I use a team of Ken, Chun-li, and Mai with Mai as the ratio 2, K-groove.
Um, number one recommendation: move. At least for me, I’ve never felt comfortable standing in one spot and slugging it out with her; most of her strikes have solid priority (I think she’s one of the most underrated characters in that regard), combine this with k-groove (air just defense) and her air throw (don’t hesistate to make this a part of your daily arsenal) means you should have dominance in the air.
Jumping roundhouse is a decent air-to-air and great jump in (um, for k-groove users jumping roundhouse into air super is a needed bnb); jumping jab is another solid air-to-air; mix those in with short jumps [I recall short jump jab being truly powerful but it’s been a while since there ain’t much good comp here in Minnesota…]
On the ground: crouching roundhouse is a good poke if buffered, preferabbly into fan as that will push them away. Can anyone remember if the fan will combo from the sweep, or if there is a second where the oppnent can retaliate? [Can’t hook up the ps2/stick cause roommate is asleep]. If the latter, careful against chara. with lightening fast supers (rock, etc.) Walk up standing jab is good random poke, can be done 3 times in a row (no combo though). Um, standing far fierce should be used sparringly but not put away as it does buffer into super. Standing roundhouse is another good poke if not used predictably.
Randomsuper: I use Mai as a ratio 2 because, well, as you say I do like her style. She’s fast, has air priority which works great with JD and is an underrated character. Most people have never experienced a good Mai player; that gives a surprising advantage, as no one knows what her pokes, bnb, etc. are or how to stop them.
I never really had one particular strat for dealing with sagat/blanka…I just sort of made it up as I went depending on who/when I was fighting.
I recommend being less concerned about match-ups and more about developing a solid, mobile, unpredictable Mai game. Running, hopping backward, short jumping, and Just Defending (ground + air; generally, one way to tell a good jd’er from a scrub is to see whether they’re good at air jding or not) will all be critical to your game so make sure you spend a good amount of time in the training room working on distances.
I wish you luck in your work.
Later,
Alexander