|Combo Notation Guide|
Using Assists to Convert
Some attacks Mai cannot convert off of solo, these are generally the ones you may want to use an assist to continue comboing, especially for common situations. These often include 2C as a low starter (or depending on the assist, 2C > 236A/B), or a combo ender such as 214A/B. Keep in mind the combo timer may be stale if using an assist later on, so you may want to lab cross combo routes for these.
System Tech for Combos
Mai has many combo routes that involve following up 214A/B with an on-the-ground 2A. The basic idea is to get your opponent as high above you as possible before your 214B while still being able to connect, resulting in a smaller distance between yourself and the ground compared to your opponent. Use delays during the hitstun between jA and jAA, or jAA and a doublejump jA, to help position and space it out. Additionally, get a feel for the endlag of 214A/B, since the 2A followup is a link and you’ll need to manually time it.
Traditionally, characters have two angles when they jump forward: they can simply jump or jump cancel with a 9 input, or they can get a longer distance with a running jump, but you can’t get the latter mid-combo on a jump cancel. Mai has a different method that allows her to obtain extra horizontal momentum through her command dash, Juncture (236). Jumping from it retains her horizontal momentum, and since she can combo attacks into Juncture, this allows her to jump cancel attacks with extra horizontal momentum using a 2369 input. Keep in mind, all jumps can be superjumps, and the 2369 jump can also be made one, which is sometimes used. For a 2369 regular jump, buffer the 236 during the attack and hold 9 to jump, for a 2369 superjump, you'll want to perform the whole input after the attack.
Video links are included on each entry of the Combo Spreadsheet.
External Documents and References