BBTag/Mai Natsume

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Overview
Overview

Mai is a versatile character with long-range normals, high mobility, and a strong assist set. She primarily makes use of her range and her spear toss that she can redirect at the opponent to control the neutral game and set the pace of the match. Mai can play both aggressively or defensively depending on the opponent’s characters, and even change playstyle mid-match if needed. She can also serve as a team’s point or assist depending on her teammate. However, her solo mixup game is very basic, consisting mostly of simple high/low/throw safejump setups and blockstring stagger/pressure resets, though she can easily help set up sandwich situations for her partner through the use of her excellent reversal, even mid-blockstring. Mai will typically make use of her strong neutral to force her opponents into uncomfortable situations and punish their commitments.

Pros
Cons
  • High range on her normals
  • Great assists
  • Dominant projectile
  • Very strong movement options
  • Can easily set up sandwich situations
  • Can play both aggressively or defensively
  • Can play both point or assist
  • Not meter reliant for her gameplan
  • Can burn lots of meter for high damage solo combos
  • Is immune to Teddie's Mystery Food X
  • Weak solo mixups
  • Average damage
  • Significant lag on whiff
  • Has problems converting from maximum range 5A
  • Advanced combos and techniques require specific spacing and timing that can be difficult to perform on netplay
Mai's Drive is to aim and throw her spear. While thrown, she can change it's trajectory and home in on the opponent no matter on hit or miss.
Mai Natsume
BBTag Mai Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Unique Movement Options
Juncture
Moon Blossom
Fastest Attack
Reversals

Normal Moves

4A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A 1000 All 8 4 20 -10 B -
4AA 1500 All 7 3 18 -4 - -
4AAA 1700 All 16 4 21 -6 B -
4AAAA 2300 All 13 9 26 -16 B -

Decent fast attack, but doesn’t see much use compared to 2A. It does have better proration than 2A, so it has use in combos where the frame data is required for pickups, such as after grounded 236C in the corner. Jump cancellable on block.


4AA helps give time to hitconfirm into a normal route, if needed. Also jump cancellable on block.


4AAA is generally not used.


4AAAA is generally not used. Does not loop in the corner like BBCF 5B[B]6A.

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 10 4 16 -3 B -
5AA 1500 All 9 5 18 -6 B -
5AAA 250×9 All 8 3×9 22 -8 B -
5AAAA 2300 All 13 1 35 -17 B -

Mai’s go-to ground poke. Good range and damage, also the typical punish starter as it has the best scaling. Difficult to convert at max range because 2B will whiff.


5AA has great range, but locked behind 5A as an autocombo route so it cannot be used to poke like in BBCF. Gets good damage after a 5A, but be careful if 5A hits farther away as this move can push the opponent out of range of her 2B follow-up in a combo. Slightly worse proration, try to avoid this move in longer combos to maximize damage, but good to use in shorter ones.


5AAA is a multi-hit combo filler and blockstring tool. Generally skipped in combos in favor of 2B, but provides a wide buffer for reacting to situations. Has many hits if not immediately cancelled, so it can help with waiting to adjust to a further spacing; useful for measuring out a 236A tipper on block.


Autocombo ender, try to avoid going for 5AAAA when possible in favor of better routes, but it does serve as a higher damage ender than 5AAA 236A/B. 236A is better on block, especially if spaced out to a tipper to stay safe.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 2000 All/Low* 25~51 Until Hit Total: 72~98 -31 P1 -
5[B] 2400 All/Low* 52~73 Until Hit Total: 99~122 -21 P2 -
5BB 2000 [2400] All 5 Until Hit Total: 44 -23 [-13] P1 -

Hold the button to charge the spear, it will do more damage and provide more knockback. Also, the toss can be angled while charging by holding up or down, though if done so mid-charge it will reset the charge timer. Very high speed, forces the opponent to respond to it. Can dominate matchups against less mobile characters.


Press B again after launching the spear to redirect it. This will aim at the direction of the opponent’s location the instant the button is pressed, but it won’t lock on and home in on them. Useful in combos, can be delayed to adjust for knockback distance/direction. Can be combo'd from at closer ranges on a counterhit or if charged.

5C

2A

2B

2C

j.A

j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 2000 All 27~52 Until Hit Total: Until L+8L - P1 -
j.[B] 2400 All 53~67 Until Hit Total: Until L+8L - P1 -
j.BB 2000 [2400] All 5 Until Hit Total: Until L+8L - P1 -

Mostly identical to the grounded 5B, although the spear does charge a bit slower. Can be cancelled into Moon Blossom on block, but good aim is required.


Unlike jB, the spear's redirect can NOT be cancelled on block, Mai cannot take any action until she lands and is very vulnerable, be careful when using this in neutral without an assist.

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 All 17 6 20+3L H

A new move to Mai in BBTAG, it uses her BBCF airthrow hit animation. Very long range poke with an excellent disjoint, but isn’t an overhead, and has somewhat slow startup. High damage aerial combo tool when possible in routes, usually in the corner, but mind the startup as it may drop the combo. Good for meaties, and useful for surprising the opponent in assist situations where Mai is far away, as she can still tag the opponent with it while Active Switching. Has a lot of blockstun, leaving Mai +11f if done immediately after jumping.


