Mai

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
4
13
300
High
Chain, Special, Super
--
--
+5
-2
3
7
Hitbox Image
Standing Medium Punch
8
26
600
High
Special, Super
--
--
+2
-3
4
15
Hitbox Image
Standing Heavy Punch
9
32
800
High
Special, Super
Moves forward.
--
+1
-3
3
21
Hitbox Image
Standing Light Kick
4
14
300
High
Special, Super, Target Combo
--
--
+1
-1
3
8
Hitbox Image
Standing Medium Kick
9
29
700
High
--
--
--
+5
-4
3
18
Hitbox Image
Standing Heavy Kick
14
35
900
High
--
Knockdown crumple +61 on Punish Counter, limited juggle state. Anti-air invincible on frame 13.
--
+3
-3
3
19
Hitbox Image
Crouching Light Punch
4
13
300
High
Chain, Special, Super
--
--
+4
-1
3
7
Hitbox Image
Crouching Medium Punch
6
24 on hit/block, 26 on whiff
600
High
Special, Super
Moves forward.
--
+5
-3
4
15 on hit/block, 17 on whiff
Hitbox Image
Crouching Heavy Punch
10
41
400, 400
High
--
Moves forward.
--
+4
-3
2, 3
19
Hitbox Image
Crouching Light Kick
5
15
200
Low
Chain
--
--
+2
-2
3
8
Hitbox Image
Crouching Medium Kick
7
28
500
Low
Special, Super
20% damage scaling to followup combo hits.
--
-2
-6
3
19
Hitbox Image
Crouching Heavy Kick
9
33
900
Low
--
Moves forward slightly.
--
Knockdown +33
-11
3
22 (23 on block)

Unique Attacks

Hitbox Image
Forward + Medium Punch (Senkotsu Uchi)
20
40
600
Overhead
--
--
--
+2
-3
3
18
Hitbox Image
Back + Heavy Kick (Hoshi Kujaku)
8
32
800
High
--
anti-air invincible on frames 8-12.
--
+3
-1
5
20

Target Combos

Light Kick, Light Kick, Light Kick (Hien Ren Kyaku)
4, 7, 10
14, 28, 39
300, 320, 350
High, High, High
--
Third hit goes into an airborn state that can cancel into Musasabi no Mai (QCB+P).
--
+1, -2, +3
-1, -10, -10
3, 2, 2
8, 20, 28
Back + Heavy Kick, Heavy Kick
8, 9
32, 49
800, 1200
High
--
Limited juggle state, can follow up with Hishou Ryuuenjin in the corner.
--
+3, Knockdown **
-1, -11
5, 4
20, 38

Jump Attacks

Hitbox Image
Jump Light Punch
4
--
300
Overhead
--
--
--
+7...
+4...
9
3 Landing
Hitbox Image
Jump Medium Punch
7
--
600
Overhead
Special
Juggle state on air hit.
--
+8...
+4...
5
3 Landing
Hitbox Image
Jump Heavy Punch
9
--
800
Overhead
--
--
--
+8...
+4...
5
3 Landing
Hitbox Image
Jump Light Kick
5
--
300
Overhead
--
Crosses up.
--
+6...
+2...
7
3 Landing
Hitbox Image
Jump Medium Kick
7
--
500
Overhead
--
Crosses up.
--
+9...
+5...
5
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+11...
+7...
6
3 Landing

Special Moves

Kachousen (Light Punch)
16
Down, Down-Forward, Forward + Light Punch
48
500
High
Not technically considered a projectile, so does not collide with projectiles and can be stopped with normal attacks.

Can hold the attack button to charge, and the held version is considered a projectile. Held version bounces off the opponent on hit/block for a followup hit, strength of Punch changes the bounce height.

