This is just to start off a generic Mai thread… a list of some random stuff I find useful with Mai
I am by no means a Mai master, so feel free to improve on any of this stuff.
Anti- air options
st.fierce I use as a default anti-air, but you must pick up the jump early and distance correctly. This has a similar angle to Athena’s st.strong, but does more damage. Priority is ok, but will not beat crossups and deep jump-ins.
Charge down then up+k. Effective as anti air only if you pick up on the jump VERY early. Use lk version because the startup on the others is horrible. Use this only if you are sure the move will hit as the move has massive recovery time. Works well against far away Honda headbuts and Blanka balls (unless close enough to still have RC invincibility!) and Vegas dive attacks.
Roll cancelled flame attack (qcb+p)
This is probably her anti-air for obvious reasons. Dont abuse this as it easily rolled through and has alot of recovery if the opponent blocks it close.
j.rh is also a good all purpose anit-air, air-to-air. High priority, I think its one of the best j.rh in the game next to Rock and Sagat. Good for a suprise small jumping attack too to get that last hit.
j.short is her crossup. Good as a set-up to throwing mindgames.
Mai’s throw is damn good as well.
cr.fierce is good too, for guard damage, bufferabilty, priority. Easy as hell to combo supers after this.
cr.forward is a quick little slide, has some recovery though, so be careful.
st.rh has huge startup and little range… use as a meaty.
st.jab is good! Good range, high priority. Can sometimes anti-air.
cr.short for ghetto style.
cr.jab is ok, same with cr.strong.
Easiest combo is j.rh, cr.fierce, fierce flame attack. Does four hits, nice damage. Not safe for guard damage though as the last attack has long recovery, throw out a fan instead.
Generally speaking, I use Mai as a battery, throwing fans ALOT (you can buffer these after a cr.rh, usually safe) and random flame attacks to build meter. She is not a ruchdown machine a la Kyo, her pokes dont have alot of speed or range, so just annoy the hell out of the opponent with fans, cr and j.rh, mix it up with throws and you should be on your way.
A cheesy tactic is when cornered, to use her triangle jump (jump back onto the wall, then jump forward) and use a qcb+p at the peak of the jump (you should be off the screen at this point). You end up on the other side of the screen. Just watch out for the super attempt. This will usually beat a tiger uppercut btw, done this many times. This tactic sets up a little game in itself. You can omit the qcb+p and go straight into a combo or throw.