Eternal Fighter Zero/Mayu Shiina: Difference between revisions
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:*'''5A/2A 1BBC''' | :*'''5A/2A 1BBC''' | ||
: | ::* Specifically leaving out the 236A-B-A gives you much stronger oki but at the cost of damage. Also a useful option against characters where the 236A-B-A sequence is not reliable, such as Misuzu. | ||
:*'''1ABBC 236A-B-A''' | :*'''1ABBC 236A-B-A''' | ||
: | ::* Your basic BnB. Can whiff on Misuzu unless you start the combo right in her face. | ||
<u>Red IC Combos</u> | <u>Red IC Combos</u> | ||
Line 1,072: | Line 1,072: | ||
:''Midscreen'' | :''Midscreen'' | ||
:*'''j214B IC j66 jB c5B jC j66 jBC djABC 5AB jBC djABC dj236B(whiff)''' - 3557 Damage | | {{EFZComboVideo | ||
|text=:*'''j214B IC j66 jB c5B jC j66 jBC djABC 5AB jBC djABC dj236B(whiff)''' - 3557 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=123}} | |||
}} | |||
:*'''41236C jC j66 jBC djABC 5AC 41236A''' - 3884 Damage | | {{EFZComboVideo | ||
|text=:*'''41236C jC j66 jBC djABC 5AC 41236A''' - 3884 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=140}} | |||
}} | |||
:''Corner'' | :''Corner'' | ||
:*'''1ABBC 236A-B IC jB .. jC land jABC 641236A''' - 4058 Damage | | {{EFZComboVideo | ||
|text=:*'''1ABBC 236A-B IC jB .. jC land jABC 641236A''' - 4058 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=9}} | |||
}} | |||
:*'''623A IC jC djC dj66 djBC land jABC land jABC 641236A''' - 4218 Damage | | {{EFZComboVideo | ||
|text=:*'''623A IC jC djC dj66 djBC land jABC land jABC 641236A''' - 4218 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=25}} | |||
}} | |||
:*'''5C 236C 5B jC j66 jBC djABC 5AC 641236A''' - 4497 Damage | | {{EFZComboVideo | ||
|text=:*'''5C 236C 5B jC j66 jBC djABC 5AC 641236A''' - 4497 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=43}} | |||
}} | |||
:*'''2C IC c5B jC j66 jBC djABC jABC c5B jBC djABC dj236B(whiff)''' - 3712 Damage | | {{EFZComboVideo | ||
|text=:*'''2C IC c5B jC j66 jBC djABC jABC c5B jBC djABC dj236B(whiff)''' - 3712 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=85}} | |||
}} | |||
:*'''(anti air) c5B jC j66 jBC c5B jB .. jC jABC 5AB 641236A''' - 4235 Damage | | {{EFZComboVideo | ||
|text=:*'''(anti air) c5B jC j66 jBC c5B jB .. jC jABC 5AB 641236A''' - 4235 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=103}} | |||
}} | |||
:*'''41236B 664 c5B jB .. jC .. djB .. djC 5AB jBC djABC dj236B''' - 2899 Damage | | {{EFZComboVideo | ||
|text=:*'''41236B 664 c5B jB .. jC .. djB .. djC 5AB jBC djABC dj236B''' - 2899 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=158}} | |||
}} | |||
Line 1,095: | Line 1,119: | ||
:''Anywhere'' | :''Anywhere'' | ||
:*'''1ABBC 2141236C IC j66 jC 5B jC j66 jBC djB .. djC 5B jBC djABC dj236B''' - 7113 Damage | | {{EFZComboVideo | ||
|text=:*'''1ABBC 2141236C IC j66 jC 5B jC j66 jBC djB .. djC 5B jBC djABC dj236B''' - 7113 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=199}} | |||
}} | |||
:''Midscreen'' | :''Midscreen'' | ||
:*'''1ABBC 236A-B IC jB j66 jAB 5B jB j66 jBC land jABC 5B jBC djABC dj236B''' - 5419 Damage | | {{EFZComboVideo | ||
|text=:*'''1ABBC 236A-B IC jB j66 jAB 5B jB j66 jBC land jABC 5B jBC djABC dj236B''' - 5419 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=244}} | |||
}} | |||
:*'''2AA c5B 2C 2141236A IC 9 djB dj66 djB land c5B jC j66 jBC djABC land jABC c5B jBC djABC dj236B''' - 6284 Damage | | {{EFZComboVideo | ||
|text=:*'''2AA c5B 2C 2141236A IC 9 djB dj66 djB land c5B jC j66 jBC djABC land jABC c5B jBC djABC dj236B''' - 6284 Damage | |||
|video={{#ev:youtube|ZgRxjWpVfd0}} | |||
}} | |||
:*'''623A IC 9 djB .. djB 6 c5B jB j66 jB c5B jC j66 jBC djABC land jABC c5B jBC djABC dj236B''' - 5011 Damage | | {{EFZComboVideo | ||
|text=:*'''623A IC 9 djB .. djB 6 c5B jB j66 jB c5B jC j66 jBC djABC land jABC c5B jBC djABC dj236B''' - 5011 Damage | |||
|video={{#ev:youtube|C38eZ5W9qpY}} | |||
}} | |||
:''Near Corner'' | :''Near Corner'' | ||
:*'''5C 236C j9 djC dj66 djBC land 236B IC jC djC dj66 djBC c5B jB .. jC djABC land 5AB jBC djABC dj236B''' - 6470 Damage | | {{EFZComboVideo | ||
|text=:*'''5C 236C j9 djC dj66 djBC land 236B IC jC djC dj66 djBC c5B jB .. jC djABC land 5AB jBC djABC dj236B''' - 6470 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=328}} | |||
}} | |||
:*'''(anti air) c5B jC j66 jBC 5AC 2141236A IC jC djC dj66 djBC land jC j66 jBC land jABC 5AB jBC djABC dj236B(tech trap)''' - 7032 Damage | | {{EFZComboVideo | ||
|text=:*'''(anti air) c5B jC j66 jBC 5AC 2141236A IC jC djC dj66 djBC land jC j66 jBC land jABC 5AB jBC djABC dj236B(tech trap)''' - 7032 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=369}} | |||
}} | |||
:''Corner'' | :''Corner'' | ||
:*'''1ABBC 2141236A IC jC djC dj66 djBC land jC j66 jBC djABC 5AC 641236A''' - 6910 Damage | | {{EFZComboVideo | ||
|text=:*'''1ABBC 2141236A IC jC djC dj66 djBC land jC j66 jBC djABC 5AC 641236A''' - 6910 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=175}} | |||
}} | |||
:*'''1ABBC 236A-B IC jC j66 jBC 5B jC j66 jBC djABC 5AC 641236A''' - 6200 Damage | | {{EFZComboVideo | ||
|text=:*'''1ABBC 236A-B IC jC j66 jBC 5B jC j66 jBC djABC 5AC 641236A''' - 6200 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=222}} | |||
}} | |||
:*'''623A IC jC land jC j66 jBC c5B jC j66 jBC djB .. djC 5A jABC 5AB jBC djABC dj236B''' - 5528 Damage | | {{EFZComboVideo | ||
|text=:*'''623A IC jC land jC j66 jBC c5B jC j66 jBC djB .. djC 5A jABC 5AB jBC djABC dj236B''' - 5528 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=350}} | |||
}} | |||
:*'''5C .. 623A IC jC land jC j66 jBC c5B jC j66 jBC land jABC c5B jBC djABC dj236B(whiff)''' - 5541 Damage | | {{EFZComboVideo | ||
|text=:*'''5C .. 623A IC jC land jC j66 jBC c5B jC j66 jBC land jABC c5B jBC djABC dj236B(whiff)''' - 5541 Damage | |||
|video={{#ev:youtube|8ZNYeoqJQHA|||||start=414}} | |||
}} | |||
=== Advanced Combos === | === Advanced Combos === | ||
Line 1,125: | Line 1,179: | ||
<u>Red IC</u> | <u>Red IC</u> | ||
''Midscreen'' | :''Midscreen'' | ||
'''2C 236B IC jB 6 c5B jB j66 jAB djABC c5B jBC djABC dj236B(tech trap)''' - 3734 Damage | | {{EFZComboVideo | ||
|text=:*'''2C 236B IC jB 6 c5B jB j66 jAB djABC c5B jBC djABC dj236B(tech trap)''' - 3734 Damage | |||
|video={{#ev:youtube|3HPRFDKC254}} | |||
}} | |||
'''623A IC 9 djB .. djB 6 c5B jB j66 jAB djABC c5B jBC djABC dj236B(tech trap)''' - 3501 Damage | | {{EFZComboVideo | ||
|text=:*'''623A IC 9 djB .. djB 6 c5B jB j66 jAB djABC c5B jBC djABC dj236B(tech trap)''' - 3501 Damage | |||
|video={{#ev:youtube|ZzRchyK9vRk}} | |||
}} | |||
'''2C 2141236A(3) IC .. djC dj66 djBC land jABC djABC c5B jBC djBC dj236B(tech trap)''' - 5014 Damage | [https://twitter.com/Shimatora_EFZ/status/1390708562092077059 Video] | :*'''2C 2141236A(3) IC .. djC dj66 djBC land jABC djABC c5B jBC djBC dj236B(tech trap)''' - 5014 Damage | [https://twitter.com/Shimatora_EFZ/status/1390708562092077059 Video] | ||
*jB j66 jBC can be used instead of jC j66 jBC for more stability and only 100 damage lost. | ::*jB j66 jBC can be used instead of jC j66 jBC for more stability and only 100 damage lost. | ||
'''f5B 2C 2141236(3) IC .. djB .. djC land jB .. jC djABC c5B jBC djABC dj236B(tech trap)''' - 4894 Damage | [https://twitter.com/Shimatora_EFZ/status/1390954155200688128 Video] | :*'''f5B 2C 2141236(3) IC .. djB .. djC land jB .. jC djABC c5B jBC djABC dj236B(tech trap)''' - 4894 Damage | [https://twitter.com/Shimatora_EFZ/status/1390954155200688128 Video] | ||
''Corner'' | :''Corner'' | ||
'''2AA c5B 5C 236C 4 .. c5B jB .. jC djABC c5B jBC djABC dj236B(tech trap)''' - 3843 Damage | | {{EFZComboVideo | ||
|text=:*'''2AA c5B 5C 236C 4 .. c5B jB .. jC djABC c5B jBC djABC dj236B(tech trap)''' - 3843 Damage | |||
|video={{#ev:youtube|6WBvro4TjCU}} | |||
}} | |||
'''2AA c5B 2C 236A~A IC jB .. jC djABC c5B jBC djABC dj236B(tech trap)''' - 3610 Damage | | {{EFZComboVideo | ||
|text=:*'''2AA c5B 2C 236A~A IC jB .. jC djABC c5B jBC djABC dj236B(tech trap)''' - 3610 Damage | |||
|video={{#ev:youtube|KeWXPYyUYtY}} | |||
}} | |||
'''2C 236B IC jC j66 jBC djABC rejump jABC c5B jBC djABC dj236B(tech trap)''' - 4140 Damage | | {{EFZComboVideo | ||
|text=:*'''2C 236B IC jC j66 jBC djABC rejump jABC c5B jBC djABC dj236B(tech trap)''' - 4140 Damage | |||
|video={{#ev:youtube|hyvcI_FpdHs}} | |||
}} | |||
'''41236S 5C 236C 4 .. 5A jABC c5B jBC djABC dj236B(tech trap)''' - 2662 Damage | | {{EFZComboVideo | ||
|text=:*'''41236S 5C 236C 4 .. 5A jABC c5B jBC djABC dj236B(tech trap)''' - 2662 Damage | |||
|video={{#ev:youtube|JLH0K4qKq2g}} | |||
}} | |||
Line 1,150: | Line 1,222: | ||
<u>Blue IC</u> | <u>Blue IC</u> | ||
''Anywhere'' | :''Anywhere'' | ||
'''2AA 5BB 2C 236A~B~A IC djB dj66 djB c5B jC j66 jBC c5B jB .. jC djABC c5B jBC djBC dj236B(tech trap)''' - 6058 Damage | [https://twitter.com/Shimatora_EFZ/status/1390667405332987905 Video] | :*'''2AA 5BB 2C 236A~B~A IC djB dj66 djB c5B jC j66 jBC c5B jB .. jC djABC c5B jBC djBC dj236B(tech trap)''' - 6058 Damage | [https://twitter.com/Shimatora_EFZ/status/1390667405332987905 Video] | ||
'''2AA 5BB 2C 2141236B IC djB dj66 djB .. djC land jC j66 jBC c5B jB .. jC djABC 5A c5B jBC djABC dj236B(tech trap)''' - 6967 Damage | [https://twitter.com/Shimatora_EFZ/status/1390689385570525186 Video] | :*'''2AA 5BB 2C 2141236B IC djB dj66 djB .. djC land jC j66 jBC c5B jB .. jC djABC 5A c5B jBC djABC dj236B(tech trap)''' - 6967 Damage | [https://twitter.com/Shimatora_EFZ/status/1390689385570525186 Video] | ||
