BBCF/Mai Natsume

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Overview
Overview

Mai is a strong beginner friendly character with many neutral tools to keep opponents at bay or rush in and start pressure. Mai has many tools for the midrange and fullscreen with big normals, her command dash, and her flip. Mai's command dashes and flips give her amazing mobility that she can use in many situations. Mai has lunges she can use from her command dash. These have a unique "tipper" mechanic where they must be barrier blocked if the tip of the spear connects. Mai also has a completely unique input system, Variable Arts. Instead of gatlings, Mai has specific followups for attack sequences. This helps newer players adjust to the games mechanics, as they can input attacks in any order and still get results.

Mai is not without her weaknesses, however. While Mai has access to whiff cancels with Variable Arts, it also severely limits her ability to vary her options. As such, knowledgeable opponents can often deal with Mai's mixups in pressure. Mai generally opts for stagger pressure and frame traps. On defense, Mai has no true reversal. Despite some of these weaknesses, Mai has access to a strong neutral game with great normals and good damage.


Lore: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 made her debut as a playable DLC character in the console version of BlazBlue: Central Fiction.
Playstyle
BBCF Mai Natsume Icon.png Mai Natsume
Pros Cons
  • Very Beginner Friendly
  • Great reach.
  • Can whiffcancel a lot
  • Amazing corner carry.
  • Good overall damage.
  • Can get big conversions off of almost any hit.
  • Low skill floor - simple inputs and combos that are easy to pick up.
  • Variable Arts can be very jarring to adjust to when coming from other characters.
  • No true meterless reversal.
  • 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.
Drive: Gallia Sphyras - Exseal
Mai's Drive attack lets her throw her spear and redirect it towards her opponent. You can hold the D button to charge the spear before throwing it. Mai can change the spear's initial direction by holding up or down. She can also change the initial direction while charging the spear. Once the spear becomes fully charged, it becomes unblockable. Releasing the D button will cause Mai to throw the spear. While the spear is active, pressing the D button again will redirect the spear towards Mai's opponent.
Overdrive: Flurry of the Winter Moon
Mai's Overdrive shortens the spear charge time. If the spear redirect is blocked or hits the opponent, it will redirect again after passing through. Followups from Moon Blossom automatically become the fully charged versions. All Juncture followups gain more hits.
Unique Ability: Variable Arts
Mai doesn't have traditional gatlings like the rest of the cast. Instead, her ground normal attacks all have different followups depending on the buttons used. These followups come out even on whiff and give her lots of flexibility in her offense. In notation, whiffs are written as lower case letters. For example 5aC describes "5A whiff cancel into 5xC"


Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
5A 300 All 6 3 10 -1 B -
5xA 600 Mid 8 3 13 +1 B -
5xAA 1200 Mid 16 4 18 -3 B -

Note: 5xA is possible off of any standing normal, though 5xAA requires 5xA beforehand.

  • Holding 4 prevents cancelling into Variable Arts if you just want to mash jab.

Average 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 is 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

  • Fatal Counter

5xxA is a corner combo ender option. Can combo into Crush Trigger on standing targets as a small combo extension.

5xAB and 5xAC

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Strike 600 All 15 3 47 -33 B -
Shot 600 B: All
C: Low/Air
18 - Total 57 -21 P1 -

  • Cancels into 236/214 despite being a projectile.

Both attacks can cancel into each other for a total of 4 projectiles.


5xAB
  • Whiffs on crouching opponents.

5xAC
  • 5xAC is Mai's only non-stance low from standing strings.
  • Cancels into 236/214 despite being a projectile.

Low hitting projectile! This move is good to use in conjunction with 5xAB to keep opponents from jumping. You can cancel into a juncture followup to catch opponents going from projectile invuln options, or some jump attempts.

5B

5x[B]

5x[B]A/C

5x[B]6A/6C

5x[B]8A/8C

5C

5xC

5xCA

5xCB

5xCC

2A

2B

2xC

2C

j.A

j.B

j.C


Drive Moves

Exseal

2/5/8D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2/5/8D 800 All 25~80
[20~55]
Until Hit Total: 72~127
[Total: 67~102]
- P1 -
Charged 2/5/8D 900 Unblockable 81 [56] Until Hit Total: 128
[Total: 103]
- P1 -
j.2/5/8D 800 All 27~81
[22~56]
Until Hit Total: Until L+8 - P1 -
Charged j.2/5/8D 900 Unblockable 82 [57] Until Hit Total: Until L+8 - P1 -

  • Changing the trajectory at any time resets how long it takes to fully charge
  • Move becomes unblockable upon fully charging

Mai throws her spear. Can change the trajectory as long as GGXRD D Prompt.png is held

The time spent charging is reduced by almost half in Overdrive. The air version is functionally the same, though its angles are different.

