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

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== Introduction ==
== Introduction ==


Ex Mai is a poking character with some above average movement options. In neutral she has access to some great pokes and specials that make her hard to approach. She has decent anti air options as well to catch people trying to jump over her pokes. In the air she has a divekick move that she can use to change her aerial trajectory making her harder to anti air. She has an invul reversal in d~u+K so her defense is decent. It requiring a charge does hurt her a bit when it comes to anti airing though. Her mixup game isn't that strong as her overhead is quite slow and her low confirm isn't great.
EX Mai is a poking character with some above-average movement options. In neutral, she has access to some great pokes and specials that make her hard to approach. She has decent anti-air options as well, to catch people trying to jump over her pokes. In the air, she has a divekick move that she can use to change her aerial trajectory, making her harder to anti-air. She has an invincible reversal as well, so her defense is decent, although it does require a charge. Her primary weakness is that her mixup game isn't that strong, as her overhead is quite slow and her low confirm isn't great.


== Changes to previous versions ==
== Changes to Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* st.Bs priority got reduced
 
* cr.Ds priority reduced
* st.B's priority has been reduced
 
* cr.D's priority has been reduced


Specials:
Specials:
* qcf+Ps recovery is shortened
* d~u+K added, series of flame pillars that work well as anti air
* j.qcf+K added, K and P followup also added
* qcb+K startup reduced, weak can combo from lights and strong from heavies


supers:
* qcf+P's recovery has been shortened
 
* d~u+K has been added; series of flame pillars that work well as an anti-air
 
* j.qcf+K has been added; K and P followups have also been added
 
* qcb+K's startup has been reduced, B version can combo from lights and D version can combo from heavies
 
Supers:
 
* qcb,hcf+K now travels diagonally upwards
* qcb,hcf+K now travels diagonally upwards
* qcfx2+P you can now choose the distance by holding down the button
 
* qcfx2+P can now have its travel distance modified by holding the button


''' 98UM to 98UMFE'''
''' 98UM to 98UMFE'''


Specials:
Specials:
d~u+K invincible startup, but less damage and longer recovery as a result


== Normals ==
d~u+K now has invincible startup, but less damage and longer recovery as a result
 
== Normal Moves ==


'''Standing'''
'''Close'''


* st.A : fast poke but with short reach and bad priority. Not Chainable. Not cancelable.
* cl.A: Fairly standard cl.A. Her best choice when it comes to combos from lights. Chainable and cancelable.


* st.B : fast and has long range. Excellent poke to stop the opponents hops. Whiffs on all crouchers. Not chainable. Not cancelable.
* cl.B: Mai's only other cancelable light except for cl.A, and simply a worse choice than it when it comes to combos and cancels. Cancelable.  


* st.C : 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.
* cl.C: Works well as an anti-air when they're close enough for it to activate. Cancelable.


* st.D : has low invulnerability starting from the active frames through half of the recovery frames. Not cancelable.
* cl.D: 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.


'''Close'''
'''Standing'''


* cl.A : fairly standard close A. Her best choice when it comes to combos from lights. Chainable. Cancelable.
* st.A: Fast poke, but with short reach and bad priority.


*cl. B : Mais only other cancelable light except for cl.A and simply a worse choice than it when it comes to combos and cancels. Cancelable.  
* st.B: Fast and long-ranged. Excellent poke to stop the opponent's hops. Whiffs on all crouchers.


* cl.C : works well as an anti air when they're close enough for it to activate. Cancelable.
* st.C: 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 opponent's button.


* cl.D : 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.
* st.D: Has low invincibility starting from the active frames through half of the recovery frames.


'''Crouching'''
'''Crouching'''


* cr.A : long range and good priority for a cr.A so it works well as a poke. Not chainable. Not Cancelable.
* cr.A: Long range and good priority for a cr.A, so it works well as a poke; unfortunately, unlike most cr.As it's not chainable or cancelable.


* cr.B : 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.B: EX Mai's only low combo starter and therefore an important tool, but when compared to other cr.Bs it is quite slow. Chainable.


* cr.C : 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.C: EX Mai's main combo normal alongside cr.B. It comes out fast, has good range, and has a nice amount of active frames, making it good for meaties. This also makes it a good hit-confirming tool. Cancelable.


* cr.D : 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.
* cr.D: It has good range and a nice amount of active frames, making it good for meaties, and is cancelable into qcf+P or something like d~u+P. Altogether a nice sweep. Cancelable.


'''Jumping'''
'''Jumping'''


* j.A : 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.
* j.A: 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.  
* nj.A: A jumping attack, very similar to j.A, but with her fan fully unfolded. Just like with j.A, EX Mai has better options for downwards-hitting attacks than this.  


* j.B : this move has nice priority making it useful as a air to air. Can also crossup.  
* j.B: This move has nice priority, making it useful as an air-to-air. Can also crossup.  


* neutral j.B : 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.
* nj.B: Has a long hitbox in front of her, but doesn't have good priority, so it's prone to trading or getting beaten as an air-to-air. Therefore, it's best to avoid this move.


* j.C : 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.
* j.C: 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 : can hit people above Mai but has no other real uses.  
* nj.C: Can hit people above EX Mai, but has no other real uses.  


* j.D : 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.
* j.D: EX Mai's 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 : your best air to air normal when you happen to be neutral jumping.
* nj.D: Your best air-to-air normal when you happen to be neutral jumping.


== Throws ==
== Throws ==


'''Shiranui Flaming Steel Crush:''' (close) b/f + C
'''Shiranui Flaming Steel Crush:''' <code>b/f+C (close)</code>


* Regular throw, techable.
* Regular throw, techable. EX Mai grabs the opponent and does a front flip above the opponent, and then flings them forward fullscreen away. EX Mai moves forward a bit with the throw.


* 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:''' <code>b/f+D (close)</code>


'''Windmill Destroyer:''' (close) b/f + D
* Regular throw, techable. EX Mai grabs the opponent's head with her legs and does a backflip, carrying the opponent with her and flinging them back almost fullscreen away. EX Mai moves forward a bit with the throw.


* Regular throw, techable.
'''Cherry Blossom Phantasm (Air Throw):''' <code>b/d/f+C (close, in air)</code>


* 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.
* Air throw, not techable. EX Mai grabs the opponent in the air and brings them straight down to the ground. Causes a hard knockdown.
 
'''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
'''Crimson Crane Dance:''' <code>df+B</code>
 
* A sliding kick that hits twice.


* Hits low.
* A sliding kick that hits low twice.


* Does not low profile moves.
* Does not low-profile moves.


* Not cancelable.
* Not cancelable.


* Causes soft knockdown
* Causes a soft knockdown.


'''Black Swallow Dance:''' f + B
'''Black Swallow Dance:''' <code>f+B</code>


* a long forwards hopping kick.
* A long forwards-hopping kick. Hits overhead.


* hits overhead
* Has a lot of startup, but is plus on block.


* has a long startup
* On hit, you can link a cr.C afterwards for a combo if you're close enough.


* plus on block.
* Can be used as a nice frametrap when canceled into.


* on hit you can link a cr.C afterwards for a combo if you're close enough.
'''Fortune's Wheel Drop:''' <code>d+A (in air)</code>


* can be used as a nice frametrap when cancelled into.
* A downwards hammerfist. 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.


'''Fortune's Wheel Drop (In Air ONLY):''' down + A
* When used during a backdash, it makes the backdash go faster and further. The earlier you do d+A, the further the backdash will go.


* a downwards hammer fist.
* Causes a hard knockdown on aerial hit.
 
* 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 ==


 
'''Kacho Sen:''' <code>qcf+A/C</code>
'''Kacho Sen:''' qcf + A/C
   
   
* Mai chucks a fan as a projectile.  
* EX Mai chucks a fan as a projectile. Both versions travel fullscreen, but the A version travels slower than the C version.


* A version travels slower and the C version travels faster but they both travel full screen.
* One of the key tools in EX Mai's long-range zoning game, as the A version recovers fast enough for EX Mai to react to the opponent's reaction to the fireball.  


* You can hop over it
* Not great to use at midrange, as the opponent can easily jump or hop over it for a punish, and at that range you have qcb+P, which covers a similar space but with less recovery.
 
* One of the key tools to Mais long range zoning game as the A version projectile recovers fast enough for Mai to react to the opponents reaction to the fireball.
 
* Not great to use midscreen as the opponent can easily jump or hop over it for a punish and there you have Ryu Enbu which covers a similar space but with less recovery.
   
   
'''Nocturnal Plover:''' qcb + B/D
'''Nocturnal Plover:''' <code>qcb+B/D</code>
    
    
* a big arching swipe with her fan.  
* A big arching swipe with her fan.  


* A version starts up faster than the D version but has a little bit less range.
* B version starts up faster than the D version, but has a little bit less range.


* can be used as a mixup alongside qcb+P as it will catch people trying to jump over Ryu Enbu.
* Can be used as a mixup alongside qcb+P, as it will catch people trying to jump over that move.


* Unsafe on block  
* Unsafe on block.


* cancelable into qcb+P on contact which makes it a good close combo ender.
* Cancelable into qcb+P on contact, which makes it a good close combo ender.


'''Ryu En Bu:''' <code>qcb+A/C</code>
* EX Mai produces a flame strike with the tail of her dress.


'''Ryu En Bu:''' qcb + A/C
* Has a projectile hitbox, giving it amazing priority as the entire flame doesn't have a hurtbox. It's essentially a big fiery shield in front of EX Mai.  
* Mai produces a flame strike with the tail of her dress.


* Counts as a projectile. This makes it have amazing priority as the entire bit of flame doesn't have a hurtbox. It's essentially a big fiery shield in front of Mai.  
* One of Ex Mai's go-to anti-airs for jumps from further away.


* One of Ex Mais go to anti airs for jumps from further away.
* It also works great as a safe pressure tool, as the opponent can't really contest it head-on and its large hitbox and generous amount of active frames make it good to catch hops, ill-timed jumps, and roll recovery frames.


* it also works great as a safe pressure tool as the opponent can't really contest it head on and it's large hitbox and generous amount of active frames makes it good to catch hops, ill timed jumps and roll recovery frames.
* Causes a soft knockdown on hit and is safe on block.


* Ex Mais Ryu Enbu causes soft knockdown.
* A version hits once and combos from heavies, C version has a second non-projectile hit that allows it to combo from lights.


* This move is really good so use it a lot.
* This move is really good, so use it a lot.


'''Flying Squirrel Dance:''' d~u + C (hold down button to change direction), qcb + A/C
'''Flying Squirrel Dance:''' <code>d~u+A/C (can be held)</code>
    
    
* Mai takes a big jump to the wall at the end of the screen behind her.
* EX Mai jumps to the wall at the end of the screen behind her.


* when done without the followup mai simply falls to the ground below the wall. This can be a good occasional escape option if you want to create some distance to the opponent.
* When done without the followup, EX Mai simply falls to the ground below the wall. This can be a good occasional escape option if you want to create some distance from the opponent.


* if done with the followup Mai makes a diving attack diagonally downwards. Actually hitting an opponent with this followup can be tricky as it will most likely miss if they're not committing to some forward movement.
* If done with the followup by holding the button, EX Mai does a diving attack diagonally downwards. Actually hitting an opponent with this followup can be tricky, as it will most likely miss if they're not committing to some forward movement.


* The followup can also be done as a standalone move by pressing qcb+P, Mai will do the dive from wherever she happens to be in the air. This can be a good move to use since it changes your jumping arc and can beat out opponents air to airs. If spaced well can be made fairly safe on block.
* Followup causes a soft knockdown.


* causes soft knockdown.
'''Flying Squirrel Dance:''' <code>qcb+A/C (in air)</code>


'''Deadly Ninja Bees:''' hcf + B/D
* This does the followup from d~u+P by itself from anywhere in the air, giving EX Mai a pretty standard divekick. This can be a good move to use, since it changes your jump arc and can beat out the opponent's air-to-airs. If spaced well, can be made fairly safe on block.


