Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
X! = Tipper Hit
|
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
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •