Eternal Fighter Zero/Mai Kawasumi: Difference between revisions
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* 5A/2A x N 5BBC 6B | * 5A/2A x N 5BBC 6B | ||
** Watch out for the enemy tech after the 6B. Whiffs on a lot of crouching characters. | ** Watch out for the enemy tech after the 6B. Whiffs on a lot of crouching characters. | ||
* 5A/2A x N 5BBC 6C (into 4S/6S or 623A/B for example) | * 5A/2A x N 5BBC 6C (into 4S/6S or 623A/B for example) | ||
** When you want to get your summon on the field and continue pressure. | ** When you want to get your summon on the field and continue pressure. | ||
* 5A/2A x N close B 4C | * 5A/2A x N close B 4C | ||
** 1F link, Mai's only guaranteed meterless knockdown for no resources. | ** 1F link, Mai's only guaranteed meterless knockdown for no resources. | ||
{{EFZComboVideo | {{EFZComboVideo | ||
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|video={{#ev:youtube|kL8t9f0dOWI}}{{#ev:youtube|fIRm9p-wPxk}} | |video={{#ev:youtube|kL8t9f0dOWI}}{{#ev:youtube|fIRm9p-wPxk}} | ||
}} | }} | ||
'''Red RF Meter''' | '''Red RF Meter''' | ||
*5A/2A 5BBC 412C | *5A/2A 5BBC 412C | ||
** Mai's easiest knockdown, works against everyone. Switches sides. 412C whiffs if the opponent has been pushed too far away. | ** Mai's easiest knockdown, works against everyone. Switches sides. 412C whiffs if the opponent has been pushed too far away. | ||
*5A/2A x N 5BBC 6B IC 6A | *5A/2A x N 5BBC 6B IC 6A | ||
** Knockdown + corner carry, Mai has time to teleport or dash in for the oki. | ** Knockdown + corner carry, Mai has time to teleport or dash in for the oki. | ||
** 6B whiffs on a lot of crouching characters | ** 6B whiffs on a lot of crouching characters | ||
*tk j623A IC, jC j66 jAC land c5BB 6A (iad jAC etc if near corner) | *tk j623A IC, jC j66 jAC land c5BB 6A (iad jAC etc if near corner) | ||
** Overhead starter, also crushes lows, good corner carry too. | ** Overhead starter, also crushes lows, good corner carry too. | ||
'''Blue RF Meter''' | '''Blue RF Meter''' | ||
* Anything into 412C IC 236236 A/B/C | * Anything into 412C IC 236236 A/B/C | ||
** Easy combo into super. | ** Easy combo into super. | ||
** Also works off reversal 412C IC. | ** Also works off reversal 412C IC. | ||
* Anything into 412C IC c5B jC j66 jAC land c5BB 6A | * Anything into 412C IC c5B jC j66 jAC land c5BB 6A | ||
** The usual combo, using 412C IC as a launcher | ** The usual combo, using 412C IC as a launcher | ||
*tk j623A IC, jC j66 jAC land c5B jC j66 jAC land c5BB 6A (iad jAC etc if near corner) | *tk j623A IC, jC j66 jAC land c5B jC j66 jAC land c5BB 6A (iad jAC etc if near corner) | ||
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* 4C 236A 2BB 6A iad jAC land cB 5C 6A jC delayed j623B for the tech trap | * 4C 236A 2BB 6A iad jAC land cB 5C 6A jC delayed j623B for the tech trap | ||
** Used off a 4C frame trap, requires Mini Mai to be available and unsummoned. | ** Used off a 4C frame trap, requires Mini Mai to be available and unsummoned. | ||
* 5A/2A 5BC 236B fB 236S 236236A/B/C | * 5A/2A 5BC 236B fB 236S 236236A/B/C | ||
** Confirm off an A if you have Mini Mai available and unsummoned. Mai is pretty much always sitting on super meter. | ** Confirm off an A if you have Mini Mai available and unsummoned. Mai is pretty much always sitting on super meter. | ||
* 623A c5B 5C 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap | * 623A c5B 5C 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap | ||
** Usually off a meaty 623A on oki. | ** Usually off a meaty 623A on oki. | ||
* With Mini Mai summoned with right spacing: | * With Mini Mai summoned with right spacing: | ||
** 412S wait until opponent at max height, c5B 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap | ** 412S wait until opponent at max height, c5B 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap | ||
*** fantastic oki to bait reversals, dash in after a knockdown, 4S to set Mini Mai behind, you and 4121S to do the move and block in case they reversal. | *** fantastic oki to bait reversals, dash in after a knockdown, 4S to set Mini Mai behind, you and 4121S to do the move and block in case they reversal. | ||
* tk j623A 22S land jC j66 jAC land c5B 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap | * tk j623A 22S land jC j66 jAC land c5B 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap | ||
