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The King of Fighters '98 UMFE/EX Mai/Combos: Difference between revisions

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Correced some notation.
 
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'''Low'''
'''Low'''


: <code>2B, 5A, (214K), 214C</code>
: <code>2B, 5A xx (214K xx) 214C</code>
: Most damaging meterless combo from a low starter. The 214K, 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.
: 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, (214K), 214C</code>
: <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, 41236D</code>
: <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, 214C</code>
: <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, 2141236D</code>
: <code>2B, 5A xx 2141236D</code>


'''Mid/Jump-In'''
'''Mid/Jump-In'''


: <code>(j.X), 2C, 2141236D</code>
: <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, 2141236D</code>
: <code>6B, 2C xx 2141236D</code>


'''Dodge Cancel'''
'''Dodge Cancel'''


: <code>3B, AB, A/B/C/D, 41236D/2141236D</code>
: <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, 41236K/2141236K/236236P</code>
: <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, 41236K/2141236K/236236P</code>
: <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, 3B (1), AB, A/B/C/D, 41236K/2141236K/236236P</code>
: <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, 3B (1), AB, A/B/C/D, 41236K/2141236K/236236P</code>
: <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, 3B (1), AB, A/B/C/D, 41236K/2141236K/236236P</code>
: <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, j.236K > P, ABC, 41236D/2141236B</code>
: <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

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

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.

Navigation

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame 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