Kawasumi Mai (EFZ): Difference between revisions

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Fast, upward, anti-air slash.
Fast, upward, anti-air slash.


Air blockable  
Air blockable.
Jump cancelable on hit
Jump cancelable on hit.


High MF (Mist Finer) adds a significant portion of juggle bar allowing extended IAD loops in/near the corner or an untechable knockdown option from mid screen.
High MF (Mist Finer) adds a significant portion of juggle bar allowing extended IAD loops in/near the corner or an untechable knockdown option from mid screen.
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Fast and long-ranged, mid-sectioned slash.
Fast and long-ranged, mid-sectioned slash.


Air blockable
Air blockable.
Instant Cancleable only
Instant Cancleable only.


Mid MF is Mai's primary combo ender/extender versus the characters susceptible to it. However, against "short' characters, Mai must resort to "less conventional" enders (i.e. teleport, stand attacks/summon).
Mid MF is Mai's primary combo ender/extender versus the characters susceptible to it. However, against "short' characters, Mai must resort to "less conventional" enders (i.e. teleport, stand attacks/summon).
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A quick, low sword strike to the feet.  
A quick, low sword strike to the feet.  


Special Move Cancelable (includes stand, ES, FM moves)
Special Move Cancelable (includes stand, ES, FM moves).
Must be crouch blocked
Must be crouch blocked.


Low MF's use and frequency of is somewhat erratic. Primarily, low MF appears to be effective when staggering block strings, wheather they are prolonged or brief. A possible secondary use is biding time for IC meter or stand refresh.
Low MF's use and frequency of is somewhat erratic. Primarily, low MF appears to be effective when staggering block strings, wheather they are prolonged or brief. A possible secondary use is biding time for IC meter or stand refresh.
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Short-ranged shoulder rush
Short-ranged shoulder rush


Mist Finer cancelable (high/mid only)
Mist Finer cancelable (high/mid only).
special move cancelable (includes stand, ES, FM)
special move cancelable (includes stand, ES, FM).
Unairblockable
Unairblockable.


When coupled with High MF, Shoulder Tackle is an effective way to extend corner combos vs "short" characters.  A blocked shoulder tackle buffered into 412[a]/[b] also creates various crossup effects.
When coupled with High MF, Shoulder Tackle is an effective way to extend corner combos vs "short" characters.  A blocked shoulder tackle buffered into 412[a]/[b] also creates various crossup effects.

Revision as of 17:04, 14 April 2006

Introduction

Move List

Normal Moves

Command Normals

Mist Finer 6a/b/c


High 6a

Fast, upward, anti-air slash.

Air blockable. Jump cancelable on hit.

High MF (Mist Finer) adds a significant portion of juggle bar allowing extended IAD loops in/near the corner or an untechable knockdown option from mid screen.


Mid 6b

Fast and long-ranged, mid-sectioned slash.

Air blockable. Instant Cancleable only.

Mid MF is Mai's primary combo ender/extender versus the characters susceptible to it. However, against "short' characters, Mai must resort to "less conventional" enders (i.e. teleport, stand attacks/summon).

The following characters cannot crouch 6+b: Mizuka Magamori, Misuzu Kamio, Nayuki Minase (awakened), Kanna

The following characters can crouch 6+b under any condition: Mayu, Mio, Ayu, Sayuri, Kano, Ikumi, Unknown, Nayuki (sleeping)

All remaing characters can be hit by delaying the 6b just before recovering from hitstun.


Low 6c


A quick, low sword strike to the feet.

Special Move Cancelable (includes stand, ES, FM moves). Must be crouch blocked.

Low MF's use and frequency of is somewhat erratic. Primarily, low MF appears to be effective when staggering block strings, wheather they are prolonged or brief. A possible secondary use is biding time for IC meter or stand refresh.


"Shoulder Tackle" 4c

Short-ranged shoulder rush

Mist Finer cancelable (high/mid only). special move cancelable (includes stand, ES, FM). Unairblockable.

When coupled with High MF, Shoulder Tackle is an effective way to extend corner combos vs "short" characters. A blocked shoulder tackle buffered into 412[a]/[b] also creates various crossup effects.

Dash Attacks

Special Moves

Eterny Specials

Final Memory

The Basics

Combos

Links

Launchers

Chains/Loops

Example Combos

Strategy

Colors

In–game References

Discussion