BBCF/Mai Natsume

From Dustloop Wiki
< BBCF
Revision as of 13:34, 25 September 2019 by 179.107.157.10 (talk) (→‎2C)
Mai Natsume
BBCF Mai Portrait.png
Play-style
Balanced, Footsies

Overview

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 with an additional input.

Unique Ability: Variable Arts

After Mai uses an attack, additional inputs allow for different follow-ups, depending on the button used. The follow-ups come out regardless of whether the move hits the opponent or not.

Overdrive: Flurry of the Winter Moon

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.

Strengths/Weaknesses

Strengths Weaknesses
  • Great reach.
  • Amazing corner carry.
  • Good overall damage.
  • Can get big conversions off almost any hit.
  • Simple inputs and combos that are easy to pick up.
  • COUP DROIT THAT GUARD BREAKS
  • Mashing C gives you 3k
  • Execution, range, and easy high damage combos makes her a friendly beginner character
  • Unreliable reversal options that can be baited and beaten out.
  • Can struggle to gain back momentum when cornered or pressured.
  • Mixups are very telegraphed and linear. Must play smart to open people up.
  • Small selection of moves to use at neutral, the vast majority of Mai's normal moves require another move or two to be performed first.



Normal Moves

5A
5A Template:AttackDataHeader-BBCF
5A


5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 10 -1 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 1 11 14 14 18 25 9 +0 +0
BBCF Mai Natsume 5A.png
BBCF Mai Natsume 5A Hitbox.png
On whiff, cancellable into followups frames 7-15, cancellable into 5A frames 9-15
  • 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


5xA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 8 3 13 +1 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 22 24 27 38 11 +0 +2
BBCF Mai Natsume 5xA.png
BBCF Mai Natsume 5xA Hitbox.png
On whiff, cancellable into followups on frames 14-17
  • 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


5xAA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 Mid 16 4 18 -3 B (S)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Spin Fall 25 34 Spin Fall 37 52 + Slide 12 +0 +5
BBCF Mai Natsume 5xAA.png
5xAA
BBCF Mai Natsume 5xAA Hitbox.png
Fatal Counter
Maximum Slide duration 10F
  • 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


5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 9 4 16 -3 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Mai Natsume 5B.png
BBCF Mai Natsume 5B Hitbox.png
On whiff, cancellable into followups on frames 13-16
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

5xB


5xB
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 10 4 14 -1 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 19 26 Crumple 40 11 +0 +2
BBCF Mai Natsume 5xB.png
Attack
BBCF Mai Natsume 5xB Hitbox.png
On hit/block, cancels into 5x[B] stance immediately if button is held
On whiff, hold button to cancel into 5x[B] stance on frame 17
If holding back + button on startup, cancels into 5x[B] stance on frame 10 instead of performing attack
On CH Crumple Duration 54F, Crumple Fall 78F

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

5x[B]
5x[B] THIS IS THE STANCE Template:AttackDataHeader-BBCF
5x[B]
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
8 4~(Recovery) Guard B
(9~(Recovery) Guard B)
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Mai Natsume 5xB-Stance.png
Stance
BBCF Mai Natsume 5xB-Stance Hitbox.png
Can cancel into attacks from frame 4
Stance can be held for 180F
Recovery is after button release/maximum stance duration
Minimum stance duration 7F (Minimum total frames: 3 startup + 7 stance + 8 recovery = 18F)
When re-entering stance from 5x[B]A, has different (extended) startup animation, guard point/cancellable from frame 9
On Guard Point, hitstop for Mai is 4F. Opponent hitstop is 14F


  • 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 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


5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 13 4 16 -1 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 22 19 30 37 12 +0 +5
BBCF Mai Natsume 5C.png
BBCF Mai Natsume 5C Hitbox.png
Fatal Counter
Forces crouch on hit
On whiff, cancellable into followup on frames 18-25
  • Fatal Counter
  • One of Mai's main starters for her really damaging combos.
  • Forces crouching on hit.
5xC


5xC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 9 5 18 -6 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 19 22 24 36 11 +0 +2
BBCF Mai Natsume 5xC.png
Poke of the gods
BBCF Mai Natsume 5xC Hitbox.png
On whiff, cancellable into followups on frames 14-18
  • Excellent long range poke for neutral. Plink into it off 5A to get this move standalone.
5xCC


