Story
Mai is Azure's version of Guilty Gear Strive May
Introduction
Mai is a versatile beginner friendly character that can exceel at doing anything
Strengths |
Weaknesses
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- Space Control: Mai has dolphins, bubble, super and her big normals that let her fight from a range
- Marine Life: Possibly best move in the game, pay 100MT to win neutral and lock them down from fullscrren, or convert from any hit.
- Kid: Mai has a small body and falls fast, meaning things might whiff on her
- Anti Airing: 2M, Up Dolphin, j.L, j.H and Super. Take your pick
- Meterless Damage: Mai can crack 40-50 damage meterless from most hits, her combos aren't affected much by scaling due to j.L loops.
- Marine Life is a + on block reversal
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- Fragile: Mai is the only chatacter to have 110 HP instead of 125HP, this also coupled with the fact her only reversal is a super.
- Limited Movelist: Mai doesn't have any special moves, and so has less moves than anyone, meaning there's less to learn how to deal with.
- Damage Ceiling: Although Mai's damage is consistently good, she struggles to do over 100 dmg unless you attempt an inconsistent infinite combo that may randomly drop.
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Move List
Normal Attacks
5L
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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7
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-
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-
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-
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-
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+8
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+0
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- High hitbox jab that comes out slower than 5M
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5M
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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5
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-
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-
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-
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-
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+9
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+0
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- Mai's actual standing jab dispite being a medium
- Cancels into itself to frame trap. Mash on super armor! Ridiculous move.
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5H
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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10
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-
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-
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-
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-
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-21
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+9
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totsugeki!!!
- May's iconic dolphin attack, not a charge attack in this game
- Dolphin > Super > Win
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2L
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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4
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low
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-
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-
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-
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+15
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-6
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|
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2M
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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9
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-
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-
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-
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-
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+67
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-3
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- MASSIVE anti-air Launcher that leads to high damage
- Resets chain on hit, meaning you can't do multiple of these in combos
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2H
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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10
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-
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-
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-
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-
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+45
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+1
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- Up-Dolphin, your anti-air combo tool
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j.L
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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7
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mid
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-
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-
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-
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-
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-
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- Chains into self forever, allowing for funny looking ladder combos that do massive unscaled damage
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j.M
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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8
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high
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-
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-
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-
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-
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-
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- Mai's only overhead, can also be used as an instant overhead if done after jumping
- Juggles on hit
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j.H
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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12
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mid
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-
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-
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-
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-
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-
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- Mai's massive air launcher, does a lot of things and leads to easy confirms due to massive hitstun
- This is punishable on block, don't let them get away with IAD j.H
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Special Attacks
Overhead Hug 5S
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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10, 6 (16)
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Unblockable
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-
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-
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-
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-
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N/A
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- Combos on corner, gives okizeme midscreen
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Overhead Hug (Air) j.S
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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27
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Unblockable
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-
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-
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-
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-
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N/A
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|
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Bubbly Trap 2S
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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5
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-
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-
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-
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-
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-
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-
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- Mais steps and summons a puddle 11 studs infront of her, enemies hit are trapped in a bubble and stunned for ages
- Midrange move and versatile combo tool
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Mai doesn't have a j.2S. xd
Level 1 Ultimate Attack
Marine Life 5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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6, 4, 3x3 (19)
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mid
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-
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-
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-
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-
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+51
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- Fullscreen lockdown super, where all your meter goes
- Mai's only reversal, prone to trading but is very + on block so they can't just block it
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Strategy
Spam
Combos
2L [5L] 2M 2H Alpha
The j.L Minigame
Mai's j.L, being the cornerstone of her combos, is also the source of a very inconsistent infinite.
The starter for the infinite can be anything that leads into j.L, even ground hits, because j.L picks up grounded opponents.
The easiest and most consistent starter for the infinite is 2S.
Once the j.L chain has been started, you have to pay attention to how high the enemy is compared to you. Once the opponent reaches about level height with you, stop the chain and perform a delayed airdash, then immediately continue the chain. If done correctly and with a little luck, the airdash will stall you in the air while the opponent falls down, allowing you to extend the air combo.
If you resumed the chain too late, the opponent will recover. If you resumed the chain too early, the opponent may not fall down far enough. It is recommended to continue the chain slightly earlier if you are unsure about the timing, as early airdashes can be corrected later on, while late airdashes cannot.
If the game lags and causes you to miss the timing, you have a one-time use failsafe in the form of your double jump.
Colors