Direction Change

D after any Drive (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Normal 800 [900] All 5? - - - P1 -
Overdrive 800*2 [900*2] All 5? - - - P1 -

  • Loses unblockable property of charged drive upon usage of direction change
  • Redirects for another attack on hit and on block during Overdrive
  • Spear disappears if Mai is hit

Redirects spear to opponent's current location. Used very often in combo strings as an extender or as a method of zoning. The redirect tracks the opponent's current location, so more mobile characters can even dodge the redirect


Universal Mechanics

Forward/Back Throw

5/4B+C

Air Throw

j.B+C

Counter Assault

When blocking 6A+B

Crush Trigger

5A+B (Chargeable)


Specials

Juncture

236

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 28 - - -

  • Can cancel into followups at frame 7.
    • Frame data for followups assume they've gone through 236's startup already.
  • Hold 4 to prevent accidental A/B/C followups.
  • Can cancel into normals at frame 21

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.

Its followup, Himeyuri, has a tipper effect on the last active frame. Tipper hits are notated as 236X!

A Himeyuri

A after Juncture

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236A 1000 [1100] All
[Guard Crush 25/Barrier]
6 [10] 4 [1] 20 -4 [-2] B -
236A OD 1000, 250
[1100]
All
[Guard Crush 25/Barrier]
6 [10] 2,2 [1] 20 -1 [-2] B -

  • Hitting with the tip of the spear causes a tipper hit with special properties
    • Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen.
    • Tipper hit guard crushes on block unless it is Barrier blocked.
  • Floats on air hit

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 after Juncture

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236B 1250 [1375] All
[Guard Crush 35/Barrier]
15 [23] 8 [1] 20 -9 [+0] B -
236B OD 1250, 125*3
[1375]
All
[Guard Crush 35/Barrier]
15 [23] 2*4 [1] 20 -7 [+0] B -

  • 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

C after Juncture

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
236C 1300 [1430] Mid 9 [17] 8 [1] 24+14L -27 B 1~12 All
236C OD 1300, 130*3
[1430]
Mid 9 [17] 2,2,2,2 [1] 24+14L -25 B 1~12 All

  • 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

214 (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
214 - - - - 39+4L - - 1~4 FT
5~14 All
j.214 - - - - Until L+4 - - 4~11 All

  • 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
  • Only usable twice in the air.

Command backflip. Can be canceled into dive followups, normals (hold 6), or additional 214 movements. Mai will maintain her air momentum when cancelling into her air normals. Note that this move has foot invuln from frame 1 and full invuln after frame 4, so it can be used to escape certain pressure strings (even most meaty lows). It'll lose to meaty Body property moves, however.

Suzuran

A after Moon Blossom

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 900 All 11 Until L 18 - H -
Charged 900*2 All 11 Until L,2 16 +5 H -

  • 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

B after Moon Blossom

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 1000 All 11 Until L 20 - H -
Charged 1000*2 All 11 Until L,2 18 +3 H -

  • 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

C after Moon Blossom

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 1100 All 11 Until L 20 - H -
Charged 1100*2 All 11 Until L,2 18 +3 H -

  • 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

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 1500 [1800] All 10+(40 Flash)+7 8 49 -36 B 1~10 Guard HBFP
10~24 All
Lv2 2000 [2400] All 11~56+(40 Flash)+8 8 49 -36 B 1~71 Guard HBFP
(11~56)~(25~70) All
Lv3 3000 [3600] All ~57-71+(40 Flash)+8 8 49 -36 B 1~71 Guard HBFP
(57~71)~(71~85) All

  • Has 3 different levels of increasing damage.
  • Hold to extend guardpoint and charge to different levels.

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

236D


Exceed Accel

Shearing Cherry Blossom Storm

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 200*12
{600, 200*18, 1700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

  • Does not cost Heat, but immediately ends Overdrive if used.
  • Behaves like other Exceed Accels
    • Low min damage, cannot be RC'd, full invuln, etc.

Has full invul but is relatively unsafe on block. Has good pushback but can be punished on regular block with fast pokes like Ragna 5B. Otherwise, usually requires instant block to punish. Knocks the opponent away to fullscreen.


Astral Heat

Royal Crimson Sprout: New Moon Lotus

222D


External References


Navigation

Ambox notice.png To edit frame data, edit values in BBCF/Mai Natsume/Data.