BBCF/Mai Natsume/Combos

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Revision as of 17:29, 15 April 2021 by Towito (talk | contribs) (→‎Combo Theory: Added information from Kcin's notes.)


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel

X! = Tipper Hit

x = Whiff
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo List

These are adapted from the :Mai Combo Doc

Midscreen

5AAA > 236~C > 214C

Damage: 1927
Requires:N/A
Video Example
Notes:


5A:[B]A > 2ABC > 236~C > 214C

Damage: 2281
Requires:N/A
Video Example
Notes:


5BA > 5BAA > 236:[2]ABC > 236~C > 214C

Damage: 2818
Requires:N/A
Video Example
Notes: On crouching opponents.


5CCC(3) > 2D > 236 > 2C > 8D~D > 236C! > 214~C > 5C > jBC > jBC > 214C

Damage: 3403
Requires:N/A
Video Example
Notes:
  • Point blank 5C hit. Requires cancelling into 2D ASAP. 236C! Refers to tipper hit, can sideswap at 8D~D.


2C > jc > j.C > djc > j.C > 214A

Damage: 1917
Requires:N/A
Notes:
  • Anti-air combo


2C > 236C > 214~A > 5B:[B]8A > 5BA > jBC > jBC > 214C

Damage: 2973
Requires:N/A
Video Example
Notes:


6/4B+C > 214~C > 66 5B:[B]8A > 5BA > jBC jBC > 214C

Damage: 3011
Requires:N/A
Video Example
Notes:
  • Throw Combo


5CC > 236B > 2C > 8DD > 214~C > 5B:[B]8A > 5B:[B]6A > 5AAA > 236C > 214A

Damage: 3956
Requires:N/A
Video Example
Notes:


Corner

5AAA > 236B > 5CC > 236A > 5A:[B]6A > 5AA > j.BC > j.BC > j.214A

Damage: 2971
Requires:N/A
Video Example
Notes:


2BC > 236A > 5ACA > 5DD > 5B:[B]6A x 2 > 5AC:[C] > 236C > j.214A

Damage: 2800~2900
Requires:N/A
Video Example
Notes:


5BAA > 236B > 5C > 236A > 5A:[B]6A > 5A:[B]6A > 5AAA > 236C > 214A

Damage: 3360
Requires:N/A
Video Example
Notes:


5C > 236B > 5CCA > 5DD > 5B:[B]6A x 2 > 5AC:[C] > 236C > j.214A

Damage:4000~4100
Requires:N/A
Video Example
Notes:


B+C > 214~C > 5B:[B]6A > 5B:[B]6A >5AA > jBC > jBC > 214A

Damage: 3212
Requires:N/A
Video Example
Notes:

Combo Theory

The following is adapted from The Mai Combo Doc

A universal way to force a combo extension with a rapid cancel for screen carry and/or to push more damage in routes is when you use 236C you can rapid into j2DD > 214~C >etc. This is great at extending 2ABC/2BC > 236C >214C midscreen routes. What options you have to finish the route are based on your starter and how long the combo has gone on for. This helps for adding damage with late overdrive activations into enders and corner to corner combing.

Due to the system changes on hitting someone into spin state from a crouching position the spin state will last for a slightly longer duration. For Mai this applies to the last hit of 5XAA and if you 236 after that hit, you can now link a 5A or 2A if you did this to a crouching opponent. For some characters 5A cannot work on them short of a fatal counter, but a 2A link will always work on everyone.

Distortion Enders

214D has 3 levels, but only levels 1 & 2 can actually be landed in a route. The minimum damage for 214D and 214[D] are 450 and 600. If you hold D for even a single frame after startup, you'll get 214[D] and its higher minimum damage. Forced untechable time always ensures 236D can follow up afterwards in the corner.

The most common enders into 236D are:

  • 5XAA
  • 5B[B]6A(corner only)
  • 2B/2BC
  • 5C/5XC/5XC[C]
  • 2C > 236C > 214A.

The most common enders into 214D are:

  • 5XAA
  • 5BB(on an airborne opponent)
  • 2B/2BC
  • 5xC[C].

Character Specifics

Like most Blazblue characters, Mai has to deal with some character specifics when confirming combos. This section is useful for beginners wondering if a combo drops on a specific character, or intermediates seeking better knowledge for matchups.


Some Notes on Notation

Uppercase/Lowercase lettering (A/a): Uppercase lettering signifies attacks that hit the opponent and lowercase signify attacks that whiff or are blocked.

[#] / [X]: This notation means to hold the button.

236X!: The exclamation point (!) signifies a just frame(Tipper) himeyuri hit

~: The ~ signifies a delayed button press 236~X means Setsuna (236) and then press the attack button. 214~X means to enhance suzura dive


5xaA Spin State

If you hit a crouching opponent with 5xaA into spin state, they will spin longer allowing for a longer combo route.


2A~B~C > 236A! Link

Note: Characters in the Hard category need character specific adjustments or a microdash when hitting standing characters


Easy/Stable: Ragna, Rachel, Taokaka, Tager, Arakune, Carl, Hakumen, Tsubaki, Hazama, Makoto, Valkenhayn, Azrael, Kagura, Terumi, Celica, Nine, Izanami, Susanoo, Es, Mai, Jubei

Hard: Jin, Noel, Litchi, Bang, Nu-13, Mu-12, Platinum, Relius, Izayoi, Kokonoe, Lambda, Hibiki, Naoto

Impossible: Amane, Bullet


5XA > 2A

If you hit Litchi, Nu, Lambda, Mu, Relius, or Izayoi when they are standing you must always microdash into the 2A link, even at point blank range.


5B[B]6A/C > 66 5CC

Does not work on the following characters grounded at midscreen:

  • Ragna
  • Taokaka
  • Tsubaki
  • Hakumen
  • Valkenhayn
  • Kokonoe
  • Izanami

Tager and Susanoo require 5x[B]6A/C > 66 > 5BC[C] instead.

SMP Properties

236X is considered to be a different move than 236~X. 236X deals more damage. You can use both versions in combos and still avoid SMP. 214X and 214~X are also seen as distinct special moves and can avoid triggering SMP during combos in and out of overdrive. During Overdrive both versions are enhanced and deal identical damage to each other.

Video Examples

BBCF2 Mai Natsume combo collections


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