Eternal Fighter Zero/Mai Kawasumi
- 1 Introduction
- 2 Character-Specific Notes
- 3 Normal Moves
- 4 Special Moves
- 5 Strategy, Tactics, and Combos
- 6 Win Quotes
- 7 Colors
- 8 In-game References
Kawasumi Mai (川澄 舞) is a calm, versatile character who fights with a sword in the "Iai" style, and is able to summon a ghostly apparition to assist her in battle. Her sword gives her excellent attack area and range, but can be relatively slow to recover. Her ghost gives her a reliable partner that can attack without placing her master at risk.
Mai is one of the heroines of Kanon, a visual novel produced by Key in 1999. She is close friends with Sayuri Kurata.
Stage: Courtyard of the Full Moon (満月の中庭)
BGM: Girl's Prison (少女の檻)
- Mai is able to air jump once, and air dash/backstep once. Once Mai has air dashed/backstepped, she cannot perform any more air jumps until she lands or air recovers.
- Mai's ground dash is actually a fast jump forward. She cannot cancel this "dash", and does not have any dash attacks.
- Mai can summon a ghostly bunny-girl to assist her. While Mai's ghost is floating idle, a "Time" gauge will appear underneath her life gauge, displaying the amount of time left before it is automatically recalled. Mai's ghost can also be manually recalled by certain moves, or forcibally recalled by the opponent hitting either Mai or the ghost. After the ghost is recalled, a "Charge" gauge will appear underneath her life gauge, indicating the amount of time left before the ghost can be summoned again.
- If Mai uses her "Awakening" move, a "Time" gauge will appear underneath her life gauge, displaying the amount of time left before she turns back to normal.
The notation for the movelists can be found under Notation.
[ Startup: 4 | Hit:0 | Block:-1 ]
Pretty standard jab, can be used as an anti air or to initiate pressure, whiffs on some crouching characters.
[ Startup: 5 | Hit:+10 | Block:+8 ]
An incredible move with a very fast startup (A normal tier), fantastic frame advantage, and special hitstop for easy hitconfirms. It is also jump cancellable and links into itself on hit for even easier confirms.
Can be used in many, many ways including as an anti air, to blow up both A/B dps on oki and to set up her tk j623A overhead. Due to its speed and hitbox, can be better to mash than 5A/2A on defense.
Its biggest weakness is its tendency to come out when you want a f5B, at ranges where it cleanly whiffs.
[ Startup: 9 | Hit:-3 | Block:-5 ]
Mai's best normal hit/hurtbox wise, best used as a poke for the opponent to run into, or to interrupt their action.
Its main followups on a ground hit are 6B for a knockdown, or a full combo if you have Mini Mai summoned with the right spacing.
[ Startup: 11 | Hit:-9 | Block:-11 ]
Very bad on whiff, and a decent, but hard to use anti air due to its hurtbox and single anti air active frame.
Leads to very strong combos when it catches someone trying to escape the corner by jumping.
[ Startup: 12 | Hit:- | Block:-5 ]
Anti air slash, does not extend Mai's hurtbox, is jump cancellable. A strong anti air with a slow startup, and the cornerstone of her corner loop. Good at knocking down.
[ Startup: 14 | Hit:- | Block:-8 ]
Horizontal slash, does not extend Mai's hurtbox. Strong if slow poke, cannot be cancelled without