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BBTag Mai Combo Document
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Combos highlighted in green are recommended to learn as a priority.
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All combos that are listed as midscreen can also be used in the corner, combos that are listed to midscreen to corner must travel to the corner by some point to continue the combo.
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Please read the notes on the right for each combo, it serves as a description but it also provides tips to doing the combo, and may answer any questions you might have about it.
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Here is a link to the comprehensive guide for Mai in BBTag.
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Here is a link to the official BBTag Discord server, feel free to visit the #mai-natsume channel to talk to me.
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Document is still current as of July 2023 ~Mystletaynn
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Meterless
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Starters:Corner/Midscreen:Solo/Assisted:Combo Notation:Damage:
Demonstration:
Notes:
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5AMidscreenSolo5A > 2B > hjAAC > djAA > 214B5474LinkSimple, consistent confirm, but lower damage.
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5AMidscreenSolo5AA > 2B > hjAAC > djAA > 214B > 2A > 5A > jAA > 214B6135LinkMai's primary staple BnB, requires being a bit closer to connect 5AA 2B. To connect 2A after 214B, make sure Mai is slightly below the opponent, which may require slight delays.
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5AMidscreenSolo5AA > 2B > 2369hjAAC > djAA > 214[6]jAA > 214B5884Link2369 jump cancel gives a running jump distance, which can also be a superjump depending on the speed of the input. Use j6A after 214 to avoid getting 214~A. This route maximizes damage while avoiding the 2A relaunch.
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5AMidscreenSolo5AA > 2B > jAA > djAA > 214B > 2A > 5A > jAA > djAA > 214B6076LinkEach jA in the first half should be slightly delayed for the 214B to hit below the opponent in order to get 2A relaunch. Very simple and easy route when you have the timing learned.
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5AMidscreenSolo5AA > 2B > 2369hjAAC > djAA > 214B > 2A > 5A > A+D > A6041LinkFull corner to corner carry. Use all of the above notes.
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5AMidscreenSolo5AA > 2B > 2369jC > djAA > 214B > 2A > 5A > 2369jAC> djAA > 214B6233LinkDifficult high damage route. Use all of the above notes.
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2A / 4A / jAMidscreenSoloThe above combo routes can also be done starting with 2A, 4A, or airdash jA, simply omit 5AA and go right into 5A 2B.LowerSee AboveLower damage as a result of a worse starter hit.
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2CMidscreenAssisted2C > P > 236B > dash > 5A > 2B > jAA > djAA > 214B > 2A > 5A > A+D > A6890LinkFull corner to corner carry from a 2C starter with an assist. May need to alter timing of assist call.
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236AMidscreenSolo236A > 4A > 5A > 2B > jAA > djAA > 214B > 2A > 5A > jAA > 214B5412LinkCounterhit conversion. Every jA in the first half needs to be slightly delayed for the 214B to hit the very bottom of the opponent in order to get 2A relaunch.
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214~A/BMidscreenSolo214~B > 5A > 2B > jAA > djAA > 214B > 2A > 5A > jA > djAA > 214B6682LinkStarter off of a bait and punish, no delays needed.
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52BMidscreenSolo52B > 236 > 5A > 2B > 2369hjAAC > djAA > 214B > 2A > 5A > jAA > 214B5273LinkTight timing, cancel 52B the instant you see the spear connect. 2A and 4A are other options out of 236 for easier timing, at lower damage. Unsafe on block as a standalone, but 236A or 236214 are options out of it.
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ThrowMidscreenSoloB+C > 214~B > dash > 5A > 2B > jAA > djAA > 214B > 2A > 5A > 2B > A+D5495LinkThrow combo, consistent with no delays needed. 2A 5A 2B A+D ender gives a jA safejump that covers neutral and backward tech.
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5ACornerSolo5AA > 2B > jC > djC > 214B > 2A > 5A > jAC > djAC > 214B6382LinkMay need to use 7jC to space properly for the relaunch.
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5ACornerSolo5A > 2B > jC > 5A > 2B > hjA > djAA > 214B > 2A > 5A > 2B > A+D > 2C6210LinkA+D 2C ender gives a jA safejump that covers both neutral and forward tech. Character specific - All except for Ragna, Platinum, Naoto S., Waldstein. Use 2A > 5AA > 2B > A+D > 2C for Ragna.
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2CCornerAssisted2C > P > 5[B]~B > 214~B > 5A > 2B > sjAA > djAA > 214B7714LinkAllows time to hitconfirm. Works with any assist that pops up in the air long enough to charge 5[B].
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ThrowCornerSoloB+C > 214~B > 2B > 8jC > 214B > 2A > 5A > jAC > jAC > 214B5606LinkCorner throw combo, no delays needed.
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With Meter
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Note: Most of the above meterless combos that end in 214B can be positioned similarly for obtaining a 2A pickup, but going into 236B+C instead.
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Starters:Corner/Midscreen:Solo/Assisted:Combo Notation:Damage:
Demonstration:
Notes:
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5AMidscreen to CornerSolo5AA > 2B > 2369hjAAC > djAA > 214 > j6AA > 214B > 2A > 2B > 236B+C7628Link2 Meter. 2369 jump cancel gives a running jump distance. Use j6A after 214 to avoid getting 214~A.
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5AMidscreen to CornerSolo5AA > 2C > 236C > 5A > 2B > jAA > djAA > 214B > 236B+C8832Link3 Meter.
