The King of Fighters '98 UMFE/EX Mai

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< The King of Fighters '98 UMFE
Revision as of 00:27, 26 October 2020 by Jaunty (talk | contribs) (wrote descriptions for Mais normals)
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Normals

Standing

  • st.A : a short stab with her fan. Fast poke but with short reach and bad priority. Not Chainable. Not cancelable.
  • st.B : a high kick. Fast and has long range. Excellent poke to stop the opponents hops. Whiffs on all crouchers. Not chainable. Not cancelable.
  • st.C : a forward strike with her fan. Poke with decent range that can function as an anti air for hops and occasionally jumps. Can also be used as an occasional poke to try and beat an opponents button. Not cancelable.
  • st.D : a forward lunging kick. Has low invulnerability starting from the active frames through half of the recovery frames. Not cancelable.

Close

  • cl.A : a swipe with her fan. Fairly standard close A. Her best choice when it comes to combos from lights. Chainable. Cancelable.
  • cl. B : a kick to the shins. Mais only other cancelable light except for cl.A and simply a worse choice than it when it comes to combos and cancels. Cancelable.
  • cl.C : an upwards angled strike with her fan. Works well as an anti air when they're close enough for it to activate. Cancelable.
  • cl.D : a high splits kick. Hits a good vertical portion in front of Mai. Another decent anti air if they're up close but it doesn't have as much range as cl.C so stick to that one for anti airing purposes. Cancelable.

Crouching

  • cr.A : a strike with the tail of her dress. Long range and good priority for a cr.A so it works well as a poke. Not chainable. Not Cancelable.
  • cr.B : a crouching low kick. Mais only low combo starter and therefore an important tool, but when compared to other cr.Bs it is quite slow. Chainable. Not Cancelable.
  • cr.C : a Crouching elbow strike. Mais main combo normal alongside cr.B. It comes out fast, has good range and a nice amount of active frames making it good for meaties. This also makes it a good hitconfirming tool. Cancelable.
  • cr.D : a kneeling sweep. It has good range, a nice amount of active frames making it good for meaties and is cancelable into her fireball or something like d~u+P. Altogether a nice sweep. Cancelable.

Jumping

  • j.A : a downwards fan strike. Has a nice long hitbox below her so it can be used as a jump in though it is outclassed by j.D for this. Cancelable.
  • neutral j.A: a jumping attack very similar to j.A but with her fan fully unfolded. just like with j.A Mai has better options for downwards hitting attacks than this.
  • j.B : a aerial knee strike. This move has nice priority making it useful as a air to air. Can also crossup.
  • neutral j.B : a strike forwards with the tail of her dress. Long hitbox in front of her but doesn't have good priority so is prone to trading or getting beaten as an air to air, Therefore it's best to avoid this move.
  • j.C : a aerial swipe with her fan. This move comes out fast and has a good hitbox for air to airs. On grounded opponents it has less hitstop than other jumping heavies making it trickier to combo out of as you need to do the following attack in the combo very quickly. Cancelable.
  • neutral j.C : a strike with the fan above Mais head. Can hit people above Mai but has no other real uses.
  • j.D : a downwards facing kick. Mais main jump in attack of choice as it is fairly fast and has a good hitbox. It can also be used as an air to air when jumping back. Cancelable.
  • neutral j.D : Mai does a slighty upwards facing kick. your best air to air normal when you happen to be neutral jumping.

Throws

Shiranui Flaming Steel Crush: (close) b/f + C


Windmill Destroyer: (close) b/f + D


Cherry Blossom Phantasm (Air Throw): (in the air close) b/d/f + C


Command Moves

Crimson Crane Dance: df + B


Black Swallow Dance: f + B


Fortune's Wheel Drop (In Air ONLY): down + A


Special Moves

Kacho Sen: qcf + A/C


Nocturnal Plover: qcb + B/D


Ryu En Bu: qcb + A/C


Flying Squirrel Dance: d~u + C (hold down button to change direction), qcb + A/C


Deadly Ninja Bees: hcf + B/D


Shiranui Shadow (In Air): qcf + B/D


(During Shiranui Shadow's landing) Shiranui Shadow Downward Jab: A/C


(During Shiranui Shadow's landing) Shiranui Shadow Uppercut Crush: B/D


Solar Flame Dance: d~u + B/D


Desperation Moves

Super Deadly Ninja Bees: qcb, hcf + B/D


Flower Storm: qcf, qcf + A/C

  • If you push and hold A or C she'll charge forward and you can release at will before you hit the opponent, If you don't hold & charge she'll go straight up like a DP

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro