Eternal Fighter Zero/Mai Kawasumi

From Mizuumi Wiki
Jump to navigation Jump to search
Kawasumi Mai

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 utilise 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 a hurtbox and 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.

Stage: Courtyard of the Full Moon (満月の中庭)

BGM: Girl's Prison (少女の檻)

Character-Specific Notes

  • Mai is able to air jump once, and air dash/backstep once. Once Mai has air dashed/backstepped, she cannot perform any more air jumps until she lands or air recovers.
  • Mai's ground dash is actually a fast jump forward. She cannot cancel this "dash", and does not have any dash attacks.
  • Mai can summon a ghostly bunny-girl to assist her. 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. Mai's ghost can also be manually recalled by certain moves, or forcibally recalled by the opponent hitting either Mai or the ghost. After the ghost is recalled, a "Charge" gauge will appear underneath her life gauge, indicating the amount of time left before the ghost can be summoned again.
  • 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

The notation for the movelists can be found under Controls.

The normal move table can be found under Mai Kawasumi/Move Data.

Standing

5A
5A
Mai 5A.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
180 Ground 4 5 6 0 -1 -
  • Pretty standard jab, can be used as an anti air or to initiate pressure, whiffs on some crouching characters.
5B
c5B
Maic5B.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
380 Ground 5 3 10 +10 +8 -
  • An incredible move with a very fast startup (close to A/2As), fantastic frame advantage, and special hitstop for easy hitconfirms. It is also jump cancellable and links into itself on hit for even easier confirms.
  • Can be used in many, many ways including as an anti air, to blow up both A/B dps on oki and to set up her tk j623A overhead. Due to its speed and hitbox, can be better to mash than 5A/2A on defense.
  • Its biggest weakness is its tendency to come out when you want a f5B, at ranges where it cleanly whiffs.
f5B
f5B
Maif5B 1.png
Maif5B 2.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
400 Ground 9 2 18 -3 -5 -
  • Mai's best normal hit/hurtbox wise, best used as a poke for the opponent to run into, or to interrupt their action.
  • Its main followups on a ground hit are 6B (watch out the opponent can tech), 6C, or a full combo if you have Mini Mai summoned with the right spacing.
5C
5C
Mai5C 1.png
Mai5C 2.png
Mai5C 3.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
600 Ground 11 3 30 -9 -11 -
  • Very bad on whiff, and a decent, but hard to use anti air due to its hurtbox (which extends before the move becomes active) and single anti air active frame.
  • Leads to very strong combos when it catches someone trying to escape the corner by jumping.
4C
4C
Mai4C.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
600 Ground 9 8 20 / -6 -
  • Mai's only real knockdown normal (6A also knocks down, but will whiff outside of point blank range on a grounded opponent).
  • Can link from a close B (1F link, her only meterless knockdown off a chain combo). Strong hitbox, moves Mai forward, generally advantageous on trade and makes for a good move to throw out as a frame trap.
  • It also moves her collision box forward, giving her a left/right teleport mixup midscreen.
  • The move's main weakness is how bad it is when the opponent RGs it.
6A
6A (霧散・上段)
Mai6A.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
650 Any 12 2 25 / -5 -
  • Anti air slash, does not extend Mai's hurtbox, is jump cancellable. A strong anti air with a slow startup, and the cornerstone of her corner loop. Good at knocking down.
6B
6B (霧散・中段)
Mai6B.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
650 Any 14 2 28 / -8 -
  • Horizontal slash, does not extend Mai's hurtbox. Strong if slow poke, cannot be cancelled without using an IC.
  • Can be crouched by most of the cast, can actually be teched, even as a single hit.
  • Commonly used as a launcher with red IC (into 6A midscreen for a carry + knockdown for example).
6C
6C (霧散・下段)
Mai6C.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
650 Low 12 2 35 -11 -13 -
  • Low slash, hits low, can be cancelled by any of her specials/supers.
  • Very common ender to her blockstrings as it allows her to safely summon and continue pressuring, or to teleport to safety.

Crouching

2A
2A
Mai2A.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
170 Low 5 3 8 0 -1 -

Standard 2A, hits low, can actually be low profiled (!!!) by some moves.

2B
2B
Mai2B.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
400 Low 10 4 13 0 -2 -
  • Hits low with an ok range, easily loses to other character's normals. Pretty good combo starter if you have an IC on deck.
  • Dash 2B is fairly good at catching opponents who just stand/hold back at mid range in neutral or pressure (her other long ranged low, 6C does minimal damage by itself and cannot combo at range).
2C
2C
Mai2C.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
600 Ground 13 2 29 -7 -9 -
  • Mai's longest range normal, fairly slow and extends the hurtbox before its active frames appear, making it will lose to many 2Bs.
  • Not really used in neutral, more to push the opponent out during blockstrings and in some advanced combos.

Jumping

j5A
j5A
MaijA.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
250 High 6 6 6 / / -
  • A pretty standard jA angled downwards, good air to ground, can crossup, dubious air to air.
j5B
j5B
MaijB.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
410 High 8 2 23 / / -
  • Odd move with a fast startup, good hitbox, decent range, but with a really awkward angle, bad recovery on whiff, and which sends the opponent further up on hit making full combo conversions extremely finnicky.
  • With that said full corner conversions off this move are really damaging.
  • It is also used situationally as a combo part depending on spacing.
j5C
j5C
MaijC.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
580 High 9 2 22 / / -
  • A weak air to ground move when used as a standalone jump in, very good at crossing up however.
  • Mostly used in her crossup mixups and in combos.

Grabs

Close 6C/4C
Ground Grab
Close 6C/4C
MaiGroundGrab.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
1200 None 5 1 15 / / -

-

Close j6C
Air Grab
Close j6C
MaiAirGrab.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
1300 None 2 1 / / / -

-

Special Moves

The notation for the movelists can be found under Controls.

The special move table can be found under Mai Kawasumi/Move Data.

