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The King of Fighters '98 UMFE/EX Mai/Combos: Difference between revisions
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m Added a note about combo theory in the strategy section. |
Correced some notation. |
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{{CharNavbox_98FE}} | {{CharNavbox_98FE}} | ||
==Combos== | |||
===General Notes=== | ===General Notes=== | ||
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'''Low''' | '''Low''' | ||
: <code>2B, 5A | : <code>2B, 5A xx (214K xx) 214C</code> | ||
: Most damaging meterless combo from a low starter. The 214K | : Most damaging meterless combo from a low starter. The 214K xx 214C has to be done fast or the last 214C will whiff. You can choose to just do the 214C for more consistency at the cost of a small amount of damage. | ||
'''Mid/Jump-In''' | '''Mid/Jump-In''' | ||
: <code>(j.X), 2C | : <code>(j.X), 2C xx (214K xx) 214C</code> | ||
: 214C is the most consistent ender for your combos. 214K, 214C can be used point-blank. | : 214C is the most consistent ender for your combos. 214K, 214C can be used point-blank. | ||
: <code>(j.X), 2C | : <code>(j.X), 2C xx 41236D</code> | ||
: More damaging than the above combo, but much more unsafe if not confirmed. | : More damaging than the above combo, but much more unsafe if not confirmed. | ||
'''Overhead''' | '''Overhead''' | ||
: <code>6B, 2C | : <code>6B, 2C xx 214C</code> | ||
: Link combo after hitting the overhead fairly close. | : Link combo after hitting the overhead fairly close. | ||
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'''Low''' | '''Low''' | ||
: <code>2B, 5A | : <code>2B, 5A xx 2141236D</code> | ||
'''Mid/Jump-In''' | '''Mid/Jump-In''' | ||
: <code>(j.X), 2C | : <code>(j.X), 2C xx 2141236D</code> | ||
: Very consistent, because it carries forward before going upwards. | : Very consistent, because it carries forward before going upwards. | ||
'''Overhead''' | '''Overhead''' | ||
: <code>6B, 2C | : <code>6B, 2C xx 2141236D</code> | ||
'''Dodge Cancel''' | '''Dodge Cancel''' | ||
: <code>3B, AB | : <code>3B (1), AB > A/B/C/D xx 41236D/2141236D</code> | ||
: Slide conversion with Extra mode or Ultimate mode with dodge. | : Slide conversion with Extra mode or Ultimate mode with dodge. | ||
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'''Low''' | '''Low''' | ||
: <code>2B, 2B, ABC, microwalk cl.C | : <code>2B, 2B, ABC, microwalk cl.C xx 41236K/2141236K/236236P</code> | ||
: Difficult to perform because of the tight microwalk and fast cancels. | : Difficult to perform because of the tight microwalk and fast cancels. | ||
'''Jump-In''' | '''Jump-In''' | ||
: <code>j.X, ABC, cl.C | : <code>j.X, ABC, cl.C xx 41236K/2141236K/236236P</code> | ||
: Quick MAX from a jump-in can be tricky, but it is much easier to perform than the low option. | : Quick MAX from a jump-in can be tricky, but it is much easier to perform than the low option. | ||
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'''Dodge Cancel, Low''' | '''Dodge Cancel, Low''' | ||
: <code>2B, 2B, ABC, microwalk cl.C | : <code>2B, 2B, ABC, microwalk cl.C > 3B (1), AB > A/B/C/D xx 41236K/2141236K/236236P</code> | ||
: The microwalk is tight to perform. You can do a single 2B to make it easier, but this makes it much harder to hitconfirm. | : The microwalk is tight to perform. You can do a single 2B to make it easier, but this makes it much harder to hitconfirm. | ||
'''Dodge Cancel, Overhead/Jump-In''' | '''Dodge Cancel, Overhead/Jump-In''' | ||
: <code>6B, ABC, microwalk cl.C | : <code>6B, ABC, microwalk cl.C > 3B (1), AB > A/B/C/D xx 41236K/2141236K/236236P</code> | ||
: Main overhead confirm. This microwalk is much more lenient. | : Main overhead confirm. This microwalk is much more lenient. | ||
: <code>j.X, ABC, cl.C | : <code>j.X, ABC, cl.C > 3B (1), AB > A/B/C/D xx 41236K/2141236K/236236P</code> | ||
: The Quick MAX from a jump-in can be tricky to perform. | : The Quick MAX from a jump-in can be tricky to perform. | ||
'''Corner''' | '''Corner''' | ||
: <code>j.2A | : <code>j.2A xx j.236K > P, ABC, 41236D/2141236B</code> | ||
: Highly specific corner combo, very difficult to perform. | : Highly specific corner combo, very difficult to perform. | ||
Latest revision as of 23:45, 5 February 2024
Combos
General Notes
- 2B, 5A is a link.
- EX Mai generally needs Dodge for her main combos, especially with Quick MAX.
- Theory about specific combo enders can be found in the Strategy page.
Meterless
Low
2B, 5A xx (214K xx) 214C
- Most damaging meterless combo from a low starter. The 214K xx 214C has to be done fast or the last 214C will whiff. You can choose to just do the 214C for more consistency at the cost of a small amount of damage.
Mid/Jump-In
(j.X), 2C xx (214K xx) 214C
- 214C is the most consistent ender for your combos. 214K, 214C can be used point-blank.
(j.X), 2C xx 41236D
- More damaging than the above combo, but much more unsafe if not confirmed.
Overhead
6B, 2C xx 214C
- Link combo after hitting the overhead fairly close.
With Meter
Low
2B, 5A xx 2141236D
Mid/Jump-In
(j.X), 2C xx 2141236D
- Very consistent, because it carries forward before going upwards.
Overhead
6B, 2C xx 2141236D
Dodge Cancel
3B (1), AB > A/B/C/D xx 41236D/2141236D
- Slide conversion with Extra mode or Ultimate mode with dodge.
With Quick MAX
Low
2B, 2B, ABC, microwalk cl.C xx 41236K/2141236K/236236P
- Difficult to perform because of the tight microwalk and fast cancels.
Jump-In
j.X, ABC, cl.C xx 41236K/2141236K/236236P
- Quick MAX from a jump-in can be tricky, but it is much easier to perform than the low option.
Overhead
6B, ABC, 41236D/214C
- Keeps MAX Mode.
6B, ABC, 2141236K
- Very risky. Only use if you don't have Dodge, as it cannot be hitconfirmed.
Dodge Cancel, Low
2B, 2B, ABC, microwalk cl.C > 3B (1), AB > A/B/C/D xx 41236K/2141236K/236236P
- The microwalk is tight to perform. You can do a single 2B to make it easier, but this makes it much harder to hitconfirm.
Dodge Cancel, Overhead/Jump-In
6B, ABC, microwalk cl.C > 3B (1), AB > A/B/C/D xx 41236K/2141236K/236236P
- Main overhead confirm. This microwalk is much more lenient.
j.X, ABC, cl.C > 3B (1), AB > A/B/C/D xx 41236K/2141236K/236236P
- The Quick MAX from a jump-in can be tricky to perform.
Corner
j.2A xx j.236K > P, ABC, 41236D/2141236B
- Highly specific corner combo, very difficult to perform.