*Builds 1 super meter. | ::*Builds 1 super meter. | ||
''Corner'' | :''Corner'' | ||
'''2AA 5BB 2C 236A~A~A IC jC j66 jBC c5B jC j66 jBC djB .. djC land jAABC c5B jBC djABC dj236B(tech trap)''' - 6312 Damage | :*'''2AA 5BB 2C 236A~A~A IC jC j66 jBC c5B jC j66 jBC djB .. djC land jAABC c5B jBC djABC dj236B(tech trap)''' - 6312 Damage | ||
'''2AA 5BB 2C 2141236A(3) IC jC .. djC dj66 djC c5B jC j66 jBC djB .. djC land jAABC c5B jBC djBC dj236B(tech trap)''' - 6679 Damage | :*'''2AA 5BB 2C 2141236A(3) IC jC .. djC dj66 djC c5B jC j66 jBC djB .. djC land jAABC c5B jBC djBC dj236B(tech trap)''' - 6679 Damage | ||
'''2AA 5BB 2C 2141236B(4) IC j8 jC dj6(hold) djB .. djC land jC j66 jBC c5B jB .. jC djABC c5B jBC djABC dj236B(tech trap)''' - 7074 Damage | :*'''2AA 5BB 2C 2141236B(4) IC j8 jC dj6(hold) djB .. djC land jC j66 jBC c5B jB .. jC djABC c5B jBC djABC dj236B(tech trap)''' - 7074 Damage | ||
== Okizeme == | == Okizeme == | ||
<u>'''j9 jA(whiff) jB Which Way'''</u> | |||
{{EFZComboVideo | |||
|text=: | |||
|video={{#ev:youtube|xX7PG3B-sJg|||||start=427&end=441}} | |||
}} | |||
:One of Mayu's simplest setups. Doing any normal immediately after jumping makes Mayu's jump arc slightly lower, making the jB which way safer and harder to see. | :One of Mayu's simplest setups. Doing any normal immediately after jumping makes Mayu's jump arc slightly lower, making the jB which way safer and harder to see. | ||
<u>'''~2C j9 dj8 Which Way'''</u> | |||
{{EFZComboVideo | |||
|text=: | |||
|video={{#ev:youtube|xX7PG3B-sJg|||||start=414&end=427}} | |||
}} | |||
:From a 2C knockdown (whether from a raw 2C or a combo into 2C) that leaves you right next to the opponent, you have enough time to j9 j8 right above the opponent and do a 4-way high/low left/right mixup. Making use of normals on the way down from the j8 to help mask which side you'll land and whether you'll hit high or land into low is crucial. A solid choice as an oki option midscreen. | :From a 2C knockdown (whether from a raw 2C or a combo into 2C) that leaves you right next to the opponent, you have enough time to j9 j8 right above the opponent and do a 4-way high/low left/right mixup. Making use of normals on the way down from the j8 to help mask which side you'll land and whether you'll hit high or land into low is crucial. A solid choice as an oki option midscreen. | ||
<u>'''Corner j9 dj9 High/Low/Grab/j236C Safe Jump'''</u> | |||
:Works on characters who do not have fast wakeup. This safe jump setup is brutal due to j236C which delays Mayu's landing and has a small amount of invulnerability beating delayed mash and a fair few reversals. | :Works on characters who do not have fast wakeup. This safe jump setup is brutal due to j236C which delays Mayu's landing and has a small amount of invulnerability beating delayed mash and a fair few reversals. | ||
<u>'''Corner Crossups'''</u> | |||
{{EFZComboVideo | |||
|text=: | |||
|video={{#ev:youtube|xX7PG3B-sJg|||||start=471&end=492}} | |||
}} | |||
:Mayu is one of the few characters capable of crossing up opponents who are directly in the corner with no gap. A correctly timed 214C wall grab as the opponent is waking up will force the opponent out of the corner slightly, allowing Mayu to do the A divekick followup for a left/right. This setup also frequently stuffs reversals. The only requirement is red IC to capitalise on a hit or to make it safe if blocked. | :Mayu is one of the few characters capable of crossing up opponents who are directly in the corner with no gap. A correctly timed 214C wall grab as the opponent is waking up will force the opponent out of the corner slightly, allowing Mayu to do the A divekick followup for a left/right. This setup also frequently stuffs reversals. The only requirement is red IC to capitalise on a hit or to make it safe if blocked. | ||
Line 1,187: | Line 1,274: | ||
:Mayu has a surprising amount of layers to her pressure for a character who seems fairly straight forward at first glance. A lot of Mayu's strength comes from how obnoxious her pressure is, how she has high/low profiling on a lot of normals, and how on top of this she can create mixups after extremely common pressure string pieces. | :Mayu has a surprising amount of layers to her pressure for a character who seems fairly straight forward at first glance. A lot of Mayu's strength comes from how obnoxious her pressure is, how she has high/low profiling on a lot of normals, and how on top of this she can create mixups after extremely common pressure string pieces. | ||
<u>'''On 2C 623A'''</u> | |||
:2C has an insanely long cancel window. You can abuse this by mixing up when you cancel into the low invulnerable 623A, which will catch any punish attempts if timed correctly or allow you to IC and into a mixup if not. You'll only ever do this if you have red IC for a conversion or to make it safe, even if 623A can be hard to punish you'll likely lose your turn without IC. | :2C has an insanely long cancel window. You can abuse this by mixing up when you cancel into the low invulnerable 623A, which will catch any punish attempts if timed correctly or allow you to IC and into a mixup if not. You'll only ever do this if you have red IC for a conversion or to make it safe, even if 623A can be hard to punish you'll likely lose your turn without IC. | ||
<u>'''623A IC High/Low'''</u> | |||
:623A, when IC'd, keeps some of the 623A momentum and makes Mayu land quite quickly ''if'' you don't press any normals or air dash. This is where the mixup comes in. You can 623A IC into air normals (like jAAB), do nothing and immediately land and 2A, air dash and jBC, late air dash (although it's only a slight delay) to make them think you're going low but stay high... honestly this setup is disgusting. Not only do you use a low invulnerable, air unblockable, 9F startup move that easily converts into high damage off IC, you also get a mixup if it's blocked and you have IC in stock (which you always will if you use this). | :623A, when IC'd, keeps some of the 623A momentum and makes Mayu land quite quickly ''if'' you don't press any normals or air dash. This is where the mixup comes in. You can 623A IC into air normals (like jAAB), do nothing and immediately land and 2A, air dash and jBC, late air dash (although it's only a slight delay) to make them think you're going low but stay high... honestly this setup is disgusting. Not only do you use a low invulnerable, air unblockable, 9F startup move that easily converts into high damage off IC, you also get a mixup if it's blocked and you have IC in stock (which you always will if you use this). | ||
<u>'''236A~B IC High/Low'''</u> | |||
:Same idea as 623A IC, except this plays off whether you use the divekick ~A followup from 236A~B or not. This divekick can be significantly delayed and can work as a frame trap, made especially more potent with IC to make it safe or to convert into juggles. Once you've conditioned your opponent to respect this option, you can create a mix up opportunity by ICing the 236A~B ball bounce into jump normals, landing low, immediate airdash high, immediate airdash land low, delayed airdash high, delayed airdash low... and this all works because the opponent WILL over respect Mayu's pressure. She gets far too much mileage if they don't. The IC window for B part of 236A~B allows you to IC at ANY TIME after it has connected, and Mayu falls extremely fast if you IC when Mayu is in the later downward part of the arc which allows you to go into a 2A much faster than your opponent may expect. Even if they have seen this before and know to switch from high to low block quickly without waiting to see an air move get blocked, you can just hit no buttons at all and go for a throw/41236D. | :Same idea as 623A IC, except this plays off whether you use the divekick ~A followup from 236A~B or not. This divekick can be significantly delayed and can work as a frame trap, made especially more potent with IC to make it safe or to convert into juggles. Once you've conditioned your opponent to respect this option, you can create a mix up opportunity by ICing the 236A~B ball bounce into jump normals, landing low, immediate airdash high, immediate airdash land low, delayed airdash high, delayed airdash low... and this all works because the opponent WILL over respect Mayu's pressure. She gets far too much mileage if they don't. The IC window for B part of 236A~B allows you to IC at ANY TIME after it has connected, and Mayu falls extremely fast if you IC when Mayu is in the later downward part of the arc which allows you to go into a 2A much faster than your opponent may expect. Even if they have seen this before and know to switch from high to low block quickly without waiting to see an air move get blocked, you can just hit no buttons at all and go for a throw/41236D. |
Latest revision as of 01:57, 27 May 2024
Introduction
Shiina Mayu (椎名 繭) is a close range, highly mobile rushdown character with a hop instead of a dash. Once Mayu has the opponent cornered, she can run high/low mixups all day, while threatening with her assortment of command grabs. Mayu’s weakest when she is not in the opponent’s face, but she does have an incredible amount of ways to force herself in. Mayu has quite possibly the most frustrating hurtbox in the game. Her normals are also extremely frustrating, as they have upper/lower body invulnerability, and are very hard to beat or punish.
Mayu is one of the heroines of ONE, a visual novel produced by Tactics in 1998. Mayu first met Kouhei soon after losing her only friend, her ferret Myu. She quickly becomes attached to Kouhei, but acts on instinct all of the time. Mayu becomes a problem child who starts to say the name of her ferret all the time. However, Kouhei believes that Mayu will eventually learn to cope with her loss. Although Myu died, Mayu's journey to adulthood started from that point. During ONE, Kouhei starts to "look after" Mayu before he realizes it, to at least prevent her from getting into trouble...
Mayu was part of EFZ's original cast.
Stage: Behind the School (学校裏)
BGM: White as the snow (雪のように白く)
Character-Specific Notes
- Mayu is the only character (except debatably Kanna) who can still use her double jump after airdashing.
- Mayu has one of the fastest walk speeds in the game.
- Mayu's ground dash is a long hop dash. Her forward dash can be shortened by pressing 4. Mayu can only dash attack during a shortened leap.
- Mayu's idle hurtbox shifts with her animation. In general, her hurtboxes are among the shortest in the game, and she can low profile many attacks that would hit other characters, and may require different combo routes to be used against her.
Normal Moves
Frame Data Help | |
---|---|
The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
|
---|
c5B
c5B
|
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f5B
f5B
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6B
High-Angle Heel Drop
はいあんぐるかかとおとし 6B |
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5C
5C
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Crouching
2A
2A
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2B
2B
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1B
Short Leg Kick
しょーとすねキツク 1B |
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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Hopping
664A
664A
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664B
664B
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664C
664C
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Grabs
Ground Grab
Ground Grab
Close 6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
Specials
236*
Roll Roll Roll
ごろごろごろ 236* |
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623*
Astro Flying Knee
しんくうとびひざげり 623* |
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214*
Big Jump!
だいじゃーんぷ! (j)214* |
Mayu jumps up to and clings onto a wall, then jumps off. It is possible for Mayu to not reach a wall if the opponent moves the screen during this move. In such a case, she will enter recovery like normal. ※Mayu is invincible (and has no collision) for the 8 frames she spends on the wall. |
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j236*
Chain Trampling
れんぞくふみつけ j236* |
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41236*
Myu~
みゅ~ 41236* |
※6 frame gap between active periods. |
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Eternity Specials
214236*
Multiple Punch
まるちぷるぱんち 214236* |
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214214*
Myu Myu Hurricane
みゅーみゅーはりけーん 214214* |
Mayu spins around like a top while holding her ferret out, smacking people in the face with it. The first two frames pre-super flash are vulnerable, but becomes fully invulnerable during the superflash until the final active frame. You have some control over movement, allowing you to move while spinning. Player 2 Mayu can benefit from a bug that allows her to be hit on the subframe that superflash starts, breaking Mayu out of the freeze but not her opponent, allowing for an on-hit punish. |
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641236*
Myuuuuuuu
みゅぅぅぅぅぅぅ 641236* |
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Final Memory
FM
I'm Not Alone
ひとりじゃないもぅん 23693S |
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Strategy
- As Mayu, your main goal is to brute force yourself into your opponents face and stay there as long as possible. What you lack in a standing overhead you gain in lots of normals that move you forward, exceptionally silly invincibility on various normals and a low invincible hop dash to stay in your opponents face. In particular, f5B both moves you forward and has low invincibility.
- Even outside of pressuring your opponent, you have moves like 5C that act as a surprisingly effective preemptive poke, 3 different low risk anti airs with f5B, c5B and 6B, a nigh impossible to punish air unblockable meterless DP with 623A/B - the list goes on. All in all, Mayu players will be looking to abuse fantastic normals and exceptional mobility to frustrate the opponent to no end!
Combos
Notation Help | |
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Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
Basic Combos
Meterless
- Anywhere
- 5A/2A 1BBC
- Specifically leaving out the 236A-B-A gives you much stronger oki but at the cost of damage. Also a useful option against characters where the 236A-B-A sequence is not reliable, such as Misuzu.
- 1ABBC 236A-B-A
- Your basic BnB. Can whiff on Misuzu unless you start the combo right in her face.
Red IC Combos
- Midscreen
- j214B IC j66 jB c5B jC j66 jBC djABC 5AB jBC djABC dj236B(whiff) - 3557 Damage
- j214B IC j66 jB c5B jC j66 jBC djABC 5AB jBC djABC dj236B(whiff) - 3557 Damage
- 41236C jC j66 jBC djABC 5AC 41236A - 3884 Damage
- 41236C jC j66 jBC djABC 5AC 41236A - 3884 Damage
- Corner
- 1ABBC 236A-B IC jB .. jC land jABC 641236A - 4058 Damage
- 1ABBC 236A-B IC jB .. jC land jABC 641236A - 4058 Damage
- 623A IC jC djC dj66 djBC land jABC land jABC 641236A - 4218 Damage
- 623A IC jC djC dj66 djBC land jABC land jABC 641236A - 4218 Damage
- 5C 236C 5B jC j66 jBC djABC 5AC 641236A - 4497 Damage
- 5C 236C 5B jC j66 jBC djABC 5AC 641236A - 4497 Damage
- 2C IC c5B jC j66 jBC djABC jABC c5B jBC djABC dj236B(whiff) - 3712 Damage
- 2C IC c5B jC j66 jBC djABC jABC c5B jBC djABC dj236B(whiff) - 3712 Damage
- (anti air) c5B jC j66 jBC c5B jB .. jC jABC 5AB 641236A - 4235 Damage
- (anti air) c5B jC j66 jBC c5B jB .. jC jABC 5AB 641236A - 4235 Damage
- 41236B 664 c5B jB .. jC .. djB .. djC 5AB jBC djABC dj236B - 2899 Damage
- 41236B 664 c5B jB .. jC .. djB .. djC 5AB jBC djABC dj236B - 2899 Damage
Blue IC
- Anywhere
- 1ABBC 2141236C IC j66 jC 5B jC j66 jBC djB .. djC 5B jBC djABC dj236B - 7113 Damage
- 1ABBC 2141236C IC j66 jC 5B jC j66 jBC djB .. djC 5B jBC djABC dj236B - 7113 Damage
- Midscreen
- 1ABBC 236A-B IC jB j66 jAB 5B jB j66 jBC land jABC 5B jBC djABC dj236B - 5419 Damage
- 1ABBC 236A-B IC jB j66 jAB 5B jB j66 jBC land jABC 5B jBC djABC dj236B - 5419 Damage
- 2AA c5B 2C 2141236A IC 9 djB dj66 djB land c5B jC j66 jBC djABC land jABC c5B jBC djABC dj236B - 6284 Damage
- 2AA c5B 2C 2141236A IC 9 djB dj66 djB land c5B jC j66 jBC djABC land jABC c5B jBC djABC dj236B - 6284 Damage
- 623A IC 9 djB .. djB 6 c5B jB j66 jB c5B jC j66 jBC djABC land jABC c5B jBC djABC dj236B - 5011 Damage
- 623A IC 9 djB .. djB 6 c5B jB j66 jB c5B jC j66 jBC djABC land jABC c5B jBC djABC dj236B - 5011 Damage
- Near Corner
- 5C 236C j9 djC dj66 djBC land 236B IC jC djC dj66 djBC c5B jB .. jC djABC land 5AB jBC djABC dj236B - 6470 Damage
- 5C 236C j9 djC dj66 djBC land 236B IC jC djC dj66 djBC c5B jB .. jC djABC land 5AB jBC djABC dj236B - 6470 Damage
- (anti air) c5B jC j66 jBC 5AC 2141236A IC jC djC dj66 djBC land jC j66 jBC land jABC 5AB jBC djABC dj236B(tech trap) - 7032 Damage
- (anti air) c5B jC j66 jBC 5AC 2141236A IC jC djC dj66 djBC land jC j66 jBC land jABC 5AB jBC djABC dj236B(tech trap) - 7032 Damage
- Corner
- 1ABBC 2141236A IC jC djC dj66 djBC land jC j66 jBC djABC 5AC 641236A - 6910 Damage