*  Mai does a cartwheeling kick that carries her forward.
'''Deadly Ninja Bees:''' <code>hcf+B/D</code>


* mostly good as a combo ender since it's very risky to throw out in neutral. Though it can technically function as an anti air.
* EX Mai does a cartwheeling kick that carries her forward.


* very unsafe on block
* Mostly good as a combo ender, since it's very unsafe on block and thus is risky to throw out in neutral. However, it can technically function as an anti-air.


* causes soft knockdown
* Causes a soft knockdown.


'''Shiranui Shadow (In Air):''' qcf + B/D
'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code>


* Mai does rolls up into a spinning ball in midair and descends diagonally.
* EX Mai rolls up into a spinning ball in midair and descends diagonally. Her other divekick.


* unsafe on block if done without a followup.
* Unsafe on block if done without a followup.


* Can be used for some crossup shenanigans by jumping over the opponent and doing it.
* Can be used for some crossup shenanigans by jumping over the opponent and doing it.


'''(During Shiranui Shadow's landing) Shiranui Shadow Downward Jab:''' A/C
: '''Shiranui Shadow Downward Jab:''' <code>A/C (during qcf+K)</code>


* this followup does a forwards strike with the fan.  
:* This followup to qcf+K does a mid-hitting forwards strike with the fan.  


* Combos from the dive and creates a true blockstring on block if done right away.
:* Combos from qcf+K and creates a true blockstring on block if done right away.


* Fairly safe when properly spaced.
:* Fairly safe when properly spaced.


* hits mid
:* Causes soft knockdown.


* causes soft knockdown.
: '''Shiranui Shadow Uppercut Crush:''' <code>B/D (during qcf+K)</code>


'''(During Shiranui Shadow's landing) Shiranui Shadow Uppercut Crush:''' B/D
:* EX Mai does a downwards arching kick from qcf+K.


* Mai does a downwards arching kick from the dive.
:* Hits overhead.


* Hits overhead.
:* Leaves you open to reversals.


* leaves you open to reversals.
:* The big problem with this followup is that it's less safe than her other one, and since that one hits mid, there's actually no mixup from this. The opponent can always stand block the whole thing, regardless of followup.


* The big problem with this followup is that it's less safe than her other one and since that one hits mid, there's actually no mixup from this. The opponent can always stand block the whole thing standing regardless of followup.
:* Causes a soft knockdown.


* Causes soft knockdown.
'''Solar Flame Dance:''' <code>d~u+B/D</code>


'''Solar Flame Dance:''' d~u + B/D
* EX Mai creates a projection of herself out of fire that then travels around her a bit.


* Mai creates a projection of herself out of fire that then travels around Mai a bit.  
* EX Mai's go-to meterless anti-air and reversal choice.


* Ex Mais go to meterless anti air and reversal choice.
* Punishable on block or whiff.


* punishable on block or whiff.
* Has invincibility throughout startup and the entire first hit.


* Has startup invincibility throughout startup and the entire first hit.
* Causes a soft knockdown.


* causes soft knockdown.
== Desperation Moves ==


== Desperation Moves ==
'''Super Deadly Ninja Bees:''' <code>qcb,hcf+B/D</code>


'''Super Deadly Ninja Bees:''' qcb, hcf + B/D
* EX Mai does cartwheeling kick similar to her hcf+K, but this one is more fiery and travels diagonally upwards.
* Mai does cartwheeling kick similar to her hcf+K, but this one is more fiery and travels diagonally upwards.


* B version travels upwards directly and D version travels forward for 2 hits and then upwards.
* B version travels upwards directly, and D version travels forward for 2 hits and then upwards.


* B version makes for a good metered anti air.
* B version makes for a good metered anti-air.


* D version is good for comboing into.
* D version is good for combo-ing into.


* has startup invincibility.
* Has startup invincibility.


* deals soft knockdown.  
* Causes a soft knockdown.  


'''Flower Storm:''' qcf, qcf + A/C
'''Flower Storm:''' <code>qcfx2+A/C (can be held)</code>


* a forwards rushing move that flies straight upwards on contact or when you choose to.
* A forwards-rushing move that flies straight upwards on contact or when you choose to.


* 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.
* If you push and hold the button 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.


* a good combo super since it causes hard knockdown which gives you more time to set up oki.
* A good combo DM, since it causes a hard knockdown, which gives you more time to set up oki.


* has startup invincibility
* Has startup invincibility.


== Combos ==
== Combos ==


* cr.B st.A (qcb+K) qcb+C
'''General Notes:'''


Most damaging meterless combo, the qcb+K qcb+C has to be done fast or the last qcb+C will whiff. You can choose to just do the qcb+C for more consistency at the cost of a small amount of damage.
===Meterless===


* cr.B st.A qcb,hcf+D
''Low''


low combo with a metered ender.
: <code>cr.B, st.A, (qcb+K), qcb+C</code>
: Most damaging meterless combo from a low starter. The qcb+K, qcb+C has to be done fast or the last qcb+C will whiff. You can choose to just do the qcb+C for more consistency at the cost of a small amount of damage.


* (j.X) cr.C qcb+C
''Mid/Jump-In''


qcb+C is the most consistent ender for your combos. qcb+K qcb+C can be used point blank and hcf+D can be used for more damage but added risk as it's very unsafe on block or whiff.
: <code>(j.X), cr.C, (qcb+K), qcb+C</code>
: qcb+C is the most consistent ender for your combos. qcb+K, qcb+C can be used point-blank.


* (j.X) cr.C qcb,hcf+D
: <code>(j.X), cr.C, hcf+D</code>
: More damaging than the above combo, but much more unsafe if not confirmed.
This is your ender for the most damage, very consistent because it carries forward before going upwards.
 
''Overhead''
 
: <code>f+B, cr.C, qcb+C</code>
: Link combo after hitting the overhead fairly close.
 
===With Meter===
 
''Low''
 
: <code>cr.B, st.A, qcb,hcf+D</code>
 
''Mid/Jump-In''
 
: <code>(j.X), cr.C, qcb,hcf+D</code>
: Very consistent, because it carries forward before going upwards.


* f+B cr.C qcb+C/qcb,hcf+D
''Overhead''


link combo after hitting the overhead fairly close, can be ended with or without meter.
: <code>f+B, cr.C, qcb,hcf+D</code>


* df+B AB A hcf+D/qcb,hcf+D
''Dodge Cancel''


slide conversion with extra mode or ultimate mode with dodge. requires 1 bar for the dodge cancel.
: <code>df+B, AB, A, hcf+D/qcb,hcf+D</code>
: Slide conversion with Extra mode or Ultimate mode with dodge.


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 07:37, 7 February 2022


Introduction

EX Mai is a poking character with some above-average movement options. In neutral, she has access to some great pokes and specials that make her hard to approach. She has decent anti-air options as well, to catch people trying to jump over her pokes. In the air, she has a divekick move that she can use to change her aerial trajectory, making her harder to anti-air. She has an invincible reversal as well, so her defense is decent, although it does require a charge. Her primary weakness is that her mixup game isn't that strong, as her overhead is quite slow and her low confirm isn't great.

Changes to Previous Versions

98 to 98UM

Normals:

  • st.B's priority has been reduced
  • cr.D's priority has been reduced

Specials:

  • qcf+P's recovery has been shortened
  • d~u+K has been added; series of flame pillars that work well as an anti-air
  • j.qcf+K has been added; K and P followups have also been added
  • qcb+K's startup has been reduced, B version can combo from lights and D version can combo from heavies

Supers:

  • qcb,hcf+K now travels diagonally upwards
  • qcfx2+P can now have its travel distance modified by holding the button

98UM to 98UMFE

Specials:

d~u+K now has invincible startup, but less damage and longer recovery as a result

Normal Moves

Close

  • cl.A: Fairly standard cl.A. Her best choice when it comes to combos from lights. Chainable and cancelable.
  • cl.B: Mai's 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: Works well as an anti-air when they're close enough for it to activate. Cancelable.
  • cl.D: 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.

Standing

  • st.A: Fast poke, but with short reach and bad priority.
  • st.B: Fast and long-ranged. Excellent poke to stop the opponent's hops. Whiffs on all crouchers.
  • st.C: 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 opponent's button.
  • st.D: Has low invincibility starting from the active frames through half of the recovery frames.