5xCC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
230×6~24 All 8 3×6~24 22 -8 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
69 Long 3 16 25 35 30 49 2 +0 +2
BBCF Mai Natsume 5xCC.png
5xCC
Mash C to fill combos
BBCF Mai Natsume 5xCC Hitbox.png
Press C to do 6 more hits. Max 24 hits
  • 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
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Low/Air 7 3 10 -1 F CSR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 1 11 14 14 18 25 9 +0 +0
BBCF Mai Natsume 2A.png
BBCF Mai Natsume 2A Hitbox.png
On whiff, cancellable into 2xC on frames 8-12


  • 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
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Low 10 3 18 -4 F SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
BBCF Mai Natsume 2B.png
Anyone else would have this move on 3C
BBCF Mai Natsume 2B Hitbox.png
On whiff, cancellable into 2xC on frames 13-18


  • Sweep.
  • Untechable on CH, allowing for 2B into 5C.
2xC
2xC Template:AttackDataHeader-BBCF
2xC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 Low 12 6 19 -6 F SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 3 18 19 28 24 43 12 +0 +5
BBCF Mai Natsume 2xC.png
BBCF Mai Natsume 2xC Hitbox.png


  • 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
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 10 4 30 -15 B 10~13 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 26 Launch 41 12 +0 +5
BBCF Mai Natsume 2C.png
BBCF Mai Natsume 2C Hitbox.png


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


5xAB Shot
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 B: All
C: Low/Air
21 30 Total: 59 -21 P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 17 17 21 29 0/+5 +5 +6
BBCF Mai Natsume 5xAB.png
5xAB/C
BBCF Mai Natsume 5xAB Projectile Hitbox.png
Projectile hitbox, identical for both versions
  • Mai's only non-stance low from standing strings.
  • Cancels into 236/214 despite being a projectile.
5xCA
5xCA BULLBASH Template:AttackDataHeader-BBCF
5xCA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 High 21 6 15 -2 B (S)R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 23 60 + GBounce 28 75 + GBounce 12 +0 +5
BBCF Mai Natsume 5xCA.png
5xCA
The other overhead
BBCF Mai Natsume 5xCA Hitbox.png
Forces crouching on hit


  • Overhead.
  • Combos from 5xC on crouching or air, but not standing.

Follow the Help:Writing_Character_Pages guidelines

5xCB
5xCB Template:AttackDataHeader-BBCF
5xCB
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
980 High 25 6 6 +7 H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 19 19 + Down 28 24 34 + Down 28 12 +0 +5
BBCF Mai Natsume 5xCB.png
5xCB
The other other overhead
BBCF Mai Natsume 5xCB Hitbox.png
Forces crouching on hit


  • 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
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 6 3 9 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 14 14 18 25 9 +0 +0
BBCF Mai Natsume jA.png
BBCF Mai Natsume jA Hitbox.png


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

Follow the Help:Writing_Character_Pages guidelines

j.B
j.B Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 High/Air 9 4 (2) 2 12 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 20 22 34 11 +0 +2
BBCF Mai Natsume jB.png
BBCF Mai Natsume jB Hitbox.png
Only does 1 hit
Last set of active frames hits crossup


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

Follow the Help:Writing_Character_Pages guidelines

j.C
j.C It's called "neutral" Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 High/Air 11 4 24 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 19 23 24 37 + Down 23 11 +0 +2
BBCF Mai Natsume jC.png
Massive space control
BBCF Mai Natsume jC Hitbox.png


  • 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


5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 25~80
[20~55]
Until Hit Total: 72~127
[Total: 67~102]
-28 P1 SR 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 19 35 24 49 0/+3 +13 +15
BBCF Mai Natsume 5D.png
Inputting 2, 5, or 8 will change the spear trajectory
Cancellable into D~D from 4th active frame onwards
  • 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


5[D]
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Unblockable 81 [56] Until Hit Total: 128
[Total: 103]
P1 SR 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 Launch 35 Launch 50 0 +13 +15
BBCF Mai Natsume 5D-Charged.png
While charging makes it unblockable
Cancellable into D~D from 4th active frame onwards
  • 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


j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 27~81
[22~56]
Until Hit Total: Until L+8L P1 R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Normal 3 16 Launch + Down 23 35 Launch + Down 23 49 0/+3 +13 +15
BBCF Mai Natsume jD.png
j.2D also has Down 23
Cancellable into D~D from 4th active frame onwards
  • 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


j.[D]
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Unblockable 82 [57] Until Hit Total: Until L+8L P1 R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 Launch 35 Launch 50 0 +13 +15
BBCF Mai Natsume jD-Charged.png
j.2[D] also has Down 23
Cancellable into D~D from 4th active frame onwards
  • 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.

