BBTag/Mai Natsume/Strategy: Difference between revisions

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==Fighting Mai==
==Fighting Mai==


* Always try to air block Mai's Suzuran to gain better frame advantage against her, she can get punished even on the enhanced ones.
* Empty Juncture (236) is incredibly minus and meant to reset pressure with the threat of DP or 236A, so only respect it with that expectation alone.
* jA is a very good button and is her only overhead outside of 5C, but the entire hitbox is a hurtbox and she'll almost never gain a conversion if she trades.
* Always oki her with attacks that aren't leg attribute or throws, since her Moon Blossom needs 6 frames to gain full invulnerability, and she enters counter state immediately on input. This also means making her frequently block switch could have sloppy switching, resulting in an unintentional 214 input and a free counterhit despite her not actually attacking.
* After Moon Blossom, Mai cannot jump or airdash until she's performed an air normal or recovered from a spear throw.
* Mai can only special cancel spear throws on hit or block, and in the air only into Moon Blossom or air reversal. She can only Moon Blossom up to 2 times and must land before being able to do another, and all Suzurans require a Moon Blossom input except air reversal.
* Only 4A, 4AA, and 2B can be jump cancelled on block, and she can't blockstring any ground normal into 4A.
* 2B on whiff has a lot of recovery and long startup, so it's a poor last minute anti-air.
* jC is a completely disjointed hitbox but isn't an overhead, it just has a lot of blockstun.


==Navigation==
==Navigation==

Revision as of 02:36, 2 October 2019


Team Synergy

Point

Anchor

Recommended Partners

General Tactics

Okizeme

While Mai doesn’t have the best mixup, she does have a consistent safejump setup on her primary knockdown, ending a combo with Suzuran (214A/B). She can then jump and land with jA while holding back to block a reversal. It won’t cover all techs, but the jA hitbox will let her cover two options, neutral and forward tech by using a neutral jump jA, or neutral and backwards tech by using a forward jump jA.

Her landing mixup is very basic, she can land with jA for an overhead, empty jump after a knockdown and go for 2A for a low, or empty jump into a throw as well. This generally is the second layer of mixup once they begin respecting the jA safejump > blockstring.

Blockstrings

Continuing blockstring pressure with Juncture can lead to potential options in 236A (the opponent risks a counterhit, which 4A can convert), blockstring resets with 2A or a throw attempt if the opponent respects the 236A, and baiting abare with 236214 to punish.

Note that 2C can only be special cancelled, so there is no option to chain into a jump cancellable normal such as 2B after it.

5AAA can be waited out to measure the distance for a 236A tipper, which leaves Mai safe but not plus.

Tips and Tricks

Mai’s Moon Blossom has throw and foot invulnerability from frame 1, and full invulnerability from frame 6 to 15. Using this in blockstrings or pressure resets to bait an opponent's actions can lead to a big punish from a 214~B starter, or depending on the situation, landing and punishing afterwards if it’s a high commitment option. This does risk getting hit by a reversal if the opponent’s reversal has long active frames. Moon Blossom can also be used to react to and directly solo punish bursts.

Mai’s jAA does have a very interesting property in that it has very little endlag. If the opponent is blocking in the air, she can jAA and airdash for another jAA before landing for more overheads if the opponent decides to switch to a crouching block after the first jAA in anticipation of Mai landing on the ground and going for a low.

If her assist is active, Mai can hold 5B to begin charging her spear and Active Switch. After it, she will continue charging to its maximum duration before throwing it, which can be useful for covering her partner's approach, though using the redirect is not possible.

Fighting Mai

  • Always try to air block Mai's Suzuran to gain better frame advantage against her, she can get punished even on the enhanced ones.
  • Empty Juncture (236) is incredibly minus and meant to reset pressure with the threat of DP or 236A, so only respect it with that expectation alone.
  • jA is a very good button and is her only overhead outside of 5C, but the entire hitbox is a hurtbox and she'll almost never gain a conversion if she trades.
  • Always oki her with attacks that aren't leg attribute or throws, since her Moon Blossom needs 6 frames to gain full invulnerability, and she enters counter state immediately on input. This also means making her frequently block switch could have sloppy switching, resulting in an unintentional 214 input and a free counterhit despite her not actually attacking.
  • After Moon Blossom, Mai cannot jump or airdash until she's performed an air normal or recovered from a spear throw.
  • Mai can only special cancel spear throws on hit or block, and in the air only into Moon Blossom or air reversal. She can only Moon Blossom up to 2 times and must land before being able to do another, and all Suzurans require a Moon Blossom input except air reversal.
  • Only 4A, 4AA, and 2B can be jump cancelled on block, and she can't blockstring any ground normal into 4A.
  • 2B on whiff has a lot of recovery and long startup, so it's a poor last minute anti-air.
  • jC is a completely disjointed hitbox but isn't an overhead, it just has a lot of blockstun.

Navigation