Crouching

  • cr.A: Long range and good priority for a cr.A, so it works well as a poke; unfortunately, unlike most cr.As it's not chainable or cancelable.
  • cr.B: EX Mai's only low combo starter and therefore an important tool, but when compared to other cr.Bs it is quite slow. Chainable.
  • cr.C: EX Mai's main combo normal alongside cr.B. It comes out fast, has good range, and has a nice amount of active frames, making it good for meaties. This also makes it a good hit-confirming tool. Cancelable.
  • cr.D: It has good range and a nice amount of active frames, making it good for meaties, and is cancelable into qcf+P or something like d~u+P. Altogether a nice sweep. Cancelable.

Jumping

  • j.A: 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.
  • nj.A: A jumping attack, very similar to j.A, but with her fan fully unfolded. Just like with j.A, EX Mai has better options for downwards-hitting attacks than this.
  • j.B: This move has nice priority, making it useful as an air-to-air. Can also crossup.
  • nj.B: Has a long hitbox in front of her, but doesn't have good priority, so it's prone to trading or getting beaten as an air-to-air. Therefore, it's best to avoid this move.
  • j.C: 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.
  • nj.C: Can hit people above EX Mai, but has no other real uses.
  • j.D: EX Mai's 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.
  • nj.D: Your best air-to-air normal when you happen to be neutral jumping.

Throws

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

  • Regular throw, techable. EX Mai grabs the opponent and does a front flip above the opponent, and then flings them forward fullscreen away. EX Mai moves forward a bit with the throw.

Windmill Destroyer: b/f+D (close)

  • Regular throw, techable. EX Mai grabs the opponent's head with her legs and does a backflip, carrying the opponent with her and flinging them back almost fullscreen away. EX Mai moves forward a bit with the throw.

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

  • Air throw, not techable. EX Mai grabs the opponent in the air and brings them straight down to the ground. Causes a hard knockdown.

Command Moves

Crimson Crane Dance: df+B

  • A sliding kick that hits low twice.
  • Does not low-profile moves.
  • Not cancelable.
  • Causes a soft knockdown.

Black Swallow Dance: f+B

  • A long forwards-hopping kick. Hits overhead.
  • Has a lot of startup, but is 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 canceled into.

Fortune's Wheel Drop: d+A (in air)

  • A downwards hammerfist. 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 further. The earlier you do d+A, the further the backdash will go.
  • Causes a hard knockdown on aerial hit.

Special Moves

Kacho Sen: qcf+A/C

  • EX Mai chucks a fan as a projectile. Both versions travel fullscreen, but the A version travels slower than the C version.
  • One of the key tools in EX Mai's long-range zoning game, as the A version recovers fast enough for EX Mai to react to the opponent's reaction to the fireball.
  • Not great to use at midrange, as the opponent can easily jump or hop over it for a punish, and at that range you have qcb+P, which covers a similar space but with less recovery.

Nocturnal Plover: qcb+B/D

  • A big arching swipe with her fan.
  • B version starts up faster than the D version, but has a little bit less range.
  • Can be used as a mixup alongside qcb+P, as it will catch people trying to jump over that move.
  • Unsafe on block.
  • Cancelable into qcb+P on contact, which makes it a good close combo ender.

Ryu En Bu: qcb+A/C

  • EX Mai produces a flame strike with the tail of her dress.
  • Has a projectile hitbox, giving it amazing priority as the entire flame doesn't have a hurtbox. It's essentially a big fiery shield in front of EX Mai.
  • One of Ex Mai's go-to anti-airs for jumps from further away.
  • It also works great as a safe pressure tool, as the opponent can't really contest it head-on and its large hitbox and generous amount of active frames make it good to catch hops, ill-timed jumps, and roll recovery frames.
  • Causes a soft knockdown on hit and is safe on block.
  • A version hits once and combos from heavies, C version has a second non-projectile hit that allows it to combo from lights.
  • This move is really good, so use it a lot.

