BBCF/Mai Natsume/Combos

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 Mai Natsume


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
X! = Tipper Hit
x = Whiff
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo Theory

Special Notation

Uppercase/Lowercase lettering (X/x): Uppercase lettering signify attacks that hit the opponent and lowercase signify attacks that whiff or are blocked.

236X!: The exclamation point (!) signifies a just frame (Tipper) himeyuri hit

~: The ~ signifies a delayed button press

  • 236~X means performing Setsuna (236) and then pressing the attack button.
  • 214~X means to enhance Suzura dive
  • 66 is a micro dash and 6[6] is a little run during the combo instead.


Stance and Fatal Loops

In order maximize damage Mai will need to do loop one of the 2 strings using different Drives and specials to link each loop.

5X[B]6A is the most common loop in Mai combos and can be done up to 4 times in a combo, however, doing so is rare as specials and other normals/strings will usually prorate the combo too much. As this is a vital combo piece you can train your speed by setting the dummy to block after the first hit and hit it with 5A/5B[B]6A. Additionally starting a corner combo with the dummy set to jumping is another way to train it and hit all 4 loops.

5XCA is the other loop but is more limited in use, being only loopable if you land a Fatal confirm. You can fit up to three loops in a combo.

It's important to note that, even on Airborne Fatal combos, 5XCA and Stance Loops will limit each other so [CA]x3 > 5DD > [5B[B]6A]x4 > ender is impossible.

The key to maximize damage with Mai is knowing how many 5C you can perform before transitioning into the loops and how many loops you can fit into your combo before going for your ender.

Enders and Safe Jumps

The goal of Mai combos is to end in the corner with one of the 5AX enders, preferably with doing 236~214~214 as a safe jump after 5AAA. Depending on the situaton however (to maximize damage for example), other enders might be used.

Enders:

...5AAA > 236214214 > j6C~4 (DP punish/rollcatch)

...5AXX > 236C > 214X

...5XA/B > jBC > jBC > 214X (Best in Jump Cancel Routes, not a good option in corner combos as it will drop in optimized routes)

...236C > 214C ...214D > 2C/5C/2BC > 236C > 214X (Using meter for a bit more damage and decent oki)

Core BnB Combos

5XXX BnB

5XXX BnBA whole string to hit confirm
Easy

c.5XXX > 236B > 66 > 5CC > 236~A > 5A[B]6A > 5AX ender
This grounded BnB provides excellent corner carry and gives plenty of time to confirm due to being able to use 5XAA, 5XC[C], 5CCA, 5xcA as well as several other starters. If close enough to the corner, the microdash won't be needed.

Stance Loops

Stance LoopsKick, kick, spear, kick, kick, spear...
Medium

[5B[B]6A]x4 > 5AAA > 5AX ender
This is just an example of many. As already explained in the combo theory section, a lot of the damage in Mai combos comes from looping 5X[B]6A as often as possible. A good way to practice the timing is doing 5X[B]6A with the dummy set to block after the first hit. Keep in mind that you ususally won't be able to perform all four loops.

2C BnB

2C BnB
Tricky

c.2C > 8DD > 214 > 2DD > 214~C > [5B[B]6A]x2 > 5AX ender
Amazing corner carry and important part of many high damage combos, so it's an important combopiece to learn. On top of this the combo can be changed to add 236C! using 8D~D. Keep in mind that if you don't start with c.2C the amount of Stance Loops changes.

Airborne 5XCA BnB

Airborne 5XCA BnBThey jump, they die
Medium

Airhit 5XCA > 5D~D > 236 > [5B[B]6A]x2-3 > 5AX ender
Another BnB with great corner carry and part of many other combos. The video showcases using 5B[B]8A to cross more distance.

FATAL Loops

Fatal Loops5C (Airborne) 5xaA (Airborne) and 5x[b]6A shared route.
Tricky

5CCA > 236 > 5CCA > 5D~D > 236 > 5CCA > 5DD > 214 > 2DD > 214~C > 5CC > ender
This route works basically the same for all 3 starters with minimum differences, some obvious like starting the loops directly in 5C starter or waiting a little in 5xaA starter. The biggest route changes are applicable in the case of 5x[b]6A when a 6[6] is needed at roundstart distance or having to start the loops with 5BCA near corner; besides having to cut the first 5D~D to not break the route in a non-5C starter. If you catch the opponent high enough with any of these, doing 5CCB as the first loop will greatly increase the damage (5xaA excels at this).

THE FATAL COMBO

Fatal Anywhere5C, 5xaA Brothers of Doom
Tricky

5C Fatal > 236 > 5CCA > 2D~D > 236 > 2C > 8DD > 214 > 2DD > 214~C > 66 > 5B[B]8A > 5BB ender.
Two of the highest Damage Starters we can get, combines the information learned previously and can be adapted for every from of the 3 Fatal Starters, dealing near 5K meterless in the dream situation, able to guaranteed full corner carry and apply really big 25 Meter combos, ODc or anything we could dream. In the case of 5x[b]6A starter you wanna do something similar to the Fatal Loops.

The Big Combo List

These are adapted from the Mai Combo Doc and the Mai Natsume Full Combo List, for all possible combos and variations check the latter.

Disclaimer: The 2nd combo doc, written by VersionXV uses an arbitrary distance measurement system called "SQ" (=squares).

You can convert them into stage positions as follows:

  • 3.5SQ = Midscreen/Roundstart
  • 2SQ = Near Corner
  • 1SQ = Corner

5A Starters

Combo Condition Damage Works on: Difficulty Notes Video
5AAA > 236~C > j.214C None 1927 Everyone [1] Very Easy Can start with 5AC[C](14) for extra damage. Video Example
5A[B]5A > 2ABC > 236~C > j.214C None 2281 Everyone [2] Easy Slightly more complex version of her 5A starter. Video Example
5AAB > CT > 6[6] > 2C > jBC > jBC > j.214C None 2352 Everyone [2] Easy
5ACA > 5D~D > 236 > 5B[B]8A > 5B[B]6A > 5AAA > j.236C > j.214C Midscreen AA 3113 Everyone [3] Medium Can be adjusted to be an anywhere jump cancel combo or higher damage close the corner.
5AAA > 236B > 5CC > 236A > 5A[B]6A > 5AAA> j.236C > j.214C Midscreen 2939 Everyone [2] Easy Can be midscreen using 66 > 5CC > 236~A and can start with 5AC[C](14) for extra damage.
5AB > ODc > 66 > 5C > 2DDD > 214C > [5B[B]6A]x2 > 5AAA> j.236C > j.214B Midscreen ODc 3875 Everyone [3] Medium

5B Starters

Combo Condition Damage Works on: Difficulty Notes Video
5BC[C](8-12) > 236 > 5AAA > 236 > 236B > 5CC > 236A > 5AAA> j.236C > j.214C Midscreen Crouching opponent 3278 Everyone [3] Medium 5B crouch confirm.
5BCA > 5D~D > 236 > [5B[B]6A]x3 > 5AAA > j.236C > j.214C Midscreen 3921 Everyone [3] Medium Can be adjusted to be an anywhere jump cancel combo or higher damage close the corner.
5BAA > 236B > 5CC[C](15) > 236A > 5A[B]6A > 5AAA > 236C > j.214C Midscreen 3437 Everyone [2] Easy If close 5B can be midscreen using 66 > 5CC > 236~A. Can start with 5BC[C](14) for extra damage but will need to replace 5CC[C](15) with 5CC.
c.5BB > ODc > 66 > 5CC > 2DDD > 214C > [5B[B]6A]x2 > 5AAA> j.236C > j.214B Midscreen ODc 4401 Everyone [3] Medium This combo is possible without a close hit starter with some adjustments.
5B[B]6A > RC > 6[6] > 5CCA > 5D~D > 236 > [5B[B]6A]x2 > 5AAA> j.236C > j.214C Midscreen 4280 Everyone [3] Medium