Universal Moves

Ground Throw

5B+C

Himeyuri: Dipper

5A+D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
AD 2000 Air Unblockable 11 8 31+21L -41 H 1~18 All
AD > X 1000 All 18 Until L 31 - H -

One of the best reversals in the game with excellent horizontal reach. The assist+reversal tactic was nerfed in BBTAG v1.5, where if an assist is entering the battle, a reversal will lose its reversal properties and become a normal attack, except that being hit after using it will still lock her out of bursting. Mai can still make use of this with assists that have longer startup, such as Yumi 6P or Waldstein 6P, to avoid this penalty. Certain assists can also set up a sandwich against your opponent if blocked if they last long enough to leave Mai plus on block after her DP, such as Vatista 5P — if done close to the opponent, Mai will crossup, a very useful situation in a blockstring as losing the DP properties won’t matter in those situations. Can also be used at the end of combos in the corner such as relaunch 2A 5A 2B A+D to set up a safejump, as hitting your opponent when they are higher in the air gives Mai more frame advantage compared to hitting a grounded opponent.


Has brief invulnerability at the start of the move. If A+D is used as a combo ender in the right situation, it may be better to not use the followup in order to allow for a safejump.

Suzuran: Dipper

j.A+D


Skills

Juncture

236

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Total: 28

A quick dash forward. Can be used to cancel other moves such as 2C, can be chained into itself, provides the threat of Himeyuri, and can retain momentum if cancelled into a jump on hit with 2369, giving her extended horizontal distance. Versatile but unsafe, be careful with it the opponent can hit her out of it if she doesn't opt for Himeyuri. Juncture can be cancelled with attacks 7 frames before the move actually ends, making pressure resets such as 2A or throw more effective than jumping or blocking afterwards, though this is an option primarily when the opponent is respecting the threat of Himeyuri.

Himeyuri

236A/B Juncture -> A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236A 2000 [2400] All (6)+5 [(6)+8] 4 [1] 25 -7 [-4] B -
236B 2200 [2600] All (6)+10 [(6)+17] 8 [1] 20 -9 [0] B -

One of Mai’s signature moves. A very fast lunge that travels a short distance, and is safe on block. Inputting the move as 236~A instead of 236A will grant extra distance from Juncture, at the cost of lower damage. When striking with the very tip of the hitbox, it improves the hitstun and blockstun, although it does not let her convert solo. 5AAA can be used to measure out a 236A tipper to retain safety.


Similar to 236A, 236B is a fast lunge that travels roughly 3/4ths of the screen, it also does more damage than 236A and is safer on block with a tipper at ±0f. Can also be used to cross under airborne opponents.

Moon Blossom

214 (Air OK)

Suzuran

214A/B Moon Blossom -> A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A 2000 [2000×2] All 11 [21] Until L
[Until L,2]
18 -3 [+3] H -
214B 2000 [2000×2] All 11 [21] Until L
[Until L,2]
20 [18] -5 [+3] H -

A version is a vertical diving stab that can be empowered by slightly delaying the input as 214~A, adding a second ground splash hit that pops the opponent up and allows for a combo, or is plus on block to gain the advantage. Be careful, as an opponent can block this move in the air if they see this coming, which will avoid the grounded hit and cause the move to become unsafe. If hitting the opponent in the air by initiating the attack when under them, it reduces the time Mai takes to land on the ground by a few frames, which she can use to pick up the opponent off the ground with a 2A. This can be achieved by slightly delaying her jAs when needed to manually adjust her microspacing.


B version is an angled diving stab mostly identical to 214A, primarily used in combos due to the extra reach over 214A.


Extra Skills

EX Himeyuri

236C Juncture -> C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000, 380×3
[2600]
All (9)+10 [(9)+16] 2×4 [1] 15 +2 [+5] B

Dashes slightly further than 236B, and is +5f on block with a tipper, though still slightly plus without one. Considerable corner carry distance, and can be combo’d off of in the corner with either 4A or 2A if the opponent was grounded, 5A and 2B also being able to combo if the opponent was airborne (if already hitting the opponent, 2C 236C is an easy way to set this up). Also useful for continuing pressure in blockstrings, typically with 2A.

EX Suzuran

214C Moon Blossom -> C

Partner Skills

5P

Himeyuri

6P

BBCF 5AAB

4P

2B


Distortion Skills

Sylvan Hurricane Assault

236B+C

Floral Blizzard Blossom

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5200 [6200] All 4+(47 Flash)+12 8 49 -26 B 1~23 All

Reversal distortion that dashes up to fullscreen until it connects. Frame 1 invulnerability, but doesn’t hit immediately after the super flash, so be sure to use it to punish commitments, as it won’t function identical to Yang’s Burning Gold or Azrael’s Black Hawk Stinger. If the opponent jumps over it, Mai will end up on the other side of the screen, so it can be situationally used to escape the corner. Has a deceptively small vertical hitbox, so it may whiff if attempted as a combo ender, opt for 236B+C whenever possible.

Distortion Skill Duo

Shearing Cherry Blossom Storm

P during Partner's Distortion Skill


Astral Heat

New Moon Lotus

222B+C


External References

Navigation

To edit frame data, edit values in BBTag/Mai Natsume/Data.