Now to speak about Mai’s information updates… there still does not seem to be any frame data to speak of yet. Mai’s best jump in attack would have to be j.B, with j.A/j.D being close contenders. Now why would that be?
When Mai actually connects with j.B, the opponent will suffer from a much longer hit/block stun. This makes combos far easier for Mai, especially 1 framers. Mai’s j.B also counts as a cross up as well. Mai can also cross up with j.C as well, but the likely hood of that happening is slim due to how she swings her fan. So if the opponent is being reckless or has trouble defending, you can jump in on the opponent utilize j.B for an easy BnB combo. This works like a charm. Just keep in mind that… fundamentally speaking for KOFXIII and the majority of other fighting games jumping is a risky movement. Mai’s ground game is very important because she moves very fast… her walk speed is fast, her jumping ability is rather quick… so PLEASE make use of Mai’s speed - it can help you win a lot of fights!
I also have some technology on Mai’s CD/j.CD attack that I would like share. I will compose a video later on and post it here to provide players with an idea of what to do when you corner the opponent. There is also that 2 Bar HD combo for 800+ damage I will share too from within the said video series. There will also be replays provided. The replays themselves will prove how effective Mai’s speed can really be.