5C Starters

Combo Condition Damage Works on: Difficulty Notes Video
5CC[C] > 236 > 2ABC > 236~C > j.214C None 3356 Everyone [3] Medium The number of [C] hits vary from the distance and can be up to 12.
5CCC(3) > 2D > 236 > 2C > 8D~D > 236C! > 214 > 2DD > j.214~C > 5C > j.BC > j.BC > j.214C Point Blank 5C 3464 Everyone [4] Hard Requires cancelling into 2D ASAP. Can sideswap at 8D~D.
5C > 236B > 5CCA > 5DD > [5B[B]6A]x2 > 5AC[C] > 236C > j.214A Near Corner 4000~4100 Everyone [3] Medium Corner 5C starter. Damage varies based on number of 5XX[C] hits. Video Example
5CC > 236B > 2C > 8DD > 214~C > 5B[B]8A > 5B[B]6A > 5AAA > 236C > 214A Near Corner 3956 Everyone [3] Medium Corner 5CC starter. Video Example
5C FATAL > 236 > 5C > 2D~D > 236 > 5CC > 236B > 5CCA > 5DD > 214 > 2DD > 214~C > 5CC > 236C > j214C Midscreen Fatal CH 4736 Everyone [3] Medium

D Starters

Combo Condition Damage Works on: Difficulty Notes Video
5/2Ddl.D > 236 > 2C > 8DD > 214 > 2DD > 214~C > 5C > j.BC > j.BC > j.214C Anywhere 2841 Everyone [3] Medium Grounded hit confirm of Drive, requeries to be at 236 to hit confirm into the full combo.

2A Starters

Combo Condition Damage Works on: Difficulty Notes Video
2A > 5A[B]5A > 2ABC > 236~C > j.214C Anywhere 1767 Everyone [3] Medium 2A anywhere full hit confirm. May need microdashes in order to properly combo.

2B Starters

Combo Condition Damage Works on: Difficulty Notes Video
2BC > 236A > 5ACA > 5DD > [5B[B]6A]x2 > 5AC[C] > 236C > j.214C Corner 2800~2900 Everyone [3] Medium 2SQ 2B starter. Damage varies based on number of 5XX[C] hits. Video Example

2C Starters

Combo Condition Damage Works on: Difficulty Notes Video
2C > 236C > j.214~A > 5B[B]8A > 66 > 5BA > j.BC > j.BC > j.214C 2973 Everyone 2C ground hit combo. Combos after simple jumpins such as j.C or AD j.BC. If the opponent is slightly further away, replace 236C with 236~C Video Example
2C > 8DD > 214 > j.2DD > 214~C > 66 > 5B[B]8A > 5BA > j.BC > j.BC > j.214C Point Blank 2C 3374 Everyone The 2C BnB version with Jump Cancels when too far away from the corner. Video Example
2C AA > sj.BC > j.BC > j.214~6C > j.214C 1917 Everyone 2C anti-air combo. Video Example

5xB Starters

Combo Condition Damage Works on: Difficulty Notes Video
Under Construction Anywhere XXXX Everyone [3] Medium Note

5xC Starters

Combo Condition Damage Works on: Difficulty Notes Video
Under Construction Anywhere XXXX Everyone [3] Medium Note

2xC Starters

Combo Condition Damage Works on: Difficulty Notes Video
Under Construction Anywhere XXXX Everyone [3] Medium Note

5xaA Starters

Combo Condition Damage Works on: Difficulty Notes Video
Under Construction Anywhere XXXX Everyone [3] Medium Note

Stance Starters

Combo Condition Damage Works on: Difficulty Notes Video
5x[b]8A > 5ACA > 236 > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C Midscreen 2794 Everyone Stance overhead starter.
5x[b]5A > 2ABC > 236~C > j.214C Midscreen 1924 Everyone Far from corner stance low starter.
5x[b]5A > 2A > 5aAA > 236B > 66 > 2BC > 5ACC > 236C > j.214A Near corner 2500~2600 Everyone Near corner stance low confirm. Opponent should be in the corner following 236B.

5xcA Starters

Combo Condition Damage Works on: Difficulty Notes Video
Under Construction Anywhere XXXX Everyone [3] Medium Note

5xcB Starters

Combo Condition Damage Works on: Difficulty Notes Video
Under Construction Anywhere XXXX Everyone [3] Medium Note

Air Starters

Combo Condition Damage Works on: Difficulty Notes Video
j.C A2A CH > 5CCA > 236 > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C Midscreen 3320 Everyone Air to air j.C counter hit starter. Must connect j.C on Mai's way down to have enough time to link 5C after

236A Starters

Combo Condition Damage Works on: Difficulty Notes Video
Under Construction Anywhere XXXX Everyone [3] Medium Note

236B Starters

Combo Condition Damage Works on: Difficulty Notes Video
Under Construction Anywhere XXXX Everyone [3] Medium Note

214~X Starters

Combo Condition Damage Works on: Difficulty Notes Video
Under Construction Anywhere XXXX Everyone [3] Medium Note

Throw Starters

Combo Condition Damage Works on: Difficulty Notes Video
Throw > 214~C > 66 > 5B[B]8A > 66 > 5BA > j.BC > dj.BC > j.214C Midscreen 3011 Everyone Throw combo. Also works for Air Throws. Video Example
Throw > 214~C > [5B[B]6A]x2 > 5AA > j.BC > dj.BC > j.214A Corner 3212 Everyone Corner throw combo. Video Example
Air Throw > [5B[B]6A]x3 > > 5ACC > 236C > j.214A Corner 3200~3300 Everyone Corner throw combo.

Misc.

Combo Condition Damage Works on: Difficulty Notes Video
... > 236C > RC > j.2DD > 214~C > ... 50% Heat Everyone RC extension from a midscreen combo. Most effective when used with a short starter such as 2B > 2C > 236~C. Can follow up with a 5B[B]8A combo if midscreen, or 5B[B]6A loops in the corner.

Unique Move Properties

The following is adapted from The Mai Combo Doc

Setsuna and Suzura Proration

SMP Properties

236X is considered to be a different move than 236~X. 236X deals more damage. You can use both versions in combos and still avoid SMP. 214X and 214~X are also seen as distinct special moves and can avoid triggering SMP during combos in and out of overdrive. During Overdrive both versions are enhanced and deal identical damage to each other.

5xaA Spin State

If a crouching opponent is hit with 5xaA into spin state, they will spin longer allowing for a link into 236 > 2A.

Character Specifics

Like most Blazblue characters, Mai has to deal with some character specifics when confirming combos. This section is useful for beginners wondering if a combo drops on a specific character, or intermediates seeking better knowledge for matchups.


2ABC > 236A!

Note: Characters in the Hard category need character specific adjustments or a microdash when hitting standing characters


Easy/Stable: Ragna, Rachel, Taokaka, Tager, Arakune, Carl, Hakumen, Tsubaki, Hazama, Makoto, Valkenhayn, Azrael, Kagura, Terumi, Celica, Nine, Izanami, Susanoo, Es, Mai, Jubei

Hard: Jin, Noel, Litchi, Bang, Nu-13, Mu-12, Platinum, Relius, Izayoi, Kokonoe, Lambda, Hibiki, Naoto

Impossible: Amane, Bullet


5XA > 2A

On Litchi, Nu, Lambda, Mu, Relius, or Izayoi while they are standing, you must always microdash into the 2A link, even at point blank range.


5B[B]6A > 66 5CC

Does not work on the following characters grounded at midscreen:

  • Ragna
  • Taokaka
  • Tsubaki
  • Hakumen
  • Valkenhayn
  • Kokonoe
  • Izanami

Tager and Susanoo require 5B[B]6A > 66 > 5BC[C] instead.

Distortion Enders

214D has 3 levels, but only levels 1 & 2 can actually be landed in a route. The minimum damage for 214D and 214[D] are 450 and 600. If you hold D for even a single frame after startup, you'll get 214[D] and its higher minimum damage. Will always combo into 236D in the corner.

The most common enders into 236D are:

  • 5XAA
  • 2B/2BC
  • 5C/5XC/5XC[C]
  • 2C > 236C > 214A
  • 5B[B]6A in the corner

The most common enders into 214D are:

  • 5XAA
  • 5BB(airborne opponent)
  • 2B/2BC
  • 5XC[C]

Video Examples

BBCF2 Mai Natsume combo collections


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