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Mai

Mai — Counter-Guide

Key Info

  • Has an overhead with combo: 6MP
  • Defense
    • 623KK: OD invincible, startup 6F
      • If you play Luke or Kimberly, avoid rushing after a throw
    • 623LK: anti-air invincible, startup 5F
    • 236236P: startup 6F, no projectile invincibility
    • 236236K: startup 7F, no projectile invincibility
      • [Boosted] 236236K: projectile invincible
    • 214214P: startup 10F
  • Moves with frame advantage on block
    • None

Neutral Play (Mindset)

  • Don't let her get far away
    • If distance opens up, 236P is thrown and pressure begins
    • Maintain the spacing where Mai's 2MK does not reach
  • Use lots of mix-up pressure after jabs (LP)
    • She has no moves that are plus on block, so mix-up pressure after a guarded light attack is common
    • LP → throw
      • Counter with fuzzy jab (crouching LP)
    • LP → 2MK → 236P, etc.
      • Be careful not to let a Mai who skips counter-hit confirmation off LP bully you — use fuzzy pressure to make her work
  • Don't abandon jump options
    • "I'm scared of anti-airs so I won't jump" is not the right mindset in the Mai matchup
    • Show jump threats at the start of the round and after successful tech throws
    • Think after you get anti-aired once
  • 623K's (Hishou Ryuuenjin) hitbox is short horizontally
    • Mai's anti-air special has short horizontal reach
    • Mixing in whiff-bait jumps is effective
  • Judo (throw game) is weak
    • The strike option that is the other side of her throw game has very little return
    • When pinned in the corner, forward jump or backdash is extremely effective
  • Weak to placed buttons (counter pokes)
    • Many of Mai's moves advance forward before coming out (2MP, HP, etc.)
    • Placing a normal that earns good return on counter hit helps keep risk vs reward in your favor

Hishou Ryuuenjin

Mai's anti-air special. Used for anti-air and as a combo ender.

  • 623LK
    • Startup 5F
  • 623MK
    • Startup 6F
  • 623HK
    • Startup 7F
  • 623KK
    • OD invincible, startup 6F

Recommended Counter

623LK does not have strong horizontal reach. Mix in whiff-bait jumps to force a 50/50.

Ryuuenbu

Used to end combos.

  • 214LP
    • On block: Mai is -4F
  • 214MP
    • On block: Mai is -6F
  • 214HP
    • On block: Mai is -6F
  • 214PP
    • On block: Mai is -12F

Recommended Counter

Each version has short recovery, but take the most efficient punish combo for each.

Hissatsu Shinobi Bachi

  • 236LK
    • On block: -10F
  • 236MK
    • On block: -12F
  • 236HK
    • On block: -13F
  • 236KK
    • On block: -12F

Recommended Counter

All versions have a punish combo on block — make sure you take it.

Kachousen

  • 236LP
  • 236MP
  • 236HP
  • 236PP

Mai's main weapon — when fully charged, her pressure is confirmed. The speed of the projectile and the height of the second 236P change by strength. Uncharged 236P can be cancelled by your own projectile, so projectile characters should fire their projectile occasionally.

Check each projectile strength's options for Mai below:

  • 236LP → forward step → throw
    • Parry causes you to lose
  • 236LP → rush
    • Crouching guard lets you drift back and dodge the second hit
    • If you press parry, you go to standing guard and the second hit connects — you lose
  • 236HP → forward step
    • From opening distance, an invincible reversal is confirmed after guarding the first hit
  • 236MP → rush
    • From opening distance, an invincible reversal is confirmed after guarding the first hit

Recommended Counter

  • Do not press parry
    • Pressing parry against the strong and medium versions causes you to lose
  • Use an invincible reversal
    • If Mai rushes from opening distance after the first hit is guarded, an invincible reversal is confirmed, so don't be lazy about it
  • LP → special
    • From opening distance, if you press LP fuzzy after guarding the first hit, it hits Mai's step
    • If you then buffer a Shoryuken-type move that gets a knockdown, you earn good return

OD Kachousen

Mai's projectile that starts her pressure when it connects. The second hit fires after the first with a delay. Knowing the responses lets you handle it reasonably well.

First-hit counter:

  • Do not move backward
    • Moving backward increases Mai's frame advantage after guard
    • Moving back prevents the following two counters from working
  • Perfect parry
    • Perfect parry when OD Kachousen is guarded at close range
    • You must accept the first hit, but it is worth trying
  • Neutral jump
    • At mid-distance, neutral jump to dodge OD Kachousen is the easiest counter
    • Mai's rising kick has short horizontal reach; extracting return damage on neutral jump is difficult
    • Jumping after moving back makes anti-air easier for her — do not back up first

Second hit:

  • OD invincible
    • When Mai rushes in, around mid-distance an invincible Shoryuken is confirmed — don't skip it
  • Drive Impact (DI)
    • Gets beaten on rush, but confirms on forward step, putting risk on Mai
  • Backdash
    • When Mai selects throw, it becomes your offensive turn
  • Eat the hit
    • By inputting a knockdown move like a Shoryuken, if it hits Mai the pressure ends; even if guarded, OD Kachousen's second hit lands causing a knockdown, removing the combo

Recommended Counter

  • After guarding OD Kachousen's first hit at close range, buffer LP and invincible Shoryuken — this stops the rush and confirms the Shoryuken
  • Depending on distance, you can also punish a forward step, so keep it as an option

Midare Kachousen

Know that without rush, there is basically no meaningful pressure after this. The most common Mai options are these three:

  • Step → throw
  • Step → overhead
  • Step → low

Recommended Counter

In the midscreen: Backdash after guarding the third hit dodges everything. If rush is used it becomes impossible, but she has spent 3 gauges so work to build your own advantage from there.

Standing Heavy Punch

She will cancel into 236P after HP to force a mix-up.

If it was the charged version, Drive Impact (DI) is confirmed; but if not charged, you get beaten. Buffering OD invincible gives a confirm, but using Drive Gauge creates a gauge gap.

Recommended Counter

A jump is the right call — hold up on the stick and eat the damage if needed to put risk on her. Getting the Drive Gauge gapped in the corner is more likely to be a losing pattern.

  • If charged
    • Jump attack is confirmed
  • If not charged (aerial state)
    • No combo (a rising kick follow-up is possible but difficult)