Flying Squirrel Dance: d~u+A/C (can be held)

  • EX Mai jumps to the wall at the end of the screen behind her.
  • When done without the followup, EX Mai simply falls to the ground below the wall. This can be a good occasional escape option if you want to create some distance from the opponent.
  • If done with the followup by holding the button, EX Mai does a diving attack diagonally downwards. Actually hitting an opponent with this followup can be tricky, as it will most likely miss if they're not committing to some forward movement.
  • Followup causes a soft knockdown.

Flying Squirrel Dance: qcb+A/C (in air)

  • This does the followup from d~u+P by itself from anywhere in the air, giving EX Mai a pretty standard divekick. This can be a good move to use, since it changes your jump arc and can beat out the opponent's air-to-airs. If spaced well, can be made fairly safe on block.

Deadly Ninja Bees: hcf+B/D

  • EX Mai does a cartwheeling kick that carries her forward.
  • Mostly good as a combo ender, since it's very unsafe on block and thus is risky to throw out in neutral. However, it can technically function as an anti-air.
  • Causes a soft knockdown.

Shiranui Shadow: qcf+B/D (in air)

  • EX Mai rolls up into a spinning ball in midair and descends diagonally. Her other divekick.
  • Unsafe on block if done without a followup.
  • Can be used for some crossup shenanigans by jumping over the opponent and doing it.
Shiranui Shadow Downward Jab: A/C (during qcf+K)
  • This followup to qcf+K does a mid-hitting forwards strike with the fan.
  • Combos from qcf+K and creates a true blockstring on block if done right away.
  • Fairly safe when properly spaced.
  • Causes soft knockdown.
Shiranui Shadow Uppercut Crush: B/D (during qcf+K)
  • EX Mai does a downwards arching kick from qcf+K.
  • Hits overhead.
  • Leaves you open to reversals.
  • The big problem with this followup is that it's less safe than her other one, and since that one hits mid, there's actually no mixup from this. The opponent can always stand block the whole thing, regardless of followup.
  • Causes a soft knockdown.

Solar Flame Dance: d~u+B/D

  • EX Mai creates a projection of herself out of fire that then travels around her a bit.
  • EX Mai's go-to meterless anti-air and reversal choice.
  • Punishable on block or whiff.
  • Has invincibility throughout startup and the entire first hit.
  • Causes a soft knockdown.

Desperation Moves

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

  • EX Mai does cartwheeling kick similar to her hcf+K, but this one is more fiery and travels diagonally upwards.
  • B version travels upwards directly, and D version travels forward for 2 hits and then upwards.
  • B version makes for a good metered anti-air.
  • D version is good for combo-ing into.
  • Has startup invincibility.
  • Causes a soft knockdown.

Flower Storm: qcfx2+A/C (can be held)

  • A forwards-rushing move that flies straight upwards on contact or when you choose to.
  • If you push and hold the button 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.
  • A good combo DM, since it causes a hard knockdown, which gives you more time to set up oki.
  • Has startup invincibility.

Combos

General Notes:

Meterless

Low

cr.B, st.A, (qcb+K), qcb+C
Most damaging meterless combo from a low starter. The qcb+K, qcb+C has to be done fast or the last qcb+C will whiff. You can choose to just do the qcb+C for more consistency at the cost of a small amount of damage.

Mid/Jump-In

(j.X), cr.C, (qcb+K), qcb+C
qcb+C is the most consistent ender for your combos. qcb+K, qcb+C can be used point-blank.
(j.X), cr.C, hcf+D
More damaging than the above combo, but much more unsafe if not confirmed.

Overhead

f+B, cr.C, qcb+C
Link combo after hitting the overhead fairly close.

With Meter

Low

cr.B, st.A, qcb,hcf+D

Mid/Jump-In

(j.X), cr.C, qcb,hcf+D
Very consistent, because it carries forward before going upwards.

Overhead

f+B, cr.C, qcb,hcf+D

Dodge Cancel

df+B, AB, A, hcf+D/qcb,hcf+D
Slide conversion with Extra mode or Ultimate mode with dodge.

Strategy & Tips

Videos

External Links

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