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 only has a metered reversal that's below average at best. 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
Mai Natsume
Pros Cons
  • Very Beginner Friendly: Easy combos, solid damage potential, and a straight-forward gameplan.
  • Great Neutral: Giant spear normals combined with her projectile drive let her easily control the flow of the match.
  • Consistent Combos: Can convert off almost any hit into good damage and strong corner carry.
  • Limited Options: On top of an already small move list, most of Mai's normals require another attack to whiff/connect before they become available.
  • Poor Mixups: Most mixup tools are locked behind Variable Arts, which telegraphs her possible options to her opponent. Most Mai mains will gravitate towards stagger pressure to open opponents up instead.

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 are generally very powerful for their speed and reach. In exchange however, she does not have the ability to simply do whatever normal move she wants while at neutral, most of her normal moves can only be accessed by doing other moves beforehand, limiting their use and making certain mixups predictable against knowledgeable opponents.

In notation, whiffs are written as lower case letters. For example 5xC describes "5A/B/C whiff cancel into 5xC"

Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
5A 300 All 6 3 10 -1 B -
5xA 600 Mid 8 3 13 +1 B -
5xAA 1200 Mid 16 4 18 -3 B -

  • Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual jabs
  • Holding 4 prevents cancelling into Variable Arts if you just want to mash jab.

Average jab that hits crouching. 5A can be buffered into Variable Arts followups even during startup, so it can be used to go straight into moves with longer range like 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 > 5aA).


5xAA

  • Fatal Counter

Combo filler. Combos into 236~C at close range, but at far range only combos into 236B. Can combo into Crush Trigger on standing targets as a small combo extension. If a crouching opponent is hit with 5xaA into spin state, they will spin longer allowing for a link into 236 > 2A.


5xAB/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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. Has Strike hitboxes on the spear when casting the 1st and 3rd projectie


5xAB
  • Whiffs on crouching opponents.

Covers the air in front of Mai. Shorter range than 5xAC, travelling around 3/4 screen before disappearing.


5xAC
  • 5xAC is Mai's only non-stance low from standing strings.
  • Projectile reaches full screen.

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
5B 600 Mid 9 4 16 -3 B -
5xB 900 Mid 10 4 14 -1 B -

5B

A solid close-range poke. Moves Mai forward slightly so it can be used to regain space after resetting pressure. Unlike 5C, Mai can threaten stance mixups after 5B, which can open up her pressure options.


5xB

Combo/blockstring filler. Used after 5A or 5B to confirm into a juggle. You can hold [B] to go into stance following the recovery of the move.


5x[B]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
- - - - - - - 18-? Guard B

  • Has guard point on body.

Mai's mixup/combo stance. Can be entered by holding [B] after 5xB, or entered directly by inputting 4[B] after whiffing/connecting 5A/5B the guard point takes 10 frames from the first active frame of 5x[B] (18). 13 from the first active 5x if faking out from 5x4[B]


5x[B]5A/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
600 Low 13 3 14 -3 F -

  • Goes back into stance after 6 recovery frames.

Mai's low from stance. Links into 2A on hit at close range.


5x[B]6A/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1000 Mid 13 9 21 -11 B -

  • Fatal Counter
  • Useful for loops and occasional frame traps.

Mai's mid from stance. A powerful frametrap starter, though it is punishable on block. Used in corner 5XB6A loops to deal large amounts of damage. Midscreen, combos into 236A, and optionally 236A! for additional combo routes.


5x[B]8A/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
800 High 20 3 23 -7 H 4~22 FT

  • Invincible 4-22FT
  • Hits overhead

A good way to call out 2A mashes. Moves Mai far ahead, making it easy to follow up afterwards. Launches the opponent on hit, and is used in midscreen juggle combos.


5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
900 Mid 13 4 16 -1 B -

  • Fatal Counter
  • Forces crouching on hit.
  • Cannot be cancelled into 5xA or 5xB

This button is one of Mai's best starters for her really damaging combos. It has got a decent speed and good range for poking as well.


5xC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
850 Mid 9 5 18 -6 B -

5xC is an excellent long range poke for neutral. You can plink it off of 5A to use it as quickly as possible in neutral. In blockstrings, Mai only has mid and overhead followups from 5xC, so it is generally safe blocking high after seeing this move.


