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The King of Fighters '98 UMFE/EX Mai: Difference between revisions
wrote descriptions for Mais normals |
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'''Shiranui Flaming Steel Crush:''' (close) b/f + C | '''Shiranui Flaming Steel Crush:''' (close) b/f + C | ||
* Regular throw, techable. | |||
* Mai grabs the opponent and does a frontflip above the opponent and then flings them forward a full screen away. Mai moves forward a bit with the throw. | |||
'''Windmill Destroyer:''' (close) b/f + D | '''Windmill Destroyer:''' (close) b/f + D | ||
* Regular throw, techable. | |||
* Mai grabs the opponents head with her legs and does a backflip carrying the opponent with her and flinging them back almost full screen away. Mai moves forward a bit with the throw. | |||
'''Cherry Blossom Phantasm (Air Throw):''' (in the air close) b/d/f + C | '''Cherry Blossom Phantasm (Air Throw):''' (in the air close) b/d/f + C | ||
* Air throw, not techable. | |||
* Mai grabs the opponent in the air and brings them straight down to the ground. Causes hard knockdown. | |||
== Command Moves == | == Command Moves == | ||
'''Crimson Crane Dance:''' df + B | |||
* A sliding kick that hits twice. | |||
* Hits low. | |||
* Does not low profile moves. | |||
* Not cancelable. | |||
* Causes soft knockdown | |||
'''Black Swallow Dance:''' f + B | '''Black Swallow Dance:''' f + B | ||
* a long forwards hopping kick. | |||
* hits overhead | |||
* has a long startup | |||
* plus on block. | |||
* on hit you can link a cr.C afterwards for a combo if you're close enough. | |||
* can be used as a nice frametrap when cancelled into. | |||
'''Fortune's Wheel Drop (In Air ONLY):''' down + A | '''Fortune's Wheel Drop (In Air ONLY):''' down + A | ||
* a downwards hammer fist. | |||
* has quite small range but deals a lot of hitstun and blockstun so it can be used as a combo starter as well as for pressure. | |||
* When used during a backdash it makes the backdash go faster and go further. The earlier you do d+A the further the backdash will go. | |||
* Causes hard knockdown on aerial hit. | |||
== Special Moves == | == Special Moves == |
Revision as of 00:48, 26 October 2020
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
- Regular throw, techable.
- Mai grabs the opponent and does a frontflip above the opponent and then flings them forward a full screen away. Mai moves forward a bit with the throw.
Windmill Destroyer: (close) b/f + D
- Regular throw, techable.
* Mai grabs the opponents head with her legs and does a backflip carrying the opponent with her and flinging them back almost full screen away. Mai moves forward a bit with the throw.
Cherry Blossom Phantasm (Air Throw): (in the air close) b/d/f + C
- Air throw, not techable.
- Mai grabs the opponent in the air and brings them straight down to the ground. Causes hard knockdown.
Command Moves
Crimson Crane Dance: df + B
- A sliding kick that hits twice.
- Hits low.
- Does not low profile moves.
- Not cancelable.
- Causes soft knockdown
Black Swallow Dance: f + B
- a long forwards hopping kick.
- hits overhead
- has a long startup
- plus on block.
- on hit you can link a cr.C afterwards for a combo if you're close enough.
- can be used as a nice frametrap when cancelled into.
Fortune's Wheel Drop (In Air ONLY): down + A
- a downwards hammer fist.
- has quite small range but deals a lot of hitstun and blockstun so it can be used as a combo starter as well as for pressure.
- When used during a backdash it makes the backdash go faster and go further. The earlier you do d+A the further the backdash will go.
- Causes hard knockdown on aerial hit.
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