** Overhead starter, Mini Mai needs to be either summoned with 6S/5S or 623* when Mai is facing the corner on top of the opponent. | ** Overhead starter, Mini Mai needs to be either summoned with 6S/5S or 623* when Mai is facing the corner on top of the opponent. | ||
* tk j623A 214S land c5B 5C 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap | * tk j623A 214S land c5B 5C 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap | ||
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== Okizeme == | == Okizeme == | ||
[https://youtu.be/vFQxBwmfEUY?t=638 Mai Okizeme Basics] | |||
''All(Neutral or Corner)'' | ''All(Neutral or Corner)'' | ||
* 5B(whiff) 2A5B/tk623A | * 5B(whiff) 2A5B/tk623A |
Latest revision as of 02:58, 26 May 2024
Introduction
Kawasumi Mai (川澄 舞) is a sword character with a ghost assist, a mix between Eddie and Johnny from Guilty Gear. She has very strong lockdown and control over the match once she gains momentum. Mai will utilize the ghost assists to zone, to cover gaps in blockstrings, and to create mixup opportunities. This ghost has a cool down below Mai’s health bar and needs time to regenerate. If the ghost is hit by the opponent, the regeneration takes longer. Most of Mai’s sword moves have extended hurtboxes and/or terrible recovery on whiff, so she is a lot weaker without the ghost covering her.
Mai is one of the heroines of Kanon, a visual novel produced by Key in 1999. She is close friends with Sayuri Kurata.
Mai was part of EFZ's original cast.
Stage: Courtyard of the Full Moon (満月の中庭)
BGM: Girl's Prison (少女の檻)
Character-Specific Notes
- Mai has one of the slowest walk speeds in the game.
- Mai's ground dashes are hop dashes. She cannot cancel them, and does not have any dash attacks.
- Mai can summon a ghostly bunny-girl to assist her, who is often called Mini-Mai. While Mai's ghost is floating idle, a "Time" gauge will appear underneath her life gauge, displaying the amount of time left before it is automatically recalled. After the ghost is recalled, a "Charge" gauge will appear underneath Mai's health bar, indicating the amount of time left before the ghost can be summoned again. The ghost can be recalled early for a short cooldown via special moves or killed for a long cooldown (248.66 frames) if the opponent hits either Mai or the ghost.
- Mini-Mai's Time and Charge gauges will continue to drain/recharge during hitstop/superflash.
- Hitstop does not occur when Mini-Mai is hit.
- If Mai uses her "Awakening" move, a "Time" gauge will appear underneath her life gauge, displaying the amount of time left before she turns back to normal.
Normal Moves
Frame Data Help | |
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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
66
66
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44
44
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5A
5A
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c5B
c5B
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f5B
f5B Active frame 1 Active frame 1 Active frame 2 Active frame 2
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5C
5C
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4C
Iron Breaker
破鉄 4C |
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6A
Scattering - High
霧散・上段 6A |
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6B
Scattering - Middle
霧散・中段 6B |
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6C
Scattering - Low
霧散・下段 6C |
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Crouching
2A
2A
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2B
2B
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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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Grabs
Ground Grab
Ground Grab
Close 6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
Recovery values listed on Mini-Mai specials that dismiss her after include the "Charge" cooldown time.
Note that the special moves with mini-Mai use different buttons when mini-Mai has been summoned with S compared to when she is not summoned:
- When she is summoned, they are generally performed with S, and using A/B/C will instead result in Mai just doing a normal attack (e.g. 236A when mini-Mai is summoned will probably make Mai do a 6A).
