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Capcom vs SNK 2/Mai

From SuperCombo Wiki

Introduction

CVS2 Mai SNK Art.jpg
Health (at Ratio 2)
13600 Low
Stun
60 Average
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=No, Proj. Hop=No
Run Speed
9.6 Very Fast
Roll Distance
120 pixels Medium
Roll Duration
25f Medium
Wakeup Speed compared to Ryu
2f Slow

Story

Mai Shiranui is the last female heiress to the Shiranui ninja clan. As such, she is a highly skilled ninja in the Shiranui-ryuu fighting style, and likely the best in the world at it. The only other notable fighter who uses Shiranui-ryuu is Mai's boyfriend, Andy Bogard. Aside from her ninja training, Mai is an air-headed but strong woman who fights for her team, Team Women's Fighters, year after year in The King of Fighters. She is a bit hot-blooded at times, but cares for her teammates. Mai is also madly in love with her perfect man, Andy Bogard, and chases after him at all times. She appreciates things of great beauty, including herself, and will compliment men who look similar to Andy. However, she always ends with them being "not as cute as Andy".

Mai is one of the most popular characters in SNK history, for her interesting backstory, fun playstyle, and no other reason really.

Gameplay

Mai is one of CvS2's many zoners. Her Kachosen fireballs are useful and versatile space controlling tools that let her keep her opponents at bay, and her strong run away tools can frustrate opponents trying to work around them. Her Ryuuenbu fire attack can delete other projectiles as well, allowing her to counter-zone as effectively as she zones. Her mobility is much higher than the average character, with a stellar walkspeed, above average run, and a walldive and divekick for escaping bad situations. Her punish game isn't anything to scoff at either, especially if she has a level 3 super behind it.

These don't come without downsides however. Mai has much lower health than the average character, and lower stun too. While she can absolutely run away and zone for the entire match, if the opponent catches her a few times, it can end quick. Her defensive options aren't stellar either, with her only real reversal being a charge move with 25 frames of startup and still being a massive -42 on block. She doesn't have a 2 frame button either, making her mashing a little bit worse than the average character. This forces her to try and escape offensive pressure rather than fight back. Her offensive options aren't the best either, lacking any standing overheads or safe on block specials to pressure with.

These weaknesses don't knock her down too hard however, as Mai is still widely considered a high tier character in K-Groove. If you like to zone and run away from your opponents, and then punish their committal attempts to catch you with a massive level 3 super combo, then Mai is for you.

Groove Selection

Best - K: Mai is most widely played in K-Groove. Rage can make her poke and zone game a lot more damaging overall, and approaching Mai with Rage is scary, as if she tags you with one strong normal she gets to cancel into level 3 Cho Hissatsu Shinobi Bachi (2141236K) for massive damage. JD allows her a more powerful defensive tool as well. Her run is one of the fastest in the game, and mixed with shorthops it makes her mixup game a lot more real and allows her to pressure the opponent with more legitimate threat behind it.

Useful - C/N/A/S: Mai sees some usage in every other Groove, although they all sacrifice something. C-Mai gets more access to her supers, Alpha Counters to help her defense, airblocking to help her escape, and her roll is above average. She loses out on run, hop, and the threat of Rage. N-Mai gets run and hop, rolls, and guard cancel rolls to escape from pressure. She rarely uses her supers however, as her level 1 supers are underwhelming. A-Mai gets access to Custom Combos, and all the benefits of C-Mai save for the supers. She loses out on the movement ability of other Grooves, and almost never has a super, though her CC is still fairly useful. S-Mai gets the movement and access to infinite level 1 supers at low health. While her level 1's aren't stellar, having infinite of them makes them quite a lot scarier. She doesn't mind charging but Mai generally wants to stay mobile, and she has to sacrifice any other powerful tools in other Grooves and deal with the lacking mechanics of S-Groove overall.

Worst - P: While parries do help her to deal with rushdown pressure, Mai punishes just aren't that scary without meter, which P-Groove rarely has. Mai would rather zone than approach as well, and parries are best used offensively. P-Mai gets very little, and what she does get, you would likely rather just play K-Mai for.


