Kawasumi Mai (EFZ)

From SuperCombo Wiki

Introduction

Move List

Normal Moves

Command Normals

霧散: 6+a/b/c


High 6a

Fast, upward, anti-air slash.

  • Air blockable
  • Jump cancelable on hit

High 霧散 adds a significant portion of Recover Meter 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 霧散 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: Nagamori, Misuzu, 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 霧散's use and frequency of is somewhat erratic. Primarily, low 霧散 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

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

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

Dash Attacks

Special Moves

Use of Power-Chain Attack(力の行使・連撃): 236+a/b/c

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

A

Stand travels about a character space foward then vanishes.

  • refresh: aprox. 2 seconds


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.


Use of Power-Tornado 力の行使・竜巻: 214+a/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 Flicker Instant Charge Cancelable.


Use of Power(Explosion)(力の行使・爆発): 623+a/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 Use of Power-Tornado 力の行使・竜巻 making it more practical as an anti-air. Theres is no ex version of this move. Is Flicker Instant Charge Cancelable.


Lone Moon(弧月): in air, 623+a/b/c

Mai performs and arial somersault with her sword extended.

A

Has overhead properties and is very formidable in Mai's high/low game especially when "tiger kneed" (6239+a).


B

Has better startup and recovery in comparison to A version but is crouch blockable. Can be used to punish air techs to some extent.


C

A fast, multiple hitting version of Lone Moon(弧月) that launches the opponent. Like the A version, C Lone Moon(弧月) posesses overhead properties, but due to the height that it launches combo followups arent possible. Consumes RF meter.

Eterny Specials

Final Memory

The Basics

Combos

Links

Launchers

Chains/Loops

Example Combos

Strategy

Colors

In–game References

Discussion