- When she is NOT summoned, they are generally performed with A/B/C, and using S will result in Mai just doing 5S (e.g. 236S when mini-Mai is NOT summoned will probably result in Mai just standing there and doing a 5S).
- These moves have different frame data, and are listed as distinct moves in the special moves section. Make sure you are looking at the right one!
Specials
5S
Set and Recover Mai
まい設置&回収 5S |
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236*
Wielding of Power ・ Combination 力の行使・連撃 Only available on unsummoned Mini Mai with full Charge Gauge. 236* Mini Mai is invincible before the hitbox appears in the C version. Mini Mai is invincible before the hitbox appears in the C version.
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236S
Manipulation of Power ・ Combination
力の行使・連撃 Only available on summoned Mini Mai as long as Mai is not blocking. (j)236S |
Can be done on the ground and in the air. |
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214*
Wielding of Power ・ Tornado
力の行使・竜巻 Only available on unsummoned Mini Mai with full Charge Gauge. 214* |
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214S
Manipulation of Power ・ Rush
力の操作・突進 Only available on summoned Mini Mai as long as Mai is not blocking. (j)214S |
Can be done on the ground and in the air. |
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623*
Wielding of Power ・ Explosion
力の行使・爆発 Only available on unsummoned Mini Mai with full Charge Gauge. 623* |
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412S
Manipulation of Power ・ Blitz
力の操作・電撃 Only available on summoned Mini Mai as long as Mai is not blocking. (j)412S |
Can be done on the ground and in the air. |
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22S
Manipulation of Power ・ Tornado
力の操作・竜巻 Only available on summoned Mini Mai as long as Mai is not blocking. (j)22S |
Can be done on the ground and in the air. |
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j623*
Crescent Moon 弧月 j623* j623A/C j623A/C j623B j623B
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412*
Closing Ground
縮地 412* |
※ Can be cancelled into 6A/B/C while Mai is in her FM install. |
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Eternity Specials
236236*
Cutting the Chaff
麦穂薙 236236* |
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214214*
Wielding of Power ・ Destruction 力の行使・破壊 Only available on unsummoned Mini Mai with full Charge Gauge. 214214* A A B B C C
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214214*
Manipulation of Power ・ Destruction 力の行使・破壊 Only available on summoned Mini Mai as long as Mai is not blocking. 214214* HAKAI IS KUSO HAKAI IS KUSO
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Final Memory
FM
Awakening
覚醒 Only available with Mini Mai charged but unsummoned, 3 SP and less than 1/3rd of HP remaining. 236236S |
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AW_6*
Scattering Zero Style
霧散零式 Replaces her Scattering attacks in Awakened mode. 6* |
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AW_214*
Closing Cut Zero Style
暮薙零式 Exclusive to Awakened mode. 214* |
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AW_236236S
The Heart That Has Accepted It All 全てを受け入れた心 Exclusive to Awakened mode. 236236S Throw Throw Hit Hit
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Consumes the entire remaining Time Gauge. When point blank, does a command throw (comboable!) which does about 3500 to 5000 damage. If the throw whiffs, Mai instead does a slash that does about 1750 to 2500 damage. Damage depends on remaining Time Gauge, the more gauge left the more damage. |
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Strategy
Overview
Mai's moves have big hitboxes in both vertical and horizontal directions, which makes her able to outrange most attacks. However, her moves also have big hurtboxes and long recovery, which forces Mai into a tight corner if the moves are RGed or read by the opponent.
Mini Mai can also act when Mai is not blocking and her moves also have big hitboxes, but can be easily killed without considering the position and timing to summon her.
Without exaggeration, it will be the most important task for the Mai player to complement each other to control the match, including neutral and corner.
Mai has to play defensively in many cases if Charge Gauge is cooling down, even with Red IC.
Neutral
Close Range
Distance close enough to hit the opponent with 5A is considered close range.
Ground to Ground
- 5A is generally a safe option because of its 4F startup and wide horizontal hitbox. But be careful, as it will always whiff on crouching Mayu and sometimes whiff on crouching Ikumi and Nayuki (asleep). Use 2A or c5B instead.