Specials

5S
Set and Recover Mai (まい設置&回収)
5S
MaiS.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -
  • If Mini Mai is not summoned and the Charge Gauge is full, 4/5/6 S respectively summons her behind/on top/in front of Mai.
  • If she is summoned, unsummons her. This lets her Charge gauge recover very fast.
  • Any move that is special cancellable can be cancelled into Set/Recover Mai. The summon/unsummon animation lasts 18 frames, allowing Mai to be + on cancelling her C normals.
  • Unlike most special moves, Set/Recover Mai CANNOT BE BUFFERED. It must be manually timed, similarly to a link.
  • On summon, Mini Mai actually can act before Mai has recovered from the summoning animation, allowing for some really strong combos and pressure.
236S
Manipulation of Power ・ Combination (力の行使・連撃)
236S
Mai236S.png
Only available on summoned Mini Mai as long as Mai is not blocking.
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -
  • Can be activated as long as Mai is not blocking (it doesn't matter if she's on the ground, in the air, doing another move, etc...)
  • Mini Mai will disappear once the move is done, has a long charge recovery.
  • Similar to her 236A, great move to lock down the opponent, also used in combos (for example to easily combo into her 236236 supers).
214S
Manipulation of Power ・ Rush (力の操作・突進)
214S
Mai214S.png
Only available on summoned Mini Mai as long as Mai is not blocking.
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -
  • Mini Mai will disappear once the move is done, has a long charge recovery.
  • Fast, Mini Mai will travel a very long distance (more than half the stage). Mostly used to snipe in neutral, and to combo off her j623A without spending IC. Also has its uses in advanced combos.
412S
Manipulation of Power ・ Blitz (力の操作・電撃)
214S
Mai412S 1.png
Only available on summoned Mini Mai as long as Mai is not blocking.
Mai412S 2.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -
  • Mini Mai will disappear once the move is done, has a short charge recovery.
  • Electric attack and launcher, fantastic to bait mashes and reversals (4S12S2 set Mini Mai behind you, buffer the attack and block). Also used in some midscreen oki setups.
22S
Manipulation of Power ・ Tornado (力の操作・竜巻)
22S
Mai22S 1.png
Only available on summoned Mini Mai as long as Mai is not blocking.
Mai22S 2.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -
  • Mini Mai will disappear once the move is done, has a long charge recovery.
  • Unlike her unsummoned 214*, hits crouching opponents.
  • Excellent move with very fast startup (4F), used as an anti air, to combo off her j623A with no IC in the corner, and for oki. 6S 22S also links off her cB, 5C, 6C and 2C, leading to fantastic meterless damage. Extremely hard to do, see combos.
236*
Wielding of Power ・ Combination (力の行使・連撃)
236*
Mai236.png
Only available on unsummoned Mini Mai, and full Charge gauge.
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -
  • Comes out very fast (enough to combo off her 5B/5C/2C), grants enough frame advantage in the corner that you can dash 2A after it and have it be airtight (RG notwithstanding). Once Mini Mai is done with the attack she disappears, the Charge Gauge recovers very fast.
  • Useful as a frame trap, or to lock the opponent down when you need a bit of time to build IC/BIC.
B - - - - - - - -
  • Comes out slower than the A version, and with less frame advantage afterwards (you'll be minus if you dash in afterwards). Mini Mai will not disappear after the attack is done however, and will stay summoned on the field for followup attacks.
C - - - - - - - -
  • Comes out at a speed between the A and B versions, gives massive frame advantage, especially in the corner (enough to easily combo into super) and Mini Mai stays summoned afterwards.
  • Builds tons of guard gauge on block if you're aiming for that instant overhead j623C combo.
214*
Wielding of Power ・ Tornado (力の行使・竜巻)
214*
Mai214.png
Only available on unsummoned Mini Mai, and full Charge gauge.
Any - - - - - - - -
  • Only available on unsummoned Mini Mai, and full Charge gauge.
  • A/B/C version differ on where Mini Mai is summoned. A makes her attack in front of Mai, B at mid range, C at full screen.
  • Whiffs on crouching characters
  • A tad slow, but still a decent sniping move in neutral, mostly for when the opponent is trying do stuff at full screen, or as a tech trap. Should be followed up by 412A to get in for a combo. Excellent combo starter (4000+ damage) if the opponent is hit on or close to the ground.
623*
Wielding of Power ・ Explosion (力の行使・爆発)
623*
Mai623.png
Only available on unsummoned Mini Mai, and full Charge gauge.
Any - - - - - - - -
  • Only available on unsummoned Mini Mai, and full Charge gauge.
  • A/B/C versions differ on where Mini Mai is summoned. A is in front of Mai, B is at mid range, C at long range.
  • An excellent tool, whether in neutral, in blockstrings or on oki. Mini Mai stays summoned after the attack is done.
    • In Neutral, behaves as a move with tons of active frames that can reach the opponent no matter where he is on the ground. Gives a large frame advantage on block, allowing Mai to dash in or teleport covered by Mini Mai, who is still summoned and ready to attack.
    • In pressure, is one of the most common followups to 6C. Lets Mai keep the initiative due to the + frames, and keeps Mini Mai on screen as backup.
    • Even stronger on oki:
      • Has 2 hits, so makes it hard to wake up RG it (if the opponent RGs the first hit they cannot RG the second).
      • Mini Mai can absorb one hit while the attack is active, which completely negates most reversals.
      • A meaty 623A gives Mai access to some unique and nasty mixups.
      • Mini Mai is still on top of them should your initial mixup fail.
j623*
Crescent Moon (弧月)
j623*
Maij623A.png
Maij623B.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - High, Air - - - - - -
  • Overhead, can combo with IC or a summoned Mini Mai, unsafe on block.
  • A cornerstone of Mai's close range pressure the tk version (6239A) is a fast overhead that will also crush low mashing.
B - - - - - - - -
  • Faster and safer on block than the A version, not an overhead. Can start a combo by itself, although it will be less damaging than with j623A IC/Mini Mai.
  • Visually very similar to the A version, will still crush lows and does not require an IC to combo or to stay safe. Has a great hitbox (beats some anti airs), which can surprise players expecting attacks with Mai's underwhelming air normals.
C - - - - - - - -
  • Very fast, invincible, overhead. Launches the opponent very high up.
  • Will blow up almost all anti air options. Used as an overhead it is extremely fast, basically unreactable. Since it launches the opponent straight up, you can only combo off it after having built up the opponent's guard gauge.
  • Also has a gimmick where if you manage to hit with the last active frame only, it will launch in a similar manner to the B version.
412*
Closing Ground (縮地)
412*
Mai412A.png
Mai412B.png
Mai412C.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A & B (tap) - - - - - - - -
  • Mai teleports on the ground, A leaves her next to the opponent, B leaves her at mid range.
  • Very useful cancel into at the end of her pressure strings, from a 6C or a 4C mostly.
A (hold) - - - - - - - -

Closing Ground Followup Kick - (縮地追蹴)

  • Mai reappears a bit in front of where she started the teleport, with a low sliding kick.
  • Not a terrible move, but rarely used. Hits low, and can be IC'd for combos. Hard to punish with the proper spacing. Only hits if rarely used.
B (hold) - - - - - - - -

Closing Ground Followup Cut - (縮地追斬)

  • Mai reappears above the opponent with a downwards slash. Air unblockable, Not an overhead, punishable on block.
  • Tracks the opponent's position, very good to cancel into when you read that the opponent will jump at the end of your pressure string, trying to escape the corner for example. If you hit them in the air you get a combo on IC. Despite its look does NOT hit behind her.
C - - - - - - - -
  • Very different from the previous versions, not a teleport, more of a dash with a hitbox. Mai's main reversal due to its invincible startup (not full invul, can trade). OTG combos are possible on trade.
  • Also used to knock down off a chain combo.

Eternity Specials

236236*
Cutting the Chaff (麦穂薙)
236236*
Mai236236 1.png
Mai236236 2.png
Mai236236 3.png
Mai236236 4.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -
B - - - - - - - -
C - - - - - - - -
  • Mai teleports forward, the hitbox follows *behind* her once she has teleported.
  • One of Mai's few reversals, not that great due to its slow startup.
  • The higher the level, the slower the startup and the longer the distance traveled.
  • Cannot be combo'd into from simple chains, needs IC or Mini Mai.
  • The hitbox extends pretty far behind her starting position allowing it to crossup against jump ins or as oki.
214214*
Wielding of Power ・ Destruction (力の行使・破壊)
214214*
Mai214214A.png
Mai214214B.png
Mai214214C.png
Mai214214s.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -
B - - - - - - - -
C - - - - - - - -
  • Only available on unsummoned Mini Mai.
  • The higher the level, the larger the fireball and the more hits and damage they do.
  • Mini Mai will disappear once the move is done, has a long charge recovery.
  • Mostly used with its C version along with BIC in her maximum damage combos.
Summoned - - - - - - - -
  • Only available on summoned Mini Mai.
  • Mini Mai will disappear once the move is done, has a long charge recovery.
  • Mini Mai will fire multiple, slow moving single hit fireballs. The higher the level the more she fires.
  • Each fireball's vertical position is random, making it somewhat unreliable in combos.
  • Great way to lock the opponent down in the corner (especially at level 3), or to force an advantageous situation in neutral.

Final Memory

236236S
Awakening - (覚醒)
236236S
Mai236236S.png
Only available on unsummoned Mini Mai, less than 1/3rd of HP remaining and 3 super meters.
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -
  • Activation has no startup invul, although it is invul during the flash.
  • Charge gauge will recover very slowly on coming out of Awakening.
  • Awakened Mai plays fairly differently from normal Mai:
    • A Time gauge appears that slowly drains. Mai will stay in awakened mode as long as Time is left (even on winning/losing a round).
    • Mai loses access to all Mini Mai moves.
    • RF moves no longer cost RF meter, instead they cost about 10% of the Time gauge.
    • Mai's dash becomes extremely fast, lasting only 10F before she can cancel it into block/special/super.
    • Mai gains access to moves listed further down.
6*
Scattering Zero Style (霧散零式)
6*
MaiFM6A.png
Replace her Scattering attacks in Awakened mode.
MaiFM6B.png
MaiFM6C.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
A - - - - - - - -
B - - - - - - - -
C - - - - - - - -
  • Costs about 10% Time meter.
  • Each slash becomes jump cancellable, untechable, advantageous on block (+3~+4) and has massively improved recovery and startup (6F startup).
    • 6C cannot be cancelled into specials anymore, and launches on hit.
    • Any hit into a Scattering Zero Style leads to a very easy 6B x N loop.
214*
Closing Cut Zero Style (暮薙零式)
214*
MaiA214 1.png
New move exclusive to Awakened mode.
MaiA214 2.png
Version Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
Any - - - - - - - -
  • Costs about 10% Time meter.
  • Very fast, creates an air unblockable, untechable pillar of light whose position is determined by the button used.
  • Extremely good at sniping the opponent when they try to run away.
236236S
The Heart That Has Accepted It All (全てを受け入れた心)
236236S
MaiA236236 1.png
New move exclusive to Awakened mode.
MaiA236236 2.png
MaiA236236 3.png
Damage Guard Startup ¹ ² ³ Active Recovery Adv Hit Adv Block Cancel
- - - - - - - -
  • Consumes the entire remaining Time gauge.
  • Can do two different attacks:
    • When point blank, does a command throw (comboable!) which does damage in proportion to the Time meter consumed (about 3500 to 5000 damage).
    • If the throw whiffs, then does a slash that does about 2500 damage.

