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{{Description|7|text=A vertical diving stab that can be empowered by slightly delaying the input as 214~A, adding a second ground splash hit that pops the opponent up and allows for a combo, or is plus on block to gain the advantage. Be careful, as an opponent can block this move in the air if they see this coming, which will avoid the grounded hit and cause the move to become unsafe. If hitting the opponent in the air by initiating the attack when under them, it reduces the time Mai takes to land on the ground by a few frames, which she can use to pick up the opponent off the ground with a 2A. | {{Description|7|text=A vertical diving stab that can be empowered by slightly delaying the input as 214~A, adding a second ground splash hit that pops the opponent up and allows for a combo, or is plus on block to gain the advantage. Be careful, as an opponent can block this move in the air if they see this coming, which will avoid the grounded hit and cause the move to become unsafe. If hitting the opponent in the air by initiating the attack when under them, it reduces the time Mai takes to land on the ground by a few frames, which she can use to pick up the opponent off the ground with a 2A. This can be achieved by slightly delaying her jAs when needed to manually adjust her microspacing. | ||
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Revision as of 01:42, 2 October 2019
Mai Natsume |
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Overview
Backstory
Playstyle
Mai is a versatile character with long-range disjointed normals, high mobility, and a strong assist set. She primarily makes use of her range and her spear toss that she can redirect at the opponent to control the neutral game and set the pace of the match. Mai can play both aggressively or defensively depending on the opponent’s characters, and even change playstyle mid-match if needed. She can also serve as a team’s point or anchor depending on her teammate. However, her solo mixup game is very basic, consisting mostly of simple high/low/throw safejump setups and blockstring stagger/pressure resets, though she can easily help set up sandwich situations for her partner through the use of her excellent reversal, even mid-blockstring. Mai will typically make use of her strong neutral to force her opponents into uncomfortable situations and punish their commitments.
Strengths/Weaknesses
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Drive: Gallia Sphyras - Exseal
In Blazblue, Mai's Drive allows her to aim and throw her spear, with the ability to change it's trajectory and home in on the opponent no matter on hit or miss. In BlazBlue Cross Tag Battle, her Drive has been converted into her 5B and j.B autocombos, but still performs similarly to her original counterpart.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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A very long range Crash Assault, relatively quick but also very visible. Can be used in blockstrings to catch opponents off guard, especially after conditioning them to block low due to the reach of her 2C, and it isn't a huge risk as it's safe on block. Trading with a Crash Assault renders the opponent intangible while they are recovering from the stagger; Mai recovers much faster than her opponent and can pass through the opponent by running or using Juncture. |
2A
2A |
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Mai’s fastest normal. A good ground poke, but with poor damage scaling as is typical for 2A moves. Can confirm into 5A for a standard combo route. |
2B
2B |
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An excellent anti-air hitbox, but only gains head invulnerability at 7f. Leads into many combos and is also used as her mid-combo launch tool. Jump cancellable on block. If chained into 5C on block, it will trade with 8f moves, causing the intangible state. Very vulnerable on whiff, so don’t miss. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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A two-part sweep, it has long range, the second hit even bigger than the first, and can be cancelled after the first hit as well. No real options to combo from, only cancelling into Juncture or Moon Blossom, so Mai usually requires an assist to convert from using this as a starter. Can also be used as an ender to set up a safejump. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C |
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A new move to Mai in BBTAG, it uses her BBCF airthrow hit animation. Very long range poke with an excellent disjoint, but isn’t an overhead, and has somewhat slow startup. High damage aerial combo tool when possible in routes, usually in the corner, but mind the startup as it may drop the combo. Good for meaties, and useful for surprising the opponent in assist situations where Mai is far away, as she can still tag the opponent with it while Active Switching. Has a lot of blockstun. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
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A great throw, confirms easily into 214~B for a strong combo. The move's animation can be cancelled with Juncture or Moon Blossom as soon as the hit occurs. |
Himeyuri: Dipper
Himeyuri: Dipper 5A+D |
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Suzuran: Dipper
Suzuran: Dipper j.A+D |
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Has brief invulnerability at the start of the move. It can also be used as an aerial combo ender for additional corner carry, but it does not add much extra distance compared to 214B and does not enable a safejump because of the longer ending lag after landing. It can also be buffered after Moon Blossom to invuln through long periods of time and potentially avoid attacks such as an opposing reversal. |
Skills
Juncture
Juncture 236 |
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A quick dash forward. Can be used to cancel other moves such as 2C, can be chained into itself, provides the threat of Himeyuri, and can retain momentum if cancelled into a jump on hit with 2369, giving her extended horizontal distance. Versatile but unsafe, be careful with it the opponent can hit her out of it if she doesn't opt for Himeyuri. Juncture can be cancelled with attacks 7 frames before the move actually ends, making pressure resets such as 2A or throw more effective than jumping or blocking afterwards, though this is an option primarily when the opponent is respecting the threat of Himeyuri. |
Himeyuri
Himeyuri 236A/B Juncture > A/B |
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Moon Blossom
Moon Blossom 214 (air OK) |
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A backflip with many more uses than just a movement option. It has foot and throw invuln at 1f, and full invuln from 6f to 15f. Additionally, because of the movement, it can also be used to solo punish bursts on reaction with Suzuran. It can also cancel from aerials, and can lead into other moves if holding forward while pressing the button (input as 2146X in the air) to prevent the use of Suzuran in favor of other attacks. |
Suzuran
Suzuran 214A/B Moon Blossom > A/B |
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Extra Skills
EX Himeyuri
EX Himeyuri 236C Juncture > C |
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Detailed description of the usefulness of the move go here |
EX Suzuran
EX Suzuran 214C Moon Blossom > C |
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This has invul on startup as Mai jumps backwards. |
Partner Skills
5P
5P Himeyuri |
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Detailed description of the usefulness of the move go here |
6P
6P BBCF 5AAB |
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Detailed description of the usefulness of the move go here |
4P
4P 2B |
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Beautiful anti air assist |
Distortion Skills
Sylvan Hurricane Assault
Sylvan Hurricane Assault 236B+C |
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This can punish Jin's Touga on flash |
Floral Blizzard Blossom
Floral Blizzard Blossom 214B+C |
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Detailed description of the usefulness of the move go here |
Distortion Skill Duo
Shearing Cherry Blossom Storm P during Parter Distortion |
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Detailed description of the usefulness of the move go here |
Astral Heat
Royal Crimson Sprout: New Moon Lotus 222B+C |
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Detailed description of the usefulness of the move go here |
move
and the move Full
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Click [★] for character's full frame data
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Frame Data & System Data •
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