- It's also generally safe and worth doing a second 5A or 5B after the first 5A being RGed if the opponent does not have any resources to do a reversal leading to a combo. Watch out for moves listed below when 5A is RGed or you are trying to do a frame trap:
- Full or partial invincible DPs: Rumi's 623A/B, Mishio's 623A/B, Unknown's 623A/B
- High invincible DPs: Mizuka's 623B, Mio's 623A
- Quick startup or grab supers: Mio's 214214*, Sayuri's 6321463214B/C, Ikumi's 4123641236C, Kaori's 236236* (only for advanced opponent)
- If you want to improve your hit confirms, it is worth trying to push the A button deliberately instead of mashing 5A, which will prevent you from getting hit by slow invincible moves, examples of which are:
- Sayuri's 41236C, Misuzu's 623C, Ikumi's 236C (Blood Level 2/3), Mishio's 623Bm (without element)
- cl.5B is also a good option because of its 5F startup and wide vertical hitbox. cl.5B for oki or after 5A being RGed will beat most high/low invincible DPs, which usually can be done by the same characters with 623A/B.
- It's important to note, however, that abuse of cl. 5B is also not recommended because there is no safe attack option for Mai if it's RGed (especially when Mini Mai is not summoned). The options would be:
- Try RG counter for incoming 2A or other moves.
- If you have Mini Mai summoned, do 22S or 214S and try a RG counter.
- If have BIC or Red IC with Mini Mai summoned, try 412C.
- Do 236236* if the opponent does most supers(except for few supers like Mizuka's 236236B/C, Mai's 236236*, Mio's 236236*, Makoto's 632146C, Ayu's 632146C). It's mostly better to do it during the super flash's time stop instead of after RGing the opponent's supers, since the opponent will be able to RG counter.
- Try tk623A/B. It is an offensive option that can beat 2As, but might be hit by DPs and is difficult to input.
- Other normals are too slow to be listed as an option and will easily be beaten by most 5A/2As if you continue to chain attacks after c5B is RGed.
- Summoning Mini Mai behind the opponent with 6S after 5B is a good starter for pressure if 5B is not RGed.
Ground to Air
- This mostly means dealing with the opponent's IAD.
- If the opponent starts dashing at this range, it's a good chance to confirm and start an air combo with 5A to tell them that's dangerous since they can't act immediately once they reach Mai. Consequentially, the same applies for Mai if the opponent has a 5A with middle or high hitbox.
- It is also possible to beat characters with hover dash, but it is much harder since the opponent can act much earlier.
- If the opponent starts dashing with enough distance to act when they reach Mai, the following actions can be considered:
- Try to RG the incoming jA. It's possible to do 5A after RGing a 5F or 6F startup jA but not very easy since the input can not be buffered. Also notice that the opponent may just land without doing anything to do 2A or grab.
- 412C to aim for a knock down or trade. For the most part, Mai can do a full combo if a trade occurs.
- If the opponent just does a neutral jump, S 22S may shoot him down. And it's also worth doing 66 and 44 to create a front/back mixup to make it harder for the opponent to block. Stepping forward and performing 5B or 5C may also work.
Air to Ground
- This mostly means doing IAD.
- Read the opponent's action in #Ground to Air section, including what you should and should not do.
- jB will whiff on crouching characters and can be used to create mixups like IAD j.A/j.B(whiff) landing 2A or grab or tk623A.
- When doing jC after a neutral jump and the opponent RGs it, an offensive option is to do j6239B (tk623B with second jump) to beat any mashing with normals, but may be defeated by some DPs and can punished if blocked. You either need Mini Mai to cover the recovery, or only use it as a surprise attack.
Air to Air
- Mai is not good at these situations due to her 6F startup jA. Being higher than the opponent might make jA work out, but it's better to stay on ground.
- Air throw may also be an option, but remember that Mai will not get enough time to prepare Mini Mai for oki.
Middle Range
Distance close enough to hit the opponent with f5B/2B/5C is considered as middle range.
Ground to Ground
- Actually not a good range for Mai since Mai's B/C normals have slow startup and large hurtboxes. Even worse, the hurtbox usually appears before hitbox, making Mai difficult to win versus the opponent's 5B/2B and even their 2As.
- If the opponent has long range normals like Mishio or Mio, only summon Mini Mai by chain or after RG. Mai will easily be hit by the opponent when doing 4/5/6S directly.