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2BMidscreen to CornerSolo2B > jBB > 214~B > 5A > 2B > jAA > 214B > 2A > 5A > 2B > A+D > 236B+C8720Link2 Meter. Counterhit punish only, the extra hitstun is required for uncharged jBB > 214~B.
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214~A/BMidscreen to CornerSolo214~B > 2C > 236C > 5A > 2B > hjAC > djAC > 214B7352Link1 Meter. Starter off of a bait and punish. May need to delay 236C slightly so that the opponent is not too high when hit.
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214~A/BMidscreen to CornerSolo214~B > 2C > 236C > 5A > 2B > hjAC > djAA > 214B > 236B+C9278Link3 Meter. Starter off of a bait and punish. May need to delay 236C slightly so that the opponent is not too high when hit. Delay the djAA to adjust height to get 236B+C ender.
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52BMidscreen to CornerSolo52B > 236 > 2C > 236C > 6A > 2B > hjAAC > djAA > 214B > 236B+C7813Link3 Meter. Tight timing, cancel 52B the instant you see the spear connect. Unsafe on block as a standalone, but 236A or 236214 are options out of it.
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5ACornerSolo5A > 2C > 236C > 5A > 2B > jAA > djAA > 214B > 2A > 5A > A+D7269Link1 Meter.
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5ACornerSolo5A > 2B > jAC > 8djAC > 214B > 2A > 2B > jA > djAA > 214B > 236B+C7828Link2 Meter.
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5ACornerSolo5A > 2C > 236C > 5A > 2B > jAA > djAA > 214B > 2A > 5A > 2B > 236B+C9215Link3 Meter.
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5ACornerSolo5A > 236C > 4AAA > 236C > 5A > 2B > hjAC > djAA > 214C > 2C > 236236B+C10132Link5 Meter.
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5ACornerSolo5A > 2C > 236C > 2C > 2BB > 214B > 2A > 2B > jA > djA > 214C > 2C > 236C > 236236B+C10463Link5 Meter. Downward angled 5B can be input as 2B because regular 2B cannot chain from 2C.
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2BCornerSolo2B > jBB > 214~B > 2B > jC > djC > 214B > 2A > 5A > 2B > A+D > 236B+C8814Link2 Meter. Counterhit punish only, the extra hitstun is required for uncharged jBB > 214~B.
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2CCornerSolo2C > 236C > 5A > 2B > jAA > djAA > 214B > 2A > 5A > 2B > 236B+C8857Link3 Meter. No delays needed for relaunch.
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2CCornerSolo2C > 236C > 5A > 2B > hjAC > djAA > 214C > 2C > 236C > 5A > 236B+C9510Link5 Meter.
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236C!CornerSolo236C! > [2C > 2BB > 236214C] x2 > 2C > 2BB > 236236B+C10602Link5 Meter. Downward angled 5B can be input as 2B because regular 2B cannot chain from 2C.
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5ACornerResonance5A > [2C(1) > 236C] x4 > 5A > 236C > 2C > 2B > 236C > 2C > 236236B+C11586Link5 Meter at Resonance level 4. Downward angled 5B can be input as 2B because regular 2B cannot chain from 2C.
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5AMidscreenAstral5AA > 2B > hjAAC > djAA > 214B > 2A > 5A > jAA > 214B > 222B+C39735Link3.7 Meter, can be done with a 2A starter if you're at around 4.2 Meter since it scales less Meter gain.
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5AMidscreen to CornerCrossP > 5A > reposition > j[B]B > 214~B > 5A > 2B > hjAA > djAA > 214A > P > j[B]B > 214~B > P+D > P > 214~B > P > 236B+C > P14073Link
4 Meter cross combo for confirmed punishes only. Works with "long-lasting" assists that enable repositioning AND fully charging 5[B], such as Noel 5P or Vatista 5P. Often can be used from midscreen, may require slight route edits for repositioning the first 5[B]B.
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5AMidscreen to CornerCrossP > 5A > reposition > j[B]B > 214~B > 2C > 236C > 2C > P > j[B]B > 214~B > P+D > P > 214~B > P > 236B+C > P15275Link
5 Meter cross combo for confirmed punishes only. Works with "long-lasting" assists that enable repositioning AND fully charging 5[B], such as Noel 5P or Vatista 5P. Often can be used from midscreen, may require slight route edits for repositioning the first 5[B]B.
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5ACornerCrossP > 5A > 5[B]B > 214~B > 5A > 2B > hjAA > djAA > 214A > P > 214~B > P+D > P > 214~B > P > 236B+C > P13500Link
4 Meter cross combo for confirmed punishes only. Works with "short" assists that enables fully charging 5[B] after the first 5A, but is not quick enough to do so mid-combo, such as Mitsuru 4P, Ruby 4P, Merkava 5P, and more. These generally only work in the corner.
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5ACornerCrossP > 5A > 5[B]B > 214~B > 2C > 236C > 2C > P > 214~B > P+D > P > 214~B > P > 236B+C > P14362Link
5 Meter cross combo for confirmed punishes only. Works with "short" assists that enables fully charging 5[B] after the first 5A, but is not quick enough to do so mid-combo, such as Mitsuru 4P, Ruby 4P, Merkava 5P, and more. These generally only work in the corner.
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These cross combo routes can also be used from less optimal starters to extend any kind of combo in exchange for less damage than listed above.
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If your partner character does not have any assist that allows fully charging 5[B], then it is not recommended as a team since you will lack damage in your punishes, even without an optimal starter as listed above.
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