Strategy

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-kneed-"Lonely Moon" move (6239A) for the high attack. The Lonely Moon has a lot of recovery if blocked, but you can hinder the opponent from taking advantage by either using Mai's ghost to cover you, or with an IC. After an IC, you can continue your mind games by either immediately attacking with j.A 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 j.A, or land and throw 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.

Combos

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

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]xN Loop the inputs in the square brackets as many times as N
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.
.. 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.


  • 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.


  • 214C 412A (teleport in) jump fwd jC j66 (long air dash) jAC land c5BB 6A iad jAC land c5B 5C 6A jC delayed j623B for the tech trap
    • Great damage again, used to snipe people trying to set stuff up at full screen
    • If the 214C hits them while they're in the air, the combo might not be possible/might need adjustments depending on height.


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

  • Same as midscreen ones except for the 6S 22S which becomes:


  • 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


  • 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.


  • 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.

Old Combo Replays

Download here

Okizeme

Win Quotes

Japanese English

遅い

当たらない攻撃に
意味は無い…

Too slow.

An attack that doesn't hit
has no meaning...

単純…
それでは勝てない…

Too simple...
You can't win like that...

ラスボスと
主人公のタッグに
勝てると思った?

…何の話?

You thought you could
beat the tag team of
the final boss and the heroine?

...What were we talking about?

(To Rumi)
凄い破壊力…

でも受け流せば
どうという事は無い

(To Rumi)
Amazing destructive power...

But by deflecting the attack,
that destructive force becomes nothing.

(To Sayuri)
佐祐理…

危険だから
これ以上は
関わらないで…
私が全て
片付けるから

(To Sayuri)
Sayuri...

Anything more than this
is too dangerous.
Please, don't get involved...
I will
take care of everything.

(To Ayu)
逃げないで

どんな力も
授かったことに
意味は有る…

(To Ayu)
Don't run.

Just the fact that
this power was given to you
has meaning...

(To Mai)
まだいくつか半身が
残ってるみたいだね

私が撒いた種…
全て
片付ける…

(To Mai)
There seems to be some of my copies
left around yet.

I sowed these seeds...
And I will
take care of them all...

Colors

EFZ-mai-colors.png

In-game References

External References

  • The ghost that Mai summons in many of her attacks is a reference to the Stand system in Jojo's Bizarre Adventure.
  • Mai's "Iron Breaker" move is based on Seth's "Tackle" move, from the King of Fighters series.
  • Mai's "Lonely Moon" move is based on Baiken's "Youzansen" move, from the Guilty Gear series.
  • Mai's "Dispersing" and "Dispersing Zero Type" moves are based on Johnny's "Mist Finer" move, from the Guilty Gear series.
  • Mai's "Using Assist-Combo" and "Controlling Assist-Combo" moves are based on both Jotaro Kujo's Stand's "Ora-Ora" move, and Dio's Stand's "Muda-Muda" move, from Jojo's Bizarre Adventure.
  • Mai's "Controlling Assist-Assault" move is based on both Jotaro Kujo's Stand's "Oratsu!" move, and Dio's Stand's "Mudaatsu!" move, 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.


General
FAQ
Media
Characters
Akane
Akiko
Ayu
Doppel
Ikumi
Kanna
Kano
Kaori
Makoto
Mai
Mayu
Minagi
Mio
Misaki
Mishio
Misuzu
Mizuka
Nayuki (asleep)
Nayuki (awake)
Rumi
Sayuri
Shiori
UNKNOWN
Mechanics

Navigation menu