- f.5B is relatively the most safe option because of its small hurtbox and normal recovery. 4C could also work and can be cancelled into 412A/B to start oki if it hits the opponent successfully, but it will be harder to do RG counter than f5B and has a longer recovery than f5B if it whiffs. It will be easier for the opponent to counter because of its forward momentum.
- 6B/C could also be an option, but it's better to keep Mini Mai summoned since the recovery is long enough for the opponent to perform an IAD or forward jump if it whiffs.
- If you have Mini Mai summoned in the opponent's face, tk623A will also be a good option at this range, which is usually thought to whiff because the distance tk623A gained is likely to be negated. Unfortunately, it will still whiff on crouching Ikumi and needs to be a little closer to hit crouching Mayu.
- When 5C/6C is RGed, the opponent tends to counter with 5B/5C, which makes it possible for Mai to do 236236*/412A(hold) to perform a surprise attack. Don't use this frequently, however, since it may be easily punished if seen often.
Ground to Air
- S and be ready for 22S. Or 214A/B to shoot the opponent down.
- If you already have Mini Mai summoned, try using 5C/6A and see if you need Mini Mai to take cover from RG.
Air to Ground
- Relatively safe to do 623B to beat ground dash attacks.
- Mai will usually have Charge Gauge cooling down in this situation. It's better to play defensively.
- Be careful when performing a forward dash since the opponent may also create a front/back mixup by adjusting his position.
Air to Air
- jB is usable, but can't lead to any combos. Not a good place for Mai, especially when the opponent has long range air normals like Mio and Mishio. In the first place, jumping is not a good choice for Mai to deal with such characters at middle and long ranges.
Long Range
Distance close enough to hit the opponent with 2C/6* is considered long range.
Ground to Ground
- Mai's best range against most characters where Mai can perform attacks that outrange the opponent with little risk.
- It's usually safe to do 623A/B after 6C/2C to get Mini Mai summoned and 66 or 412A/B to start pressure.
- 236B/S may also be a defensive option to watch out for characters with quick ground dash or travel moves like:
- Mio's 662C, Makoto's 662C, Ikumi's 66B, Nayuki's 66C
- Misuzu's tk623C, Doppel's 623A/B and 236236C
- When summoning Mini Mai with 4/5/6S, it's worth trying to protect her from being killed by projectiles with 4S or 6S 66 like:
- Sayuri's 236*, Misuzu's 41236*, Minagi's 41236*, Kano's 214*, Unknown's 41236A/B
- Note that Mini Mai will still be killed by projectiles with horizontal full screen hitboxes even if you put her behind Mai like Shiori's 236* and Nayuki (asleep)'s 214214*.
- Try to stay at long range until either...
- You knock down the opponent.
- The opponent loses their patience and tries to catch you by either dashing or air dashing.
- You have Mini Mai summoned and want to do tk623A/C mixup forcibly by 412A followed by 214S.
- Take Misuzu as an example, 6B will hit Misuzu during most moves if Mai stays at a suitable range, including 5C/236*/214*/41236*(41236C is better to jump though). Misuzu will not be able to tech if there is any Guard Gauge remaining, meaning Mai can move to oki with 412A.
- 6B will whiff on some crouching characters. Be careful of quick travel moves at this range, such as:
- Nayuki (asleep)'s 41236C, Mayu's 236C, Doppel's 623A/B, Sayuri's 41236C, Mio's SR 214C
Ground to Air
- S and prepare to 66 to do a mixup using 22S if the opponent tries to perform a forward dash.
- Pay attention to Ayu's j623C, which can lead to a full combo with BIC.
Air to Ground
- Nothing.
Air to Air
- Be careful of Shiori's 236A/B.
Out of range
Distance too far to hit the opponent with 2C/6* is considered out of range.
- Use 214C to snipe the opponent and 412A to start a full air combo. There will be a chance if the opponent tends to jump or uses their projectiles.
- 236B/623*/S to set Mini Mai to wait for the opponent or 412A 214S to approach the opponent.
- If you have nothing to do, whiff jC to gain Super Meter. You can do one when going up and one going down.
Corner
- Almost the same as #Close Range in Neutral section.
