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

From Dream Cancel Wiki
Jump to navigation Jump to search
(Added move names before notation, converted to numpad.)
(Fully converted to numpad, replaced movelist image with wiki formatted movelist similar to XV wiki, changed all move names to romanised Japanese / equivalents. Like a true narcissist, I added my own video too.)
Line 3: Line 3:
  |}
  |}
<section begin="image"/>[[File:kyo98umfeexmai.png]]<section end="image"/>
<section begin="image"/>[[File:kyo98umfeexmai.png]]<section end="image"/>
[[File:Notationkof.png|left]]
 
[[File:Kof98umfeexmaimovelist.png|left]]
'''Notation'''
<br clear=all>
 
[[image:a.gif]] - Light Punch
 
[[image:b.gif]] - Light Kick
 
[[image:c.gif]] - Heavy Punch
 
[[image:d.gif]] - Heavy Kick
 
'''Throws'''
 
Shiranui Gorin - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
 
Fuusha Kuzushi - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
 
Yume Zakura - [[image:bk.gif]] / [[image:dn.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)
 
'''Command Normals'''
 
Koukaku no Mai - [[image:df.gif]] + [[image:b.gif]]
 
Kurotsubame no Mai - [[image:fd.gif]] + [[image:b.gif]]
 
Daiwa Fuusha no Mai - [[image:dn.gif]] + [[image:a.gif]] (Midair Only)
 
'''Special Moves'''
 
Kachousen - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Sayo Chidori - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Ryuuenbu - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Musasabi no Mai - [[image:dn.gif]] ~ [[image:up.gif]] + [[image:a.gif]] / [[image:c.gif]]
 
Musasabi no Mai (Air) - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only)
 
Hissatsu Shinobi Bachi - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Genei Shiranui - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (Midair Only)
 
:'''┗''' Genei Shiranui Shimo Agito - [[image:a.gif]] / [[image:c.gif]]
 
:'''┗''' Genei Shiranui Uwa Agito - [[image:b.gif]] / [[image:d.gif]]
 
Kagerou no Mai - [[image:dn.gif]] ~ [[image:up.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
'''Desperation Moves'''
 
Chou Hissatsu Shinobibachi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
 
Hana Arashi - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


== Introduction ==
== Introduction ==
Line 28: Line 79:
* Kagerou no Mai ([2]8K) has been added; series of flame pillars that work well as an anti-air
* Kagerou no Mai ([2]8K) has been added; series of flame pillars that work well as an anti-air


* Gen'ei Shiranui (j.236K) has been added; K and P followups have also been added
* Genei Shiranui (j.236K) has been added; K and P followups have also been added


* Sayo Chidori (214K)'s startup has been reduced, B version can combo from lights and D version can combo from heavies
* Sayo Chidori (214K)'s startup has been reduced, B version can combo from lights and D version can combo from heavies
Line 34: Line 85:
Supers:
Supers:


* Chou Hissatsu Shinobibachi (2141236K) now travels diagonally upwards
* Chou Hissatsu Shinobi Bachi (2141236K) now travels diagonally upwards


* Hana Arashi (236236P) can now have its travel distance modified by holding the button
* Hana Arashi (236236P) can now have its travel distance modified by holding the button
Line 58: Line 109:
'''Standing'''
'''Standing'''


* st.A: Fast poke, but with short reach and bad priority.
* 5A: 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.
* 5B: 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.
* 5C: 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.
* 5D: 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; unfortunately, unlike most cr.As it's not chainable or cancelable.
* 2A: Long range and good priority for a 2A, so it works well as a poke; unfortunately, unlike most 2As 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.
* 2B: EX Mai's only low combo starter and therefore an important tool, but when compared to other 2Bs 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.
* 2C: EX Mai's main combo normal alongside 2B. 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.
* 2D: It has good range and a nice amount of active frames, making it good for meaties, and is cancelable into 236P or something like [2]8P. Altogether a nice sweep. Cancelable.


'''Jumping'''
'''Jumping'''
Line 96: Line 147:
== Throws ==
== Throws ==


'''Shiranui Flaming Steel Crush:''' <code>b/f+C (close)</code>
'''Shiranui Flaming Steel Crush:''' <code>4/6C (close)</code>


* 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.
* 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:''' <code>b/f+D (close)</code>
'''Windmill Destroyer:''' <code>4/6D (close)</code>


* 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. 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):''' <code>b/d/f+C (close, in air)</code>
'''Cherry Blossom Phantasm (Air Throw):''' <code>4/2/6C (close, in air)</code>


* Air throw, not techable. EX Mai grabs the opponent in the air and brings them straight down to the ground. Causes a hard knockdown.
* Air throw, not techable. EX Mai grabs the opponent in the air and brings them straight down to the ground. Causes a hard knockdown.
Line 110: Line 161:
== Command Moves ==
== Command Moves ==


'''Crimson Crane Dance:''' <code>df+B</code>
'''Crimson Crane Dance:''' <code>3B</code>


* A sliding kick that hits low twice.
* A sliding kick that hits low twice.
Line 120: Line 171:
* Causes a soft knockdown.
* Causes a soft knockdown.


'''Black Swallow Dance:''' <code>f+B</code>
'''Black Swallow Dance:''' <code>6B</code>


* A long forwards-hopping kick. Hits overhead.
* A long forwards-hopping kick. Hits overhead.
Line 126: Line 177:
* Has a lot of startup, but is plus on block.
* 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.
* On hit, you can link a 2C afterwards for a combo if you're close enough.


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


'''Fortune's Wheel Drop:''' <code>d+A (in air)</code>
'''Fortune's Wheel Drop:''' <code>2A (in air)</code>


* 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.
* 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.
* When used during a backdash, it makes the backdash go faster and further. The earlier you do 2A, the further the backdash will go.


* Causes a hard knockdown on aerial hit.
* Causes a hard knockdown on aerial hit.
Line 140: Line 191:
== Special Moves ==
== Special Moves ==


'''Kacho Sen:''' <code>qcf+A/C</code>
'''Kachousen:''' <code>236A/C</code>
   
   
* EX Mai chucks a fan as a projectile. Both versions travel fullscreen, but the A version travels slower than the C version.
* EX Mai chucks a fan as a projectile. Both versions travel fullscreen, but the A version travels slower than the C version.
Line 146: Line 197:
* 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.  
* 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.
* 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 214P, which covers a similar space but with less recovery.
   
   
'''Nocturnal Plover:''' <code>qcb+B/D</code>
'''Sayo Chidori:''' <code>214B/D</code>
    
    
* A big arching swipe with her fan.  
* A big arching swipe with her fan.  
Line 154: Line 205:
* B 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 that move.
* Can be used as a mixup alongside 214P, 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 214P on contact, which makes it a good close combo ender.


'''Ryu En Bu:''' <code>qcb+A/C</code>
'''Ryuuenbu:''' <code>214A/C</code>
   
   
* EX Mai produces a flame strike with the tail of her dress.
* EX Mai produces a flame strike with the tail of her dress.
Line 176: Line 227:
* This move is really good, so use it a lot.
* This move is really good, so use it a lot.


'''Flying Squirrel Dance:''' <code>d~u+A/C (can be held)</code>
'''Musasabi no Mai:''' <code>[2]8A/C (can be held)</code>
    
    
* EX Mai jumps 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.
Line 186: Line 237:
* Followup causes a soft knockdown.
* Followup causes a soft knockdown.


'''Flying Squirrel Dance:''' <code>qcb+A/C (in air)</code>
'''Musasabi no Mai (Air):''' <code>214A/C (in air)</code>


* 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.
* This does the followup from [2]8P 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:''' <code>hcf+B/D</code>
'''Hissatsu Shinobi Bachi:''' <code>41236B/D</code>


* EX Mai does a cartwheeling kick that carries her forward.
* EX Mai does a cartwheeling kick that carries her forward.
Line 198: Line 249:
* Causes a soft knockdown.
* Causes a soft knockdown.


'''Shiranui Shadow:''' <code>qcf+B/D (in air)</code>
'''Genei Shiranui:''' <code>236B/D (in air)</code>


* EX Mai rolls up into a spinning ball in midair and descends diagonally. Her other divekick.
* EX Mai rolls up into a spinning ball in midair and descends diagonally. Her other divekick.
Line 206: Line 257:
* 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.


: '''Shiranui Shadow Downward Jab:''' <code>A/C (during qcf+K)</code>
: '''Genei Shiranui Shimo Agito:''' <code>A/C (during j.236K)</code>


:* This followup to qcf+K does a mid-hitting forwards strike with the fan.  
:* This followup to j.236K does a mid-hitting forwards strike with the fan.  


:* Combos from qcf+K and creates a true blockstring on block if done right away.
:* Combos from j.236K and creates a true blockstring on block if done right away.


:* Fairly safe when properly spaced.
:* Fairly safe when properly spaced.
Line 216: Line 267:
:* Causes soft knockdown.
:* Causes soft knockdown.


: '''Shiranui Shadow Uppercut Crush:''' <code>B/D (during qcf+K)</code>
: '''Genei Shiranui Uwa Agito:''' <code>B/D (during j.236K)</code>


:* EX Mai does a downwards arching kick from qcf+K.
:* EX Mai does a downwards arching kick from j.236K.


:* Hits overhead.
:* Hits overhead.
Line 228: Line 279:
:* Causes a soft knockdown.
:* Causes a soft knockdown.


'''Solar Flame Dance:''' <code>d~u+B/D</code>
'''Kagerou no Mai:''' <code>[2]8B/D</code>


* EX Mai creates a projection of herself out of fire that then travels around her a bit.  
* EX Mai creates a projection of herself out of fire that then travels around her a bit.  
Line 242: Line 293:
== Desperation Moves ==
== Desperation Moves ==


'''Super Deadly Ninja Bees:''' <code>qcb,hcf+B/D</code>
'''Chou Hissatsu Shinobi Bachi:''' <code>2141236B/D</code>


* EX Mai does cartwheeling kick similar to her hcf+K, but this one is more fiery and travels diagonally upwards.
* EX Mai does cartwheeling kick similar to her 41236K, 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.
Line 256: Line 307:
* Causes a soft knockdown.  
* Causes a soft knockdown.  


'''Flower Storm:''' <code>qcfx2+A/C (can be held)</code>
'''Hana Arashi:''' <code>236236A/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.
Line 274: Line 325:
''Low''
''Low''


: <code>cr.B, st.A, (qcb+K), qcb+C</code>
: <code>2B, 5A, (214K), 214C</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.
: 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.


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


: <code>(j.X), cr.C, (qcb+K), qcb+C</code>
: <code>(j.X), 2C, (214K), 214C</code>
: qcb+C is the most consistent ender for your combos. qcb+K, qcb+C can be used point-blank.
: 214C is the most consistent ender for your combos. 214K, 214C can be used point-blank.


: <code>(j.X), cr.C, hcf+D</code>
: <code>(j.X), 2C, 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>f+B, cr.C, qcb+C</code>
: <code>6B, 2C, 214C</code>
: Link combo after hitting the overhead fairly close.
: Link combo after hitting the overhead fairly close.


Line 294: Line 345:
''Low''
''Low''


: <code>cr.B, st.A, qcb,hcf+D</code>
: <code>2B, 5A, 2141236D</code>


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


: <code>(j.X), cr.C, qcb,hcf+D</code>
: <code>(j.X), 2C, 2141236D</code>
: Very consistent, because it carries forward before going upwards.
: Very consistent, because it carries forward before going upwards.


''Overhead''
''Overhead''


: <code>f+B, cr.C, qcb,hcf+D</code>
: <code>6B, 2C, 2141236D</code>


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


: <code>df+B, AB, A, hcf+D/qcb,hcf+D</code>
: <code>3B, AB, A/B/C/D, 41236D/2141236D</code>
: Slide conversion with Extra mode or Ultimate mode with dodge.
: Slide conversion with Extra mode or Ultimate mode with dodge.


Line 313: Line 364:


== Videos ==
== Videos ==
 
{{#ev:youtube|yDXo4lk1gSQ|||'''King of Fighters 98 UMFE: Mai / EX Mai Quick MAX Combos''' by [https://www.youtube.com/channel/UCEOjSH3T-KHHA4Ym-VLh0NQ surabu!]|frame}}
== External Links ==
== External Links ==



Revision as of 23:16, 3 February 2024

Kyo98umfeexmai.png

Notation

A.gif - Light Punch

B.gif - Light Kick

C.gif - Heavy Punch

D.gif - Heavy Kick

Throws

Shiranui Gorin - (close) Bk.gif / Fd.gif + C.gif

Fuusha Kuzushi - (close) Bk.gif / Fd.gif + D.gif

Yume Zakura - Bk.gif / Dn.gif / Fd.gif + C.gif (Midair Only)

Command Normals

Koukaku no Mai - Df.gif + B.gif

Kurotsubame no Mai - Fd.gif + B.gif

Daiwa Fuusha no Mai - Dn.gif + A.gif (Midair Only)

Special Moves

Kachousen - Qcf.gif + A.gif / C.gif

Sayo Chidori - Qcb.gif + B.gif / D.gif

Ryuuenbu - Qcb.gif + A.gif / C.gif

Musasabi no Mai - Dn.gif ~ Up.gif + A.gif / C.gif

Musasabi no Mai (Air) - Qcb.gif + A.gif / C.gif (Midair Only)

Hissatsu Shinobi Bachi - Hcf.gif + B.gif / D.gif

Genei Shiranui - Qcf.gif + B.gif / D.gif (Midair Only)

Genei Shiranui Shimo Agito - A.gif / C.gif
Genei Shiranui Uwa Agito - B.gif / D.gif

Kagerou no Mai - Dn.gif ~ Up.gif + B.gif / D.gif

Desperation Moves

Chou Hissatsu Shinobibachi - Qcb.gifDb.gifQcf.gif + B.gif / D.gif

Hana Arashi - Qcf.gifQcf.gif + A.gif / C.gif

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:

  • 5B's priority has been reduced
  • 2D's priority has been reduced

Specials:

  • Kachousen (236P)'s recovery has been shortened
  • Kagerou no Mai ([2]8K) has been added; series of flame pillars that work well as an anti-air
  • Genei Shiranui (j.236K) has been added; K and P followups have also been added
  • Sayo Chidori (214K)'s startup has been reduced, B version can combo from lights and D version can combo from heavies

Supers:

  • Chou Hissatsu Shinobi Bachi (2141236K) now travels diagonally upwards
  • Hana Arashi (236236P) can now have its travel distance modified by holding the button

98UM to 98UMFE

Specials:

  • Kagerou no Mai ([2]8K) 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

  • 5A: Fast poke, but with short reach and bad priority.
  • 5B: Fast and long-ranged. Excellent poke to stop the opponent's hops. Whiffs on all crouchers.
  • 5C: 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.
  • 5D: Has low invincibility starting from the active frames through half of the recovery frames.

Crouching

  • 2A: Long range and good priority for a 2A, so it works well as a poke; unfortunately, unlike most 2As it's not chainable or cancelable.
  • 2B: EX Mai's only low combo starter and therefore an important tool, but when compared to other 2Bs it is quite slow. Chainable.
  • 2C: EX Mai's main combo normal alongside 2B. 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.
  • 2D: It has good range and a nice amount of active frames, making it good for meaties, and is cancelable into 236P or something like [2]8P. 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: 4/6C (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: 4/6D (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): 4/2/6C (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: 3B

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

Black Swallow Dance: 6B

  • A long forwards-hopping kick. Hits overhead.
  • Has a lot of startup, but is plus on block.
  • On hit, you can link a 2C afterwards for a combo if you're close enough.
  • Can be used as a nice frametrap when canceled into.

Fortune's Wheel Drop: 2A (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 2A, the further the backdash will go.
  • Causes a hard knockdown on aerial hit.

Special Moves

Kachousen: 236A/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 214P, which covers a similar space but with less recovery.

Sayo Chidori: 214B/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 214P, as it will catch people trying to jump over that move.
  • Unsafe on block.
  • Cancelable into 214P on contact, which makes it a good close combo ender.

Ryuuenbu: 214A/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.

Musasabi no Mai: [2]8A/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.

Musasabi no Mai (Air): 214A/C (in air)

  • This does the followup from [2]8P 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.

Hissatsu Shinobi Bachi: 41236B/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.

Genei Shiranui: 236B/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.
Genei Shiranui Shimo Agito: A/C (during j.236K)
  • This followup to j.236K does a mid-hitting forwards strike with the fan.
  • Combos from j.236K and creates a true blockstring on block if done right away.
  • Fairly safe when properly spaced.
  • Causes soft knockdown.
Genei Shiranui Uwa Agito: B/D (during j.236K)
  • EX Mai does a downwards arching kick from j.236K.
  • 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.

Kagerou no Mai: [2]8B/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

Chou Hissatsu Shinobi Bachi: 2141236B/D

  • EX Mai does cartwheeling kick similar to her 41236K, 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.

Hana Arashi: 236236A/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

2B, 5A, (214K), 214C
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.

Mid/Jump-In

(j.X), 2C, (214K), 214C
214C is the most consistent ender for your combos. 214K, 214C can be used point-blank.
(j.X), 2C, 41236D
More damaging than the above combo, but much more unsafe if not confirmed.

Overhead

6B, 2C, 214C
Link combo after hitting the overhead fairly close.

With Meter

Low

2B, 5A, 2141236D

Mid/Jump-In

(j.X), 2C, 2141236D
Very consistent, because it carries forward before going upwards.

Overhead

6B, 2C, 2141236D

Dodge Cancel

3B, AB, A/B/C/D, 41236D/2141236D
Slide conversion with Extra mode or Ultimate mode with dodge.

Strategy & Tips

Videos

King of Fighters 98 UMFE: Mai / EX Mai Quick MAX Combos by surabu!

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