i dont really know about bad matchups it all the depends in ure opp but i usally have trouble with cammy…blanka…
other than that im ok…
the only bad matchups i can see bad for her is a rush down shoto and cammy.
just press down hp…it’ll buff camy’s atacks sometime’s!!
d+hp leaves u open unless u follow it up.
Actually Mai vs Shotos is not too bad.
If Mai has meter, she can alpha counter to escape the string, and then resume her runaway strats.
Shotos find it hard to punish Mai’s runaway wall dives, the best they can offer is a correctly timed air hurricane, or maybe a shinkyuhadoken… but these are risky and leave them open for punishment.
Anyway, Mai can easily jump or roll through a mis-timed fireball, and since they cant beat her st.hp with jumping attacks, Shoto’s options are limited. Unless youre facing an RC Ken, Shotos will find it hard to get in close.
A good offensive strat when facing shotos is to bait anti-air attempts. Mai’s jump is quite quick, and can be deceiving. Otherwise just throw fans and grind em down.
Cammy: I agree, this is a tough match for Mai. RC spiral arrows kill her fan throwing, not to mention st’hk which outranges Mai’s cr.hk… actually a good option is to do the the old dash, cr.rh. Other than that, maybe some RCd qcb+lp… dunno. Tough one.
shotos can rush mai down pretty bad. If she rolls through a normal fireball chances are she might get thrown. Escaping it is not a problem, its the fact of what a shoto follows up with.
And they can kinda stop it with a timed DP.
yeah dhp and follow up qcbmp… but depending
on how far ure opp is then fuck him up!!either way
its a dope hit!!!
also for anti-air i use duhp she does that flame move.
i dont really recomended but if ure opp jumps allot
then use that!it can also go through supers if timed!!
qcb+punch for anti air, yeah. I use it for the knockdown. Have to be careful though, its more of a forward angle, while her standing fierce aims a little more upward. Know which one to use.
Mai is a good offensive character, but don’t forget that her moves implement a defensive strategy. She can go over ground attacks with her standing forward … with her crouching forward she can go over high’s and if timed correctly SOME mid’s. Very important …
I use her crouching forward as a poke from max range. I don’t see a lot of players use it but I see it as useful.
Her BnB is standing jab, crouching fierce xx ryuu enbuu. You can tell by the crouching fierce if your opponent will block, if so just throw a fan instead of ryuu enbuu. Its very easy to combo on reaction and tell the difference.
NinjMai
38
Also don’t forget about her Hissatsu Shinobi Bachi. The elbow lunge is a good way of making some distance from any person who likes to jump at you. It’s not a very effective anti-air. Just more of an evasion tactic.
Just thought to add that.
-NinjMai
I was trying to do c.lkx3, s.lk xx qcb,hcf +hk combo, but the second kick didn’t come out and did qcb+lk, qcd+lk, qcf+lk which made out to be a c.lkx2 into super combo. I think it may be easier to do than c.lkx3 into super
This is just a curious question to any other Mai players out there, but what groove do you all generally use for Mai?
Personally, I use her in P because the parry does add a degree of aid to her bad defense. It also makes her considerably threatening to know that she can parry, then do her maximum CHSB.
-NinjMai
Mai is a great defensive character…
I think Mai is much better with short jump grooves than grooves w/o short jump: her tigerknee sucks ass, and her short jump owns. It’s hard to explain. But it feels like you can hit her shortjump attacks earlier than other characters to land and combo.
I’ve always used Mai in K-groove. Her Hissatsu Shinbo Bachi (being the most efficient super) can save you in that groove. She is a great rushdown character but because her jumps have a lot of priority in some cases she doesn’t really need roll canceling. She can thrive in N and C groove but from the way I play I’ve always been more comfortable with K groove for some odd reason. ::shrugs::
I like her in P too. Buffs her decent defense skills to really good. cr lk x 3 into flame super is really good in P groove, mashable.
Short jumps are good, with low jump rh.
A is probably her best.
K is good too with run and rage. Its a matter of what you can work with.
It’s me probably, but I have a bad defense. Also, Mai has not so great stamina.
I learned a long time ago that the best defense is a good offense…oh well.
I guess it depends on the style of a person.
I use her in K (she’s the ratio 2 at the end of a team including ken and chun-li).
I like her with running. I need mobility with Mai; she doesn’t have the strength or stamina to stand there and slug it out with most people and her air priority is too good not to use that shit [not great, but good; short jump jab and roundhouse, reg. jump roundhouse, mix in air just defend, air throw, and her various aerial specials, your opponent’s head should be spinning] = you should be moving your ass with her. K allows me to do that and enraged helps add to my rushdown game.
Can’t use her in any dashing grove though…just feels, well, wrong; when I go with P groove I plug in Chun as the ratio 2…I actually prefer her in running groves too but for some reason I can tolerate her with dashing but not Mai. Go figure. shrug
I used to play in N because Morrigan was a strong character in that groove, but I always ran too far into someone and got the price paid. Run helps, but because of CvS1, I’m so accustomed to dashing with Mai that anything otherwise feels too awkward.
Yeah. In P, I try to stay close to, or on top of the person. I seem to have a problem against Chun-Li using P-Mai because I’ll parry, but Chun-Li will be ready to do something else. That and I can’t capitalize all the time after the parry. Still wroking on that…
-NinjMai
MakA
49
I would like to say that mai’s roll is top tier only to be beaten by iori’s, if your not too far from the shoto then roll the fireball… if your too far then hit the fire ball with your fan or if your really good and looking for the fire ball you can use the fire twril and hit them (at a decent mid range, where most shotos use their fireball offensively)
using her in c groove you can run away alot easier… roll ,jump back …
in c groove you have a complete air game…
-j.hp has good priority
- you have an air throw
-you have air block
-you have jump off wall (which can be used with air dive for a great escape)
-you have air super (can reall give her lots of offense with a jumpin game if your fast enough)
mix that in with some good poke strings , walkin throws, and empty jumps and your opponent will need to be careful. Its pretty easy to build meter to a level 2 , I wiff fans from afar, c.mp, j.hp, jump air dive away