The Flame Stock version is a standard projectile with two hits.
--
Normal -1..., Charged +1..., Followup +30...
Flame +1..., Charged +1..., Followup +30...
Normal -7..., Charged -1..., Followup +26...
Flame -3..., Charged -1..., Followup +26...
...
33, Flame 30
Kachousen (Medium Punch)
14
Down, Down-Forward, Forward + Medium Punch
48
500
High
Not technically considered a projectile, so does not collide with projectiles and can be stopped with normal attacks.

Can hold the attack button to charge, and the held version is considered a projectile. Held version bounces off the opponent on hit/block for a followup hit, strength of Punch changes the bounce height.

The Flame Stock version is a standard projectile with two hits.
--
Normal -3..., Charged +1..., Followup +30...
Flame -1..., Charged +1..., Followup +30...
Normal -9..., Charged -1..., Followup +26...
Flame -5..., Charged -1..., Followup +26...
...
35, Flame 32
Kachousen (Heavy Punch)
12
Down, Down-Forward, Forward + Heavy Punch
48
500
High
Not technically considered a projectile, so does not collide with projectiles and can be stopped with normal attacks.

Can hold the attack button to charge, and the held version is considered a projectile. Held version bounces off the opponent on hit/block for a followup hit, strength of Punch changes the bounce height.

The Flame Stock version is a standard projectile with two hits.
--
Normal -5..., Charged +1..., Followup +30...
Flame -3..., Charged +1..., Followup +30...
Normal -11..., Charged -1..., Followup +26...
Flame -7..., Charged -1..., Followup +26...
...
37, Flame 34
Kachousen (Overdrive)
16
Down, Down-Forward, Forward + PP
48
500
High
Overdrive version bounces off of opponents on hit/block for a followup hit without needing to be held. Overdrive version is always considered a standard projectile, but only has one hit so will lose to most other Overdrive projectiles.

Can hold the attack button to charge. Held version has two hits, but does not bounce off of opponents on hit/block -- however, held version can be followed up with Forward+Punch to throw two more fans, both of which will bounce off of opponents on hit/block.