- When pressuring, the key is to keep Mini Mai summoned in the opponent's face or the place where the opponent's 5A can't kill her. The latter one can be simply done with 412B (walk forward a little) 6C 623A for example.
- When being pressured, Mai has some reversals, but all of them are not good enough to mash without thinking. Mai can't rely on Mini Mai when waking up, so it is worth practicing blocking overheads in the opponent's oki to live longer.
Other
More Pressure than a Honey Bear
When Mai has the initiative, you can go for her high-low mixup, which mainly consists of her 2A for low attacks, and her Tiger Knee'd "Lonely Moon" move (6239A) for a high attack. The Lonely Moon has a lot of recovery if blocked, but you can hinder the opponent from taking advantage by either using Mini Mai to cover you, or with an IC. After an IC, you can continue your mind games by either immediately attacking with jA a high attack, wait for your character to land before using 2A for a low attack, air dashing forward for a split-second before using jA, or landing and throwing the opponent.
The Stylish Final Technique
Because Mai's pressure increases so much while she has Awakened, the opponent may tend to block a lot more. If you sense the pressure invading the opponent's mind, you can try quickly teleporting in with a normal Ground Fold, then going straight into the "Heart that accepted everything"-grab FM.
A Strange Double Jump
Mai's double jump has a strange phenomenon related to her ground dashes. After performing exactly 1 ground dash (modulo 256), her next double jump will have a small amount of forward velocity added to it. Her dash counter resets to 0 after triggering the velocity or when Mai is hit.
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. |
Midscreen
No RF Meter
- 5A/2A x N 5BBC 6B
- Watch out for the enemy tech after the 6B. Whiffs on a lot of crouching characters.
- 5A/2A x N 5BBC 6C (into 4S/6S or 623A/B for example)
- When you want to get your summon on the field and continue pressure.
- 5A/2A x N close B 4C
- 1F link, Mai's only guaranteed meterless knockdown for no resources.
214C 412A (teleport in) [9] jC j6[6] (long air dash) jAC land c5BB 6A iad jAC land c5B 5C 6A jC (delay) j623B
- High damage call-out, used to snipe people trying to set stuff up at full screen. If 214C hits them too high up, the combo might not be possible/might need adjustments depending on height.
Another video is embedded of a more optimized route, courtesy of minase.
Red RF Meter
- 5A/2A 5BBC 412C
- Mai's easiest knockdown, works against everyone. Switches sides. 412C whiffs if the opponent has been pushed too far away.
- 5A/2A x N 5BBC 6B IC 6A
- Knockdown + corner carry, Mai has time to teleport or dash in for the oki.
- 6B whiffs on a lot of crouching characters
- tk j623A IC, jC j66 jAC land c5BB 6A (iad jAC etc if near corner)
- Overhead starter, also crushes lows, good corner carry too.
Blue RF Meter
- Anything into 412C IC 236236 A/B/C
- Easy combo into super.
- Also works off reversal 412C IC.
- Anything into 412C IC c5B jC j66 jAC land c5BB 6A
- The usual combo, using 412C IC as a launcher
- tk j623A IC, jC j66 jAC land c5B jC j66 jAC land c5BB 6A (iad jAC etc if near corner)
- Similar to the red IC combo, extended a bit for better corner carry.
Corner
No RF Meter
- 4C 236A 2BB 6A iad jAC land cB 5C 6A jC delayed j623B for the tech trap
- Used off a 4C frame trap, requires Mini Mai to be available and unsummoned.
- 5A/2A 5BC 236B fB 236S 236236A/B/C
- Confirm off an A if you have Mini Mai available and unsummoned. Mai is pretty much always sitting on super meter.
- 623A c5B 5C 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap
- Usually off a meaty 623A on oki.
- With Mini Mai summoned with right spacing:
- 412S wait until opponent at max height, c5B 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap
- fantastic oki to bait reversals, dash in after a knockdown, 4S to set Mini Mai behind, you and 4121S to do the move and block in case they reversal.
- 412S wait until opponent at max height, c5B 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap
- tk j623A 22S land jC j66 jAC land c5B 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap
- Overhead starter, Mini Mai needs to be either summoned with 6S/5S or 623* when Mai is facing the corner on top of the opponent.