- 1ABBC 2141236A IC jC djC dj66 djBC land jC j66 jBC djABC 5AC 641236A - 6910 Damage
- 1ABBC 236A-B IC jC j66 jBC 5B jC j66 jBC djABC 5AC 641236A - 6200 Damage
- 1ABBC 236A-B IC jC j66 jBC 5B jC j66 jBC djABC 5AC 641236A - 6200 Damage
- 623A IC jC land jC j66 jBC c5B jC j66 jBC djB .. djC 5A jABC 5AB jBC djABC dj236B - 5528 Damage
- 623A IC jC land jC j66 jBC c5B jC j66 jBC djB .. djC 5A jABC 5AB jBC djABC dj236B - 5528 Damage
- 5C .. 623A IC jC land jC j66 jBC c5B jC j66 jBC land jABC c5B jBC djABC dj236B(whiff) - 5541 Damage
- 5C .. 623A IC jC land jC j66 jBC c5B jC j66 jBC land jABC c5B jBC djABC dj236B(whiff) - 5541 Damage
Advanced Combos
Red IC
- Midscreen
- 2C 236B IC jB 6 c5B jB j66 jAB djABC c5B jBC djABC dj236B(tech trap) - 3734 Damage
- 2C 236B IC jB 6 c5B jB j66 jAB djABC c5B jBC djABC dj236B(tech trap) - 3734 Damage
- 623A IC 9 djB .. djB 6 c5B jB j66 jAB djABC c5B jBC djABC dj236B(tech trap) - 3501 Damage
- 623A IC 9 djB .. djB 6 c5B jB j66 jAB djABC c5B jBC djABC dj236B(tech trap) - 3501 Damage
- 2C 2141236A(3) IC .. djC dj66 djBC land jABC djABC c5B jBC djBC dj236B(tech trap) - 5014 Damage | Video
- jB j66 jBC can be used instead of jC j66 jBC for more stability and only 100 damage lost.
- f5B 2C 2141236(3) IC .. djB .. djC land jB .. jC djABC c5B jBC djABC dj236B(tech trap) - 4894 Damage | Video
- Corner
- 2AA c5B 5C 236C 4 .. c5B jB .. jC djABC c5B jBC djABC dj236B(tech trap) - 3843 Damage
- 2AA c5B 5C 236C 4 .. c5B jB .. jC djABC c5B jBC djABC dj236B(tech trap) - 3843 Damage
- 2AA c5B 2C 236A~A IC jB .. jC djABC c5B jBC djABC dj236B(tech trap) - 3610 Damage
- 2AA c5B 2C 236A~A IC jB .. jC djABC c5B jBC djABC dj236B(tech trap) - 3610 Damage
- 2C 236B IC jC j66 jBC djABC rejump jABC c5B jBC djABC dj236B(tech trap) - 4140 Damage
- 2C 236B IC jC j66 jBC djABC rejump jABC c5B jBC djABC dj236B(tech trap) - 4140 Damage
- 41236S 5C 236C 4 .. 5A jABC c5B jBC djABC dj236B(tech trap) - 2662 Damage
- 41236S 5C 236C 4 .. 5A jABC c5B jBC djABC dj236B(tech trap) - 2662 Damage
Blue IC
- Anywhere
- 2AA 5BB 2C 236A~B~A IC djB dj66 djB c5B jC j66 jBC c5B jB .. jC djABC c5B jBC djBC dj236B(tech trap) - 6058 Damage | Video
- 2AA 5BB 2C 2141236B IC djB dj66 djB .. djC land jC j66 jBC c5B jB .. jC djABC 5A c5B jBC djABC dj236B(tech trap) - 6967 Damage | Video
- Builds 1 super meter.
- Corner
- 2AA 5BB 2C 236A~A~A IC jC j66 jBC c5B jC j66 jBC djB .. djC land jAABC c5B jBC djABC dj236B(tech trap) - 6312 Damage
- 2AA 5BB 2C 2141236A(3) IC jC .. djC dj66 djC c5B jC j66 jBC djB .. djC land jAABC c5B jBC djBC dj236B(tech trap) - 6679 Damage
- 2AA 5BB 2C 2141236B(4) IC j8 jC dj6(hold) djB .. djC land jC j66 jBC c5B jB .. jC djABC c5B jBC djABC dj236B(tech trap) - 7074 Damage
Okizeme
j9 jA(whiff) jB Which Way
- One of Mayu's simplest setups. Doing any normal immediately after jumping makes Mayu's jump arc slightly lower, making the jB which way safer and harder to see.
~2C j9 dj8 Which Way
- From a 2C knockdown (whether from a raw 2C or a combo into 2C) that leaves you right next to the opponent, you have enough time to j9 j8 right above the opponent and do a 4-way high/low left/right mixup. Making use of normals on the way down from the j8 to help mask which side you'll land and whether you'll hit high or land into low is crucial. A solid choice as an oki option midscreen.
Corner j9 dj9 High/Low/Grab/j236C Safe Jump
- Works on characters who do not have fast wakeup. This safe jump setup is brutal due to j236C which delays Mayu's landing and has a small amount of invulnerability beating delayed mash and a fair few reversals.
Corner Crossups
- Mayu is one of the few characters capable of crossing up opponents who are directly in the corner with no gap. A correctly timed 214C wall grab as the opponent is waking up will force the opponent out of the corner slightly, allowing Mayu to do the A divekick followup for a left/right. This setup also frequently stuffs reversals. The only requirement is red IC to capitalise on a hit or to make it safe if blocked.
Mid Pressure Mixups
- Mayu has a surprising amount of layers to her pressure for a character who seems fairly straight forward at first glance. A lot of Mayu's strength comes from how obnoxious her pressure is, how she has high/low profiling on a lot of normals, and how on top of this she can create mixups after extremely common pressure string pieces.
On 2C 623A
- 2C has an insanely long cancel window. You can abuse this by mixing up when you cancel into the low invulnerable 623A, which will catch any punish attempts if timed correctly or allow you to IC and into a mixup if not. You'll only ever do this if you have red IC for a conversion or to make it safe, even if 623A can be hard to punish you'll likely lose your turn without IC.
623A IC High/Low
- 623A, when IC'd, keeps some of the 623A momentum and makes Mayu land quite quickly if you don't press any normals or air dash. This is where the mixup comes in. You can 623A IC into air normals (like jAAB), do nothing and immediately land and 2A, air dash and jBC, late air dash (although it's only a slight delay) to make them think you're going low but stay high... honestly this setup is disgusting. Not only do you use a low invulnerable, air unblockable, 9F startup move that easily converts into high damage off IC, you also get a mixup if it's blocked and you have IC in stock (which you always will if you use this).
236A~B IC High/Low
- Same idea as 623A IC, except this plays off whether you use the divekick ~A followup from 236A~B or not. This divekick can be significantly delayed and can work as a frame trap, made especially more potent with IC to make it safe or to convert into juggles. Once you've conditioned your opponent to respect this option, you can create a mix up opportunity by ICing the 236A~B ball bounce into jump normals, landing low, immediate airdash high, immediate airdash land low, delayed airdash high, delayed airdash low... and this all works because the opponent WILL over respect Mayu's pressure. She gets far too much mileage if they don't. The IC window for B part of 236A~B allows you to IC at ANY TIME after it has connected, and Mayu falls extremely fast if you IC when Mayu is in the later downward part of the arc which allows you to go into a 2A much faster than your opponent may expect. Even if they have seen this before and know to switch from high to low block quickly without waiting to see an air move get blocked, you can just hit no buttons at all and go for a throw/41236D.
Win Quotes
Japanese | English |
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みゅ? |
Myu? |
みゅーっ! |
Myuu-! |
みゅ |
Myu! |
みゅ~♪ |
Myu~♪ |
これもみゅーっ |
This is also Myu- |
はぇー… |
Haee... |
(To Rumi) |
(To Rumi) |
(To Mizuka) |
(To Mizuka) |
(To Akane) |
(To Akane) |
(To Mayu) |
(To Mayu) |
Colors
In-game References
External References
Blanka from the Street Fighter series, Felicia from the Vampire Series, and May from the Guilty Gear series are the three characters which Mayu refers to most often in her attacks.
- Her dash refers to Felicia's, both in terms of its pose, it going off the ground, the ability to shorten it, and to perform aerial attacks from it.
- Roll Roll Roll's A version and its A followup (the upppercut) refer to Felicia's Rolling Buckler.
- Roll Roll Roll's B and C versions refer to Blanka's ball attacks.
- 5C refers to the standing heavy kick of Felicia.
- 2C is a combination reference to the slide attacks of Blanka and May.
- jB refers to Blanka's jumping light/medium kick, but it is drawn from a view of the back of the torso rather than the front, which makes it look a lot like the 2+LK of Jae Hoon from Garou.
- In very early versions of EFZ (e.g. prior to the first expansion Blue Sky Edition), Mayu's jB was a series of two punches like Felicia's jMP.
- 214 wall cling and throw / steerable diving attacks probably refer to Vega (claw) from the Street Fighter series, though the 214B might specifically be Adon's Jaguar Tooth.
- 41236, but particularly the C version, refers to May's "Overhead Kiss" in its animation on successful grab, as well as its effect (throwing the opponent into the air and bouncing them off the wall for a juggle combo).
- 41236S refers to the taunt of Ibuki in the Street Fighter 3 series, where she would straddle vault over her opponent if it successfully hit them.
- 214214 refers to May's "Super Screaming Ultimate Spinning Whirlwind" super.
- 641236 refers to the Megaton Press anti-air grab super of Hugo from Street Fighter 3 series.
- Mayu's FM refers to the command grab "Break Spiral" of Duck King from Fatal Fury for its unique motion.
ONE References
- The ferret that can be seen in some of Mayu's moves is a reference to the ferret that Mayu used to own in the game.
- The word "Myu" that is used in many of Mayu's movenames and winquotes is a reference to her ferret's name.