5xCA

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
900 High 21 6 15 -2 B -

  • Overhead.

Combos from 5xC on crouching or air, but not standing. On ground hit, has limited combo options outside of 236B, but on air hit can link into (236 >) 5A for a juggle.


5xCB

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
980 High 25 6 6 +7 H -

  • Slower overhead, but very plus on block

Mai's other 5xC overhead. Slightly slower than 5xCA, but with much higher reward on hit and block. Links on hit for a normal starter combo, 2C is optimal. As Mai leaps into the air before performing this attack, it can be used to evade poorly timed low and mid pokes, though the move does not have any invul.


5xCC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
230×6~24 All 8 3×6~24 22 -8 B -

  • Holding [C] increases the maximum number of hits to 12
  • Mashing C increases the maximum number of hits to 24
  • After hit 12, 5xCC can no longer be special cancelled and will launch the opponent following hit 16
  • Does chip damage on block

Mai's signature mash normal. 5xC[C] can be used to set up the perfect range for a 236A! tipper hit. Earliest cancel is on hit 3. Deals chip damage on block, and can be used to quickly deplete the opponent's barrier gauge when combined with her Crush Trigger.


2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
300 Low/Air 7 3 10 -1 F -

  • Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual 2As
  • Longer range than 5A
  • Chains into 5A

A low 2A with great range considering its speed. Chains into 5A, and can be used to pick opponents off the ground. Has enough hitstun to combo 2A > 5aA at ranges 2A > 5A does not connect. This move also has a small vertical hurtbox and can low profile many attacks.


2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
700 Low 10 3 18 -4 F -

  • Sweep
  • Untechable on CH, allowing for 2B into 5C

A midrange sweep. Naturally combos into 2xC for a Juncture followup or 236 > 236D.


2xC

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
800 Low 12 6 19 -6 F -

  • Low poke

Combo filler/low poke. Must be cancelled into from 2A or 2B. Can be used as a poke by performing 2aC (similar to 5aC) but higher startup and lack of followups make this less useful. Does not cause a knockdown.


2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
850 Mid 10 4 30 -15 B 10~13 H

  • Antiair
  • Launcher

Gigantic hitbox in every direction that leads into easy followup combos. Beware that the actual head invul starts up very late for an anti-air and it does not have a crouching hurt box to compensate so it is easy to get tagged on startup. Also beware of opponents baiting it by making it whiff as the whiff recovery is extremely long and punishable.


j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
300 High/Air 6 3 9 - H -

  • Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual j.As

A standard j.A. Use it to jail or air to air opponents when you think they'll bait 2C.


j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
750 High/Air 9 4 (2) 2 12 - H -

  • Reverse beats into j.A
  • Good crossup hitbox

j.B has a rather long recovery on whiff, but it's good a solid hitbox for crossups. Not always the best for air to airs, but decent for jump-ins.


j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
900 High/Air 11 4 24 - H -

  • Hits in front, below, and behind.
  • On air CH will floor opponents, allowing pickup with either 5CC5A or 2A5ACA into extended combos.


Drive Moves

Exseal

2D/5D/8D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
Ground Uncharged 800 All 25~80
[20~55]
Until Hit Total: 72~127
[Total: 67~102]
- P1 -
Ground Charged 900 Unblockable 81 [56] Until Hit Total: 128
[Total: 103]
- P1 -
Air Uncharged 800 All 27~81
[22~56]
Until Hit Total: Until L+8 - P1 -
Air Charged 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 D 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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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

Ground Throw

5B+C 4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0×2, 1500 Throw(70) 7 3 23 - T -

  • Knocks down.

Simple throw that deposits the opponent right in front of you for an easy combo followup with 236 or 214. Forward and back versions are identical except for the side the opponent lands on.


Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0×2, 1500 Throw(70) 7 3 23+3L - T -

  • Wallbounces midscreen and wallsplats in the corner
  • Cancels into j.214


Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0 All 13 3 32 -16 B 1~20 All

  • Behaves like all other Counter Assaults

Slides Mai forward and uses her 5xB animation. Decent hitbox and a good "Get Off Me" move if you don't think your Distortion Drives will work.


Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 B -
Charged 1000 Guard Break 60/Barrier 30~61 1 25 0 B -

Standard Crush Trigger with great range.


Specials

Juncture

236

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
- - - - 28 - - -

  • Cancelling into followups in the first 3 frames will give them a 10% base damage increase.
  • Followups start at frame 7.
    • Frame data for followups assume they've gone through 236's startup already
  • Hold 4 or 2 to prevent accidental A/B/C followups
  • Can cancel into normals at frame 21

Command dash that can cancel into thrust followups or additional 236/214 movements. Note that while you can frametrap with the thrusts, the command dash itself is NOT safe as a pressure reset and you can easily be mashed out while trying. The exception to this is during Overdrive, where cancelling the followup attack(s) of Drives into 236 is extremely positive. The follow up attack has two parts which both can be cancelled, but cancelling the first part early will cause the second part to disappear.

Its followup "Himeyuri" attacks have a tipper effect on their last active frame. These have an extended hitbox, better proration and extra effects. Tipper hits are notated as 236X!

  • 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.


Himeyuri

A during Juncture

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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 -

  • The last frame of the active frames has an extended tipper hitbox. This hitbox has unique 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.

Minus on block, but if properly spaced, the opponent will be out of range of their quick buttons and will be forced to use a higher commitment option if they want to take their turn back.


Himeyuri: Blaze

B during Juncture

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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 -

  • The last frame of the active frames has an extended tipper hitbox. This hitbox has unique properties described in A Himeyuri and Juncture
  • 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 during Juncture

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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

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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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 during Moon Blossom

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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 during Moon Blossom

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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 during Moon Blossom

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
Uncharged 1500 [1800] All 10+(40 Flash)+7 8 49 -36 B 1~10 Guard HBFP
Flash~24 All
Lv 2 2000 [2400] All (11~56)+(40 Flash)+8 8 49 -36 B 1~(11~56) Guard HBFP
Flash~(26~71) All
Lv 3 3000 [3600] All (57~71)+(40 Flash)+8 8 49 -36 B 1~(57~71) Guard HBFP
Flash~(72~86) All

  • Has 3 different levels of increasing damage.
  • Hold to extend guardpoint and charge to different levels.
  • Minimum damage: 450, 600, 900
  • OD minimum damage: 540, 720, 1080

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1200×2, 2200
[1200, 300×7, 2200]
All 4+(25 Flash)+2 1,Until Offscreen, Until Ground 61+10L -52 H 4~Until L All

  • Can be canceled into off 236 command dash
  • Minimum damage: 920 OD: 1100

Goes straight up, then comes down on the opponent. Not a true reversal since invul starts on frame 4. Primarily used as a combo ender. This attack can switch sides depending on how the opponent moves after activation. Additionally, Mai can RC the recovery leap back into a crossup AD > j.C.


Exceed Accel

Shearing Cherry Blossom Storm

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
600, 200×12
{600, 200×18, 1700}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0, 2000, 22000 All 7+(105 Flash)+8 3 75 -39 B 1~17 All, Burst

Combos out of nearly anything. Seriously, it's extremely easy to combo into this Astral.

Combos From

  • All Throws
  • 5B
  • 5C
  • Every followup from a 5X normal.
  • And a lot more!


Colors

BBCF Mai color 1.png
BBCF Mai color 2.png
BBCF Mai color 3.png
BBCF Mai color 4.png
BBCF Mai color 5.png
BBCF Mai color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Mai color 7.png
BBCF Mai color 8.png
BBCF Mai color 9.png
BBCF Mai color 10.png
BBCF Mai color 11.png
BBCF Mai color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Mai color 13.png
BBCF Mai color 14.png
BBCF Mai color 15.png
BBCF Mai color 16.png
BBCF Mai color 17.png
BBCF Mai color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Mai color 19.png
BBCF Mai color 20.png
BBCF Mai color 21.png
BBCF Mai color 22.png
BBCF Mai color 23.png
BBCF Mai color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


Navigation

Mai Natsume
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