Flame Stock versions still have two hits per fan.
--
Normal +3..., Charged +14..., Knockdown +61...
Flame +3..., Charged +45..., Knockdown +60...
Normal -7..., Charged -1..., Followup +26...
Flame -3..., Charged -1..., Followup +26...
...
31, Flame 31
Hitbox Image
Hishou Ryuuenjin (Light Kick)
5
Forward, Down, Down-Forward + Light Kick
52
400, 500 (400, 300, 300)
High
Anti-air invincible on frames 1-14. Flame Stock version in parenthesis.
--
Knockdown +29 (Knockdown +31)
-29
18
30
Hitbox Image
Hishou Ryuuenjin (Medium Kick)
6
Forward, Down, Down-Forward + Medium Kick
52
500, 600 (500, 350, 350)
High
Anti-air invincible on frames 1-10. Flame Stock version in parenthesis.
--
Knockdown +31 (Knockdown +32)
-28
18
29
Hitbox Image
Hishou Ryuuenjin (Heavy Kick)
7
Forward, Down, Down-Forward + Heavy Kick
53
600, 600 (500, 400, 400)
High
Anti-air invincible on frames 1-11. Flame Stock version in parenthesis.
--
Knockdown +31 (Knockdown +32)
-31
18
29
Hitbox Image
Hishou Ryuuenjin (Overdrive)
6
Forward, Down, Down-Forward + KK
57
800, 800 (800, 500, 400)
High
Fully invincible on frames 1-8. Anti-air invincible on frames 9-10. Flame Stock version in parenthesis.
--
Knockdown +20 (Knockdown +27)
-40
17
35 (42 on block)
Ryuuenbu (Light Punch)
14
Down, Down-Back, Back + Light Punch
35
800 (900)
High
Flame stock in parenthesis.
--
+3...+9 (Knockdown +35...)
-4...+2 (-2...+4)
7
15
Ryuuenbu (Medium Punch)
14
Down, Down-Back, Back + Medium Punch
47
200, 800 (200, 900)
High
--
--
Knockdown +35...+41 (Limited Juggle State, Knockdown +42...)
-6...0 (-6... 0)
2, 7
31
Ryuuenbu (Heavy Punch)
15
Down, Down-Back, Back + Heavy Punch
48
200, 600 (200, 700)
High
Whiffs on crouching opponents. Limited juggle state on hit.
--
Limited Juggle State, Knockdown +43...+51 (Limited Juggle State, Knockdown +47...)
-6...+3 (-6...+3)
3, 10
21
Ryuuenbu (Overdrive)
16
Down, Down-Back, Back + PP
62
200, 400, 400 (200, 450, 450)
High
--
--
Limited Juggle State, Knockdown +48...
-12...
2, 5, 5
16
Hissatsu Shinobi Bachi (Light Kick)
10
Down, Down-Forward, Forward + Light Kick
55
400, 400 (400, 500)
High
Flame Stock in parenthesis.
--
Knockdown +27...+43
-10...+6
2, 17
16
Hissatsu Shinobi Bachi (Medium Kick)
15
Down, Down-Forward, Forward + Medium Kick
64
450, 450 (450, 550)
High
Flame Stock in parenthesis.
--
Knockdown +23...
-12...+4
2, 17
20
Hissatsu Shinobi Bachi (Heavy Kick)
18
Down, Down-Forward, Forward + Heavy Kick
68
500, 500 (500, 600)
High
Flame Stock in parenthesis.
--
Knockdown +22...
-13...
2, 17
21
Hissatsu Shinobi Bachi (Overdrive)
14
Down, Down-Forward, Forward + KK
77
400, 400 (400, 500)
High
Transitions into an air state on hit, during which Jump Medium Punch can be used as a followup. Flame Stock in parenthesis.
--
Juggle state... Knockdown +27
-12
2, 17
27 (32 on hit)
Musasabi no Mai (During Forward Jump Only)
21
Forward Jump, Down, Down-Back, Back + Punch
**
1000 [1100] (1200 [1300])
High
Punch strength does not change the move. Overdrive in parenthesis. Flame Stock in brackets. All versions create a limited juggle on hit, but difficult to space to allow followup without Overdrive, which launches higher.
--
Limited juggle state, knockdown ** on hit...
-7...-1 [-4...+1]
10...6
**

Super Arts

Kagerou no Mai (Level 1)
6
Down, Down-Back, Back, Down, Down-Back, Back + P
141
2000 (2300)
High
Strike invincible on frames 1-8. Breaks armor. Flame stock in parenthesis.
--
Knockdown +26 (Knockdown +40)
-26
**
**
Chou Hissatsu Shinobi Bachi (Level 2)
7
Down, Down-Forward, Forward, Down, Down-Forward, Forward, K
68 (79 on block)
2800 (3000)
High
Fully invincible on frames 1-8. Breaks armor. Flame Stock in parenthesis. Flame stock grants additional projectile invincibility on frames 9-12.
--
Knockdown +23 (Knockdown +38)
-24
**
...37
Air Chou Hissatsu Shinobi Bachi (Level 2)
3
Forward Jump, Down, Down-Forward, Forward, Down, Down-Forward, Forward, K
93
2800 (3000)
High
Flame Stock in parenthesis.
--
Knockdown +11 (Knockdown +10)
**
**
71
Shiranui Ryuu: Enbu Ada Zakura (Level 3)
10
Down, Down-Back, Back, Down, Down-Back, Back + P
**
4000 (4500)
High
Strike invincibile on frames 1-11. Breaks armor. Critical Art in parenthesis.
--
Knockdown +19 (Knockdown +20)
-33
**
**

Misc.

Stats
Health — 10,000
Forward Walk Speed — 5.0
Back Walk Speed — 3.5
Forward Dash — 18 frames / 145.000 distance
Back Dash — 23 frames / 90.000 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 134 (hit)
1200
Throw
--
--
--
+21
3
23
Back Throw
5
30 (whiff) / 110 (hit)
1200
Throw
--
--
--
+17
3
23