Mai is a powerful zoning and neutral character with great normals, anti-airs, and a useful fireball. She has great ability to run away as well. She just lacks any offensive mix or a good reversal in exchange. Mai is best in K-Groove.
Pros Cons
  • Zoning: Stellar zoning with Kachosen fireballs and solid overall buttons
  • Mobility: Her high mobility with Musasabi no Mai divekicks, great walkspeed, a good roll, and a great and fast jump
  • Metered Damage: High damage punishes with her level 3 super, and a useful level 3 fireball and divekick super for anti-zoning and punishing anti-airs
  • Anti-Zoning: Great anti-zoning tools with Ryuuenbu, Musasabi no Mai, and all of her supers
  • Fragile: Very low health and stun means losing neutral a few times can end the round
  • Mixups: Weak mixups without shorthop and run, which are a bit riskier
  • No Plus Frames: No real safe on block special to end in, limiting her chipping and guard crushing ability
  • Reversal: Very weak reversal makes her defense much worse overall



Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Mai 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 SU Mid High 6 6 14 26 -3 -3 None

Mai sticks her fan out and strikes at the opponents head. One of your most annoying pokes, as it's very fast and reaches very far. Not much damage or reward, but also barely any risk, so if you think the opponent is going to do something hit this button and stuff whatever it is instantly.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Mai 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 800 8 SP/SU Mid High 6 2 23 31 -3 -3 None

A downward swipe with her fan. Decent range and a special cancel makes this a solid punish normal, though at absolute max range it won't combo into anything besides supers. Can also be a decent approach deterrent, but you have better normals for that.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Mai 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1000 10 SU Mid High 7 5 22 35 -4 -4 None

An upward fan stab. Useful far anti-air, as it hits at a decent angle to snipe lower jumps. Struggles to hit people directly above her though.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Mai 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SU Mid High 5 5 11 21 +1 +1 None

A quick kick to the head. Useful for confirming into supers or anti-airing at certain angles, though it can lose out to jump-ins that have lower hitboxes.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Mai 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 800 8 None Mid High 10 6 19 35 -5 -5 Throw (Airborne)

A jumping kick. Can beat throws and some low moves thanks to lower body invuln, but has low damage and can't cancel to anything. Not very useful otherwise.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Mai 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200 12 None Mid High 12 10 20 42 -4 -4 None

A forward moving kick to the head. One of your longer ranged pokes, useful as a heavy whiff punish thanks to the step forward. No cancel but it does decent single hit damage.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Mai clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 SP/SU Mid High 3 4 6 13 +7 +7 None

A quick jab to the gut with her fan. Not a bad panic button, and is notably uncrouchable where most jabs are crouchable. Useful for pressure sequences and threatening tick throws, but since Mai doesn't do mixups much this is about your best mixup threat.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Mai 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 800 8 SP/SU Mid High 6 2 23 31 -3 -3 None

Identical to 5MP. Not a bad punish starter up close.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Mai clHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1200 12 SP/SU Mid High 7 3 24 34 0 0 None

A beefy hook punch. Your main normal for starting punishes, as it combos into her best enders easily. Not as fast as other punish normals sadly, but does the job. Zero on block as well.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Mai clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 300 3 SP/SU Mid Mid 4 6 5 15 +6 +6 None

A low kick that doesn't hit low. Pretty similar usage to cl.LP, a good panic button and pressure starter.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Mai clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 5 7 21 34 -6 -6 None

A high kick above her head. Useful anti-air when they're too close for 5HP or airthrow, and can punish some stuff up close. If you're point blank these will combo into the first hit of Hissatsu Shinobi Bachi, but this will always combo into Ryuuenbu.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Mai clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1200 12 SU Mid High 6 6 24 36 -6 -6 None

A high upward kick. Useful close anti-air, although the proximity is a bit tight, and you don't want 5HK versus a jumping opponent. Other than that, not many purposes.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Mai 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 RF/SP/SU Mid Mid 4 4 9 15 +2 +2 None

A tail whip with the tassel of her clothes. Not the greatest 2LP, but it's fast and plus. +2 is low for a 2LP but that sorta works in it's favor, as it makes for better frame traps and pressure afterwards. Very low damage, even for a light normal.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Mai 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 700 7 SP/SU Mid Mid 4 6 16 26 -2 -2 None

Mai whips with both tassels at the same time. Like most 2MP's, basically a slower but heavier jab. Only has a small amount of range over 2LP, but they both have the same startup. Overall, this has many of the same uses, but because of it not being plus on block and being a bit slower overall, you'll more use this to stuff options in brawling range or to check dashes.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Mai 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1000 10 SP/SU Mid Mid 4 8 20 32 -4 -4 None

Mai elbows the opponents legs. Useful for starting punishes in close range, and for making cancels into supers a bit easier in place of cl.HP. Low damage and surprisingly low range hold it back from being a great move however, but since it is a 4 frame heavy, you'll punish with this a lot.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Mai 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 200 2 RF/SP/SU Low Low 4 4 8 16 +3 +3 None

Mai kicks at the opponents feet. Your main normal for starting offense and confirming into supers. 2LK is a great tool for tick throws, frame traps, and just combos or blockstrings in general. Run Groove Mai can run in and do a bunch of these for some surprisingly good offense. The main drawback of this normal is the pitiful damage, but it is otherwise a solid 2LK.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Mai 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 700 7 None Low Low 8 9 22 39 -11 -11 None

Mai slides forward with her leg out. Decent slide for pestering, but not as low profile as you might want it to be, though still low enough to duck high pokes. Low reward and pretty decent risk, do this if you think they'll fireball or attempt a high standing poke to beat out one of yours.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Mai 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1000 10 SP/SU Low Low 5 6 23 34 -DWN -5 None

A very good sweep, and an important move for Mai. Great range, fast startup, and being special cancellable on block and hit means this is best used as a way to keep opponents moving around in check. You can catch walks, backdashes, buttons, jumps, etc. You can even sweep as an anti-air, though it isn't easy. This moves whiff recovery is pretty hefty, so try not to whiff it, even though it is much faster than the average sweep.

Jumping Normals

jLP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Mai jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 500 5 SP/SU High High 4 22 0 46 Varies Varies None

Mai sticks out her fans and lands on the opponent. Useful how most j.LPs are, you can interrupt air approaches with it. Not very good otherwise.

jMP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Mai jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 700 7 SU High High 5 4 0 9 Varies Varies None

Mai swats her fan down. Decent air-to-air, but j.HP exists and sorta makes this redundant.

jHP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 Mai jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1100/1000 11/10 SU High High 7 3 0 10 Varies Varies None

Mai swats the fan down even harder. Solid air-to-air, and a normal you'll see a lot since you get this if you miss an airthrow. Not a bad situation in that case however. The neutral jump version does 100 more damage, and is her highest damage jump-in, which only really matters in stun combos.

jLK

Jump Short
Jumping Light Kick
j.LK
CVS2 Mai jLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 400 4 SP/SU High High 4 22 0 46 Varies Varies None

Mai sticks her knee out as she falls onto the opponent. Similar frame data to j.LP, but instead of an air interrupt, this is your main crossup normal. Useful as Mai really doesn't have the greatest mix otherwise, although since it is a light it can be hard to combo from.

jMK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Mai jMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 700 7 SU High High 5/6 8 0 13 Varies Varies None

A simple kick in the air. Not much use over j.HK, as they share a lot of similarities. Diagonal j.MK has one extra frame of startup, which is largely meaningless.

jHK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Mai jHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1000 10 SU High High 5 8 0 13 Varies Varies None

Another air kick, and usually your go-to jump button for its reach and damage. Generally good to use, though not your best air-to-air.

Command Normals

Tensui no Mai

Tensui no Mai
Forward Kick
6MK
CVS2 Mai 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mk.png 800 8 None Mid High 10 6 18 36 -4 -4 Throw (Airborne)

A forward moving command normal identical to 5MK. Useful pressure reset, though if done too close you can be punished by fast normals or punch throws even on hit. Use this to reset from far away or to jump over low hitboxes.

Throws

Shiranui Gorin

Shiranui Gorin
Punch Throw
Near Opponent, 4/6HP
CVS2 Mai PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1600 0 None Grab Grab 3 1 13 17 -DWN Grab None

Mai flips the opponent and tosses them far away. Simple punch throw, good to get out of pressure or tick throw with. Lower than average damage for a punch throw.

Fusha Kuzushi

Fusha Kuzushi
Kick Throw
Near Opponent, 4/6HK
CVS2 Mai KThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 1800 0 None Grab Grab 5 1 13 19 -DWN Grab None

Mai flips the opponent and slams them with her legs. Higher damage but slower startup, though its lower damage than the average kick throw. Use for throw mix on their wakeup.

Yume Zakura

Yume Zakura
Air Throw
In Air and Close, 4/6HP
CVS2 Mai AThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air and Close B.png/F.png+Hp.png 1800 0 None Grab Grab 0 1 0 1 -DWN Grab None

Mai's fast and useful airthrow. Since Mai's normal anti-airs are a bit less stable, getting good at using this as an anti-air can make Mai a lot scarier and better at controlling neutral. Naturally works as an OS with j.HP, which is a solid air-to-air, meaning jumping in the air and going for this isn't as risky as you might believe. Gives you a very solid knockdown to work with as well.