- tk j623A 214S land c5B 5C 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap
- Overhead starter, not too dependent on the location of Mini Mai. Easier but less damage than the previous combo.
Advanced Combos
Midscreen, No RF
- 5A/2A close B 6S 22S dash x 2 jC j66 jAC land c5B 6A iad jAC land c5B 5C jC delayed j623B for the tech trap .
- Really hard to the point where it's not used even by top players, once again a 1F link, does great damage (about 4000) and Mini Mai regenerates in time for your oki.
- Input tip: input 6S 22S using 236S 2S.
Corner, No RF
- 5A/2A cB 6S 22S 5C 6A iad jAB land 6A iad jAC land cB 5C 6A jC delayed j623B for the tech trap
- Not much to say, same as the midscreen one in terms of difficulty and damage
Old Combo Replays
Okizeme
All(Neutral or Corner)
- 5B(whiff) 2A5B/tk623A
- high/low mixup. Conversely whiff 5B to hide what you want to do next.
- 4/6S 2A5B/tk623A
- high/low mixup.Simple and easy if you have enough time to set Mini Mai.
Neutral
- 6S 4C 412A 22S
- front/back mixup. Mai will go to another side during 412A for a while and return back to front. The timing of 22S can be decided by Mai and can hardly be reacted to. Notice that if 4C is RGed, do 22S directly to prevent the opponent from mashing anything.
- 6S (9jA/8jA/9 44) 22S
- front/back mixup. Also hard to block because Mai can do 22S anytime. Be careful for anti air DPs and characters whose 236C and 214C are both reversals (Mizuka and Mio for example).
- S IAD 236S
- front/back mixup.
- 4S IAD 412S
- front/back mixup.
Corner
- 236B 2A5B/tk623A 22S
- high/low mixup. Mini Mai will absorb one hit if the opponent is doing a wake-up mashing. Be careful of the moves below :
- Multi hits moves with quick startup: Mio's 214214B, Ayu's 641236B/C and 236236B/C, Misuzu's 641236C, Doppel's 623C
- Quick startup or grab supers in close range: Sayuri's 6321463214B/C, Ikumi's 4123641236C, Kano's FM
- Sometimes it's necessary to add a back step at first to keep safe.
- high/low mixup. Mini Mai will absorb one hit if the opponent is doing a wake-up mashing. Be careful of the moves below :
- 623A (2A5B/tk623A) 22S
- high/low mixup like 236B
- 623A 66 (grab/412A) 22S
- front/back/throw mixup. If the second hit of 623A is not RGed, Mai can 66 to step into corner and push the opponent out, which is the same for 214S. 412A makes Mai disappear in the corner and appear in front of the opponent(out of corner).
- 4C 236A 66 2A/tk623A/grab
- high/low/throw mixup.
Win Quotes
Japanese | English |
---|---|
遅い |
Too slow. |
単純… |
Too simple... |
ラスボスと |
You thought you could (This is in reference to the game "Mamono Hunter Mai" by Watanabe Seisakusho (French Bread) in which the player controls Mai and the final boss is Mini-Mai) |
(To Rumi) |
(To Rumi) |
(To Sayuri) |
(To Sayuri) |
(To Ayu) |
(To Ayu) |
(To Mai) |
(To Mai) |
Colors
In-game References
External References
- The ghost that Mai summons in many of her attacks bears a visual resemblance to the Stand system in Jojo's Bizarre Adventure.
- Mai's "Iron Breaker" is based on Seth's "Tackle" move, from the King of Fighters series.
- Mai's "Crescent Moon" is based on Baiken's "Youzansen", from the Guilty Gear series.
- Mai's "Scattering" and "Scattering Zero Style" are based on Johnny's "Mist Finer", from the Guilty Gear series.
- Mai's "Manipulation of Power - Combination" and "Wielding of Power - Combination" are based on both Jotaro Kujo's "Ora-Ora" and Dio's "Muda-Muda" moves, from Jojo's Bizarre Adventure.
- Mai's "Manipulation of Power - Rush" is based on both Jotaro Kujo's "Oratsu!", and Dio's "Mudaatsu!", from Jojo's Bizarre Adventure.
Kanon References
- The sword that Mai uses to fight is the same one she uses to hunt demons within the school during the events of Kanon.