Kawasumi Mai (EFZ): Difference between revisions

From SuperCombo Wiki
Line 81: Line 81:
''C''
''C''


Stand travels a great distance with a flurry of puncehes and remains active thereafter. Consumes meter.
Stand travels a great distance with a flurry of puncehes and remains active thereafter. Consumes RF meter.





Revision as of 17:59, 14 April 2006

Introduction

Move List

Normal Moves

Command Normals

Mist Finer: 6+a/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 6+b

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 6+c


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: 4+c

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

Ora!Ora! Punches: 236a/b/c

Mai summons her stand foward to perform a barage of bunnyear punches. Button determines duration and activity. All versions are Empty Instant Cancelable.

A

Stand travels about a character space foward then vanishes.

  • refresh: arpox.


B

Stand travels slightly slightly further than A version with more attacks and remains on "active" (on screen). Unsummoning and active stand moves can be performed.


C

Stand travels a great distance with a flurry of puncehes and remains active thereafter. Consumes RF meter.


Propeller Attack: 214a/b/c

Stand appears from the ground and acends skyward with a helicopter-esque attack. Button determines area where stand is launched from: (A) close (B) midscreen (C) far. There is no ex version of this move. All versions are Empty Instant Cancelable.


Flash Bomb: 623a/b/c

Stand materializes and attacks with a small energy orb in front of her. Button determines area in which she appears: (A) near (B) midscreen (C) far. All characters can crouch Propeller Attack making it more practical as an anti-air. Theres is no ex version of this move. Is Empty Instant Cancelable.

Eterny Specials

Final Memory

The Basics

Combos

Links

Launchers

Chains/Loops

Example Combos

Strategy

Colors

In–game References

Discussion