Specials

Wall Jump

Sankaku-Tobi
Wall Jump
Near Wall in Air, 9
CVS2 Mai WallJump.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air and Near Wall, Uf.png - - None - - - - - - - - -

Mai jumps off the wall. She's fully actionable after this, and can do any normal or either of her divekicks. She can even still airblock in C-Groove or parry/JD in P/K-Groove. One of her most annoying tools for escaping and runaway, as she can jump off of the sides of the screen even midscreen. This makes dealing with her jumping backwards a lot harder, as she can sharply change the trajectory and soar over your anti-air. Since she can still act, she can still air-to-air you as well, or divekick to even further mess with your timings.

Kachosen

Kachosen
Fan Toss, Fireball
236P
CVS2 Mai 236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lp.png 600 6 None Mid High 14 Traveling 43 57 -14 -14 None
Qcf.png+Mp.png 700 7 None Mid High 14 Traveling 43 57 -14 -14 None
Qcf.png+Hp.png 800 8 None Mid High 14 Traveling 43 57 -14 -14 None

Mai's signature fan toss specials. Useful and annoying zoning tools, you can use these to force the opponent to move how you want and then either intercept them or run away more. The hitbox goes deceptively low for these, but extremely low profile moves can still go under them. Just like any projectile, if the opponent knows when you're going to do it, they can avoid and punish you for it. Especially in CvS2, where roll cancel specials are very prevalent and give a lot of characters much more reliable fireball punishes. Be careful with when you use them to maximize their potential.

Ryuuenbu

Ryuuenbu
Fire Spin
214P
CVS2 Mai 214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png+Lp.png 1100 11 None Mid High 17 10 17 44 -DWN -12 18~32 (Deletes Proj.)
Qcb.png+Mp.png 1200 12 None Mid High 17 10 17 44 -DWN -12 18~32 (Deletes Proj.)
Qcb.png+Hp.png 300+1200 3+12 None Mid High 5 2(11)10 20 48 -DWN -15 19~33 (Deletes Proj.)

Mai spins around with the tassels of her clothes on fire. The LP and MP versions are useful anti-zoning tools as they delete projectiles, while the HP version is a less-than-useful combo ender. The HP version also deletes projectiles, but it activates a frame later and has a longer total duration, making the LP/MP versions better for this. Useful and versatile specials, though they leave Mai unsafe. Make sure to confirm into them to gain a knockdown and some time to press advantage or run away to neutral. The HP version can confirm certain hits 41236K can't, but you usually would rather end with that.

Hissatsu Shinobi Bachi

Hissatsu Shinobi Bachi
Elbow
41236K
CVS2 Mai 41236K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcf.png+Lk.png 300+900 3+9 None Mid High 10 3(9)35 11 68 -DWN -22 7~57 (Airborne)
Hcf.png+Mk.png 300+1000 3+10 None Mid High 10 3(9)35 11 68 -DWN -22 7~57 (Airborne)
Hcf.png+Hk.png 300+1100 3+11 None Mid High 10 3(9)35 11 68 -DWN -22 7~57 (Airborne)

Mai flies through the air with a forward moving elbow. Your preferred combo ender, though using them can be a bit situational. The first hit is actually quite combo friendly, but since the range is low, sometimes it can whiff. This isn't a huge issue when you cancel from cl.HP since it still combo's from that, but this will drop the combo with other starters. Keep an eye on the range it works at to ensure it hits and doesn't leave you open for punishment. In neutral, these can be used as a roll cancel to beat fireballs or long pokes, but carry a lot more risk than other RC's. The airborne frames let it go over low pokes and low fireballs, but still this is very very risky.


Musasabi no Mai

Musasabi no Mai
Walldive
[2]8P
CVS2 Mai j214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Charge D.png,U.png+P.png
Jump To Wall
- - - - - 14 31 14 59 - - Airborne
Charge D.png,U.png+Lp.png 1200 12 None Mid High 8 Till Landing 10 18 -DWN +13 Airborne
Charge D.png,U.png+Mp.png 1300 13 None Mid High 8 Till Landing 10 18 -DWN +13 Airborne
Charge D.png,U.png+Hp.png 1400 14 None Mid High 8 Till Landing 10 18 -DWN +13 Airborne

Mai jumps all the way to the wall behind her and jumps off with an immediate divekick. Useful to escape pressure, especially when roll cancelled so it becomes invulnerable, but the predictability of it makes it weaker than just doing either of the two parts on their own. The different versions more correspond to the angle Mai goes at than anything else. Use them to get out of pressure and evade throws occasionally, but remember you usually have better options for those things.

Musasabi no Mai (Air)

Musasabi no Mai (Air)
Divekick
j.214P
CVS2 Mai j214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air Qcb.png+Lp.png 1100 11 None Mid High 30 Till Landing 20 50 -DWN +3 Airborne
In Air Qcb.png+Mp.png 1200 12 None Mid High 30 Till Landing 20 50 -DWN +3 Airborne
In Air Qcb.png+Hp.png 1300 13 None Mid High 30 Till Landing 20 50 -DWN +3 Airborne

Mai pauses in the air before coming down with a dive. Very useful mobility tools, as they can drastically change Mai's jump arc, and the long pause of startup frames lets them cleanly bait many normal anti-airs. They can still hit you with something high-reaching, or just wait and hit you on the way down if you're doing it too much. Still, mixed with all of Mai's other mobility options, this is a scary movement tool.

Kagero no Mai

Kagero no Mai
Flame Pillar
[2]8K
CVS2 Mai 28K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Charge D.png,U.png+Lk.png 1300 13 None Mid High 13 57 46 110 -DWN -32 None
Charge D.png,U.png+Mk.png 800+600 8+6 None Mid High 25 64 54 143 -DWN -43 1~26 (Full)
Charge D.png,U.png+Hk.png 600+500+400 6+5+4 None Mid High 25 83 50 158 -DWN -43 1~26 (Full)

Mai spins a pillar of fire around her for roughly 2 full seconds. The LP version is a highly active anti-air, but the high startup and long total duration make it inconsistent compared to Mai's other anti-airs. The MP and HP versions are Mai's only meterless reversals, and are very poor ones. 25 frame startup makes safejumping them incredibly simple, and causes them to whiff quite often as reversals. The massive active duration makes them incredibly risky as well, and on top of it all they're charge moves meaning Mai has to sit still to have access to these. Overall, you won't use them often.

Supers

Chou Hissatsu Shinobi Bachi

Chou Hissatsu Shinobi Bachi
Elbow Super
2141236K
CVS2 Mai 2141236K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.pngHcf.png+Lk.png 2500 0 None Mid High 4:4 3(8)5,5,10,5,10,1 28 83 -DWN -3 1~8 (Full)
Qcb.pngHcf.png+Mk.png 3800 0 SP/SU Mid High 4:4 3(8)4,4,8,4,8,4,3,1 26 81 -DWN -3 1~14 (Full)
Qcb.pngHcf.png+Hk.png 5300 0 None Mid High 4:4 3,2,2,4,2,4,2,4,2,10,1 26 70 -DWN -3 1~22 (Full)

A 41236K elbow with a giant ball of flame encompassing it. Your main super for ending combos in high damage, and also safe on block reversals and fireball punishes. You can easily confirm into these from starters like 2LK, or a jump-in into cl.HP or 2HP. Outside of combos, the level 2/3 versions are useful reversals that leave Mai -3, which is only punishable in rare situations and means they're more often than not safe.

Mizudori no Mai

Mizudori no Mai
Fan Super
236236P
CVS2 Mai 236236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png+Lp.png 1800 0 None Mid High 5:4 Trav.(18)Trav.(18)Trav. 72 117 -DWN -43 1~8 (Full)
Qcf.pngQcf.png+Mp.png 2700 0 SP/SU Mid High 5:4 Trav.(18)Trav.(18)Trav. 72 117 -DWN -43 1~13 (Full)
Qcf.pngQcf.png+Hp.png 4800 0 None Mid High 5:4 Trav.(19)Trav.(21)Trav. 72 121 -DWN -40 1~20 (Full)

Mai throws three fans at the opponent in succession. Can be used as counter-zoning to beat other fireballs, and occassionally work as easier to confirm super combo enders, though you would prefer 2141236K always. Much risker as a reversal option, and not as consistent either, so if you're going to reversal super you should also stick to 2141236K.

Shiranui-ryuu Ogi: Beni Suzaku

Shiranui-ryuu Ogi: Beni Suzaku
Divekick Super
j.214214P
CVS2 Mai 214214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air Qcb.pngQcb.png+Lp.png 2100 0 None Mid High 5:12 Till Landing 16 33 -DWN -2 1~9 (Full)
In Air Qcb.pngQcb.png+Mp.png 3600 0 SP/SU Mid High 5:12 Till Landing 16 33 -DWN -2 1~15 (Full)
In Air Qcb.pngQcb.png+Hp.png 5000 0 None Mid High 5:12 Till Landing 16 33 -DWN -2 1~23 (Full)

Mai does a Musasabi no Mai divekick, but covers herself in flames as she descends. Similar in use to her j.214P divekicks, but higher reward for a higher cost. You can blow through even some invincible and high-reaching anti-airs with this, as Mai herself is invincible. Especially the level 3 version which is fully invincible into the active frames. Occassionally used as a mixup from her instant overhead hop roundhouse, though the cancel is tight.

Colors

Mai CvS2 colors.png


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