBCF
  • Has to be linked off of 2A or 2B
  • Can be used as a poke by whiffing 2A, similar to 5xC, but less useful.

2C
2C Hit the entire US air force with this Template:AttackDataHeader-BBCF

Gigantic hitbox in every direction that leads into easy followup combos. Beware that the actual head invul starts up very late for an anti-air so it is easy to get tagged on startup. Also beware of opponents baiting it by making it whiff as the whiff recovery is extremely long and punishable.

5xAB
5xAB and 5xAC Projectile Normal Template:AttackDataHeader-BBCF
Strike
  • Whiffs on crouching opponents.
  • Cancels into 236/214 despite being a projectile.
Shot
  • Mai's only non-stance low from standing strings.
  • Cancels into 236/214 despite being a projectile.

5xCA
5xCA BULLBASH Template:AttackDataHeader-BBCF
  • Overhead.
  • Combos from 5xC on crouching or air, but not standing.

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5xCB
5xCB Template:AttackDataHeader-BBCF
  • Also overhead
  • Very plus on block, resets pressure if respected
  • Links on hit for combos, 2C is optimal.
  • If done meaty, can cause certain attacks to whiff.

j.A
j.A Template:AttackDataHeader-BBCF
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B
j.B Template:AttackDataHeader-BBCF
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C
j.C It's called "neutral" Template:AttackDataHeader-BBCF
  • Hits in front, below, and behind.
  • On air CH will floor opponents, allowing pickup with either 5CCA or 2A5ACA into extended combos.


Drive Moves

5D/8D/2D
Exseal
2/5/8D (Air OK) Inputting 2,5, or 8 will change the spear trajectory While charging makes it unblockable Can also be done in the air though it takes just a breath longer
Template:AttackDataHeader-BBCF
2/5/8D
  • Changing the trajectory at any time resets how long it takes to fully charge

Mai throws her spear. Can change the trajectory as long as GGD.png is held

Charged 2/5/8D
  • Move become unblockable upon fully charging
  • Trajectory can not be changed once fully charged

After charging, Mai throws her spear. The time spent charging is reduced by almost half in Overdrive.

j.2/5/8D
  • Changing the trajectory at any time resets how long it takes to fully charge

Mai throws her spear while in the air. Can change the trajectory as long as GGD.png is held

Charged j.2/5/8D
  • Move become unblockable upon fully charging
  • Trajectory can not be changed once fully charged

After charging, Mai throws her spear in the air. The time spent charging is reduced by almost half in Overdrive.

Direction Change
Direction Change
D after any Drive (Air OK) "Did you really think I missed?"
Template:AttackDataHeader-BBCF
Normal
  • Loses unblockable property of charged drive upon usage of direction change

Redirects spear to opponent's current location. Used very often in combo strings as an extender or as a method of zoning.

Overdrive
  • Does 2 hits during Overdrive


Universal Mechanics

Ground Throw
Forward/Back Throw Template:AttackDataHeader-BBCF
  • Knocks down.

Simple throw that deposits the opponent right in front of you for an easy combo followup with 236 or 214. Forward and back versions are identical except for the side the opponent lands on.

Air Throw
Air Throw Template:AttackDataHeader-BBCF
  • Wallbounces on hit.
  • Cancels into j214

Counter Assault
Counter Assault Template:AttackDataHeader-BBCF
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger
Crush Trigger Dem legs tho Template:AttackDataHeader-BBCF
Uncharged
Charged
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

Juncture
Juncture
236 Command dash
Template:AttackDataHeader-BBCF
  • Hold 4 to prevent accidental A/B/C followups.

Command dash that cancels into thrust followups and additional 236 and 214 movements. Note that while you can frametrap with the thrusts, the command dash itself is NOT safe as a dash cancel and you can easily be mashed out while trying.

A Himeyuri
A Himeyuri
A after Juncture Rocket Stab
Template:AttackDataHeader-BBCF
Normal
OD
  • Tipper hit guard crushes on block unless barriered
  • Floats on air hit
  • Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen.

Fast thrust followup from 236 command dash. Short enough range to space a tipper off certain blockstrings but short guard crush time requires RC for followup.

B Himeyuri
B Himeyuri
B after Juncture Longer Rocket Stab
Template:AttackDataHeader-BBCF
Normal
OD
  • Tipper hit guard crushes on block
  • Knocks down on hit (emergency techable on air hit)
  • Can shorten the distance travelled by holding 4 early into startup

Extremely long range thrust (almost fullscreen) that blows the opponent back and leads into easy combos in the corner. Great for forcing the opponent to respect you even fullscreen, as a spaced tipper hit will force them to either barrier (and give you frame advantage) or be guard crushed. Unlike A version, guard crush time is long enough to dash in and follow up meterless.

Himeyuri: Dipper
Himeyuri: Dipper
C after Juncture Angled Rocket Stab
Template:AttackDataHeader-BBCF
Normal
OD
  • Cancels into 214 on hit
  • Launches opponent on hit
  • Tipper hit guard crushes on block

Upwards thrust that carries the opponent with it on hit. Can be followed up with 214 moves (including charged version, sometimes even on non-tipper hits) for knockdown and corner carry.

Moon Blossom
Moon Blossom
214 (air OK) Command jump
Template:AttackDataHeader-BBCF
Ground
Air
  • Command backflip.
  • Hold 6 to cancel into normals instead of dive followups
  • Flip angle changes based on preceding movements (236 and 214).
  • Dive followups become charged after a certain number of frames

Command backflip. Can be canceled into dive followups, normals (hold 6), or additional 214 movements. Note that this move has foot invul from frame 1 and full invul after frame 4, so it can be used to escape certain pressure strings (even meaty lows).

Suzuran
Suzuran
A after Moon Blossom Diving Stab
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Uncharged version knocks down on hit.
  • Charged version ground bounces on hit.

Straight-down dive that is primarily used to get the most frame advantage at the end of an air combo. Charged version has a second ground hit that is significantly plus on block, so it can be used in pressure; however, the second hit will whiff (and the move will be punishable) if the opponent blocks while airborne.

At certain relative heights, even the uncharged version can combo into 236D.

Suzuran: Blaze
Suzuran: Blaze
B after Moon Blossom
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Uncharged version knocks down on hit.
  • Charged version ground bounces on hit.

Angled dive at a steeper angle than C version. Slightly more advantageous knockdown in exchange for less horizontal range, but otherwise fairly interchangeable. You'll primarily be using the charged version of this in combos to avoid same-move proration from doing C dive multiple times. Like other versions, charged version has a ground shockwave that is plus on block but will whiff on airborne blocking opponents.

Suzuran: Dipper
Suzuran: Dipper
C after Moon Blossom Angled Diving Stab
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Uncharged version knocks down on hit.
  • Charged version ground bounces on hit.

Forward dive. Best corner carry and easiest to combo midscreen due to horizontal reach, but has the worst knockdown advantage of the dive enders. Although you're unlikely to be in a situation where this is a serious risk, be aware that the spear itself has a hurtbox.


Distortion Drives

Floral Blizzard Blossom
Floral Blizzard Blossom
214D Hold button to go into autoguard stance
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Hold to extend guardpoint.

Mai's metered reversal. That said it's not very good. It's unreliable for escaping pressure as the move only has guard point and no actual invulnerability until after the superflash, meaning that opponents can just grab you out of the attack if they react fast enough, on top of being very unsafe on block. It can be held to try to bait the opponent into pressing another un-RCable button before the superflash, but this is very risky.

Sylvan Hurricane Assault
Sylvan Hurricane Assault
236D What goes up must come dooooown!
Template:AttackDataHeader-BBCF
  • Can be canceled into off 236 command dash

Goes straight up, then comes down on the opponent. Not a true reversal since invul starts on frame 4. Primarily used as a combo ender. She can also use it to manually switch sides, so watch out for crossups.


Exceed Accel

Shearing Cherry Blossom Storm
ABCD during Overdrive
Template:AttackDataHeader-BBCF
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Mai attacks the opponent relentlessly with her spear. Puts Mai in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be Rapid-canceled.


Astral Heat

Royal Crimson Sprout: New Moon Lotus
222D Soaring Spear that Strikes with Death
BBCF Mai NewMoonLotus2.png
GAE...BOLG!!
Template:AttackDataHeader-BBCF

Combos out of nearly anything.


External References

  • Japanese Name: マイ=ナツメ
  • Japanese Wiki
  • Japanese BBS
  • Arcade Profile Dan Rankings
  • Character Video Thread


Navigation

To edit frame data, edit values in BBCF/Mai Natsume/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.