Follow the Help:Writing_Character_Pages guidelines

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

Follow the Help:Writing_Character_Pages guidelines


Specials

Juncture
Juncture
236 Command dash
Template:AttackDataHeader-BBCF
236
Juncture
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
28
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Mai Natsume 236.png
Command dash
BBCF Mai Natsume 236 Hitbox.png
Can cancel into Himeyuri, 236 or 214 from frame 7
Can cancel into normals/throw from frame 21
Can cancel into 236D/214D at any point


  • 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


236A
A Himeyuri
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 [1100] All
[Guard Crush 25/Barrier]
5 [8] 4 [1] 20 -4 [-2] B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
69 [82] Long 3 [4] 16 [18] 22 [26] 30 27 [Crumple] 44 [45] 6 [12] +0 +2
BBCF Mai Natsume 236A.png
BBCF Mai Natsume 236A Hitbox.pngBBCF Mai Natsume 236A-Tip Hitbox.png
Traveling hitbox • tipper hitbox on frame 8
Hit on the last active frame to get Tip version
Values in [] are for Tip version
[On CH Crumple Duration 58F, Crumple Fall 81F]
If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)
OD


236A OD
A OD Himeyuri
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000, 250
[1100]
All
[Guard Crush 25/Barrier]
5 [8] 2,2 [1] 20 -1 [-2] B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 [82] Long 4 16 [18] Crumple 30 Crumple 45 6 [12] +0 +5
BBCF Mai Natsume 236A.png
BBCF Mai Natsume 236A Hitbox.pngBBCF Mai Natsume 236A-Tip Hitbox.png
Traveling hitbox • tipper hitbox on frame 8
Hit on the last active frame to get Tip version
Values in [] are for Tip version
First hit that connects deals 1000 damage, remaining hits deal 250
If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)
Crumple Duration 29F, Crumple Fall 62F
  • 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 Rocket Stab
Template:AttackDataHeader-BBCF
Normal


236B
B Himeyuri
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1250 [1375] All
[Guard Crush 35/Barrier]
15 [22] 8 [1] 20 -9 [+0] B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 [84] Long 4 [5] 18 [20] Launch + Down 23 36 [52] Launch + Down 23 51 [68] 12 [13] +0 +5 [+8]
BBCF Mai Natsume 236B.png
BBCF Mai Natsume 236B Hitbox.pngBBCF Mai Natsume 236B-Tip Hitbox.png
Traveling hitbox • tipper hitbox on frame 22
Hit on the last active frame to get Tip version
Values in [] are for Tip version
If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)
OD


236B OD
B OD Himeyuri
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1250, 125×3
[1375]
All
[Guard Crush 35/Barrier]
15 [22] 2,2,2,2 [1] 20 -7 [+0] B R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
74 [84] Long 5 20 Crumple 52 + WBounce Crumple 68 + WBounce 3 [13] +0 +8
BBCF Mai Natsume 236B.png
BBCF Mai Natsume 236B Hitbox.pngBBCF Mai Natsume 236B-Tip Hitbox.png
Traveling hitbox • tipper hitbox on frame 22
Hit on the last active frame to get Tip version
Values in [] are for Tip version
First hit that connects deals 1250 damage, remaining hits deal 125
If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)
Crumple Duration 31F, Crumple Fall 64F
  • 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


236C
Himeyuri: Dipper
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1300 [1430] Mid 9 [16] 8 [1] 24+14L -27 B 1~12 All R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 [84] Very Short 4 [5] 18 [20] Launch 40 [60] Launch 55 [76] 12 [13] +0 +5 [+8]
BBCF Mai Natsume 236C.png
BBCF Mai Natsume 236C Hitbox.pngBBCF Mai Natsume 236C-Tip Hitbox.png
Traveling hitbox • tipper hitbox on frame 16
Hit on the last active frame to get Tip version
Values in [] are for Tip version
Can cancel into 214 from frame 17
If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)
OD


236C OD
OD Himeyuri: Dipper
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1300, 130×3
[1430]
Mid 9 [16] 2,2,2,2 [1] 24+14L -25 B 1~12 All R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
74 [84] Very Short 5 18 [20] Launch 60 Launch 76 3 [12] +0 +8
BBCF Mai Natsume 236C.png
BBCF Mai Natsume 236C Hitbox.pngBBCF Mai Natsume 236C-Tip Hitbox.png
Traveling hitbox • tipper hitbox on frame 16
Hit on the last active frame to get Tip version
Values in [] are for Tip version
Can cancel into 214 from frame 17
First hit that connects deals 1300 damage, remaining hits deal 130 damage
If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)
  • 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


214
Moon Blossom
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
39+3L 1~4 FT
5~14 All
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Mai Natsume 214.png
Command jump
Airborne from frame 5
Can cancel into Suzuran, j.214 and other attacks from frame 10
Instead cancels into enhanced Suzuran from frame 15
Can cancel into 236D/214D while grounded (frames 1-4)
Air


j.214
Air Moon Blossom
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Until L+3L 5~11 All
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Mai Natsume 214.png
Can cancel into Suzuran, j.214 and other attacks from frame 7
Instead cancels into enhanced Suzuran from frame 12
  • 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


214A
Suzuran
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 11 Until L 18 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
BBCF Mai Natsume 214A.png
BBCF Mai Natsume 214A Hitbox.png
First hit
OD Version automatically does Delayed version, but startup still 11F
Charged


214A Delayed
Suzuran Delayed
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900×2 All 11 Until L,2 16 +5 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 40 + Down 23, 40 Launch 55 + Down 23, 55 12, 12/+4 +0, +4 +5, +9
BBCF Mai Natsume 214A.png
BBCF Mai Natsume 214A Hitbox.pngBBCF Mai Natsume 214A-Enhanced Hitbox.png
First hit • Second hit, only on delayed version
  • 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


214B
Suzuran: Blaze
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 11 Until L 20 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
BBCF Mai Natsume 214B.png
BBCF Mai Natsume 214B Hitbox.png
First hit
OD Version automatically does Delayed version, but startup still 11F
Charged


214B Delayed
Suzuran:Blaze Delayed
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000×2 All 11 Until L,2 18 +3 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 40 + Slide + Down 10, 40 Launch 55 + Slide + Down 10, 55 12, 12/+4 +0, +4 +5
BBCF Mai Natsume 214B.png
BBCF Mai Natsume 214B Hitbox.pngBBCF Mai Natsume 214B-Enhanced Hitbox.png
First hit • Second hit, only on delayed version
Maximum Slide duration 5F
  • 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


214C
Suzuran: Dipper
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1100 All 11 Until L 20 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
BBCF Mai Natsume 214C.png
BBCF Mai Natsume 214C Hitbox.png
First hit
OD Version automatically does Delayed version, but startup still 11F
Charged


214C Delayed
Suzuran:Dipper Delayed
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1100×2 All 11 Until L,2 18 +3 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 40 + Slide + Down 10, 40 Launch 55 + Slide + Down 10, 55 12, 12/+4 +0, +4 +5
BBCF Mai Natsume 214C.png
BBCF Mai Natsume 214C Hitbox.pngBBCF Mai Natsume 214C-Enhanced Hitbox.png
First hit • Second hit, only on delayed version
Maximum Slide duration 5F
  • 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


214D
Floral Blizzard Blossom
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1500 [1800] All 10+(40 Flash)+7 8 49 -36 B 1~10 Guard HBFP
Flash~24 All
R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Very Short 5 20 Launch 60 + Slide + Down 10 + WBounce 60 + WStick 25 + Down 23 Launch 76 + Slide + Down 10 + WBounce 60 + WStick 25 + Down 23 13/+10 +10 +18
BBCF Mai Natsume 214D 1.pngBBCF Mai Natsume 214D 2.png
Hold button to go into autoguard stance
BBCF Mai Natsume 214D Hitbox.png
Values in [] are during OD
Hold button to delay attack
Guardpoint lasts until superflash
On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged
Invul lasts from superflash through active frames
Minimum Damage 30%: 450 [540]
guardpoint reversal
Maximum Slide duration 10F
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
Template:AttackDataHeader-BBCF
236D
Sylvan Hurricane Assault
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200×2, 2200
[1200, 300×7, 2200]
All 4+(25 Flash)+2 1,Until Offscreen, Until Ground 61+10L -52 H 4~Until L All R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84 Long 5 20 Launch 100 + Down 63 Launch 116 + Down 63 6×2,0
[6, 3×7, 0]
+0 +8
BBCF Mai Natsume 236D.png
BBCF Mai Natsume 236D 1 Hitbox.pngBBCF Mai Natsume 236D 2 Hitbox.pngBBCF Mai Natsume 236D 3 Hitbox.png
First hit, frame 6 • Second hit • Third hit
Values in [] are during OD
Minimum Damage 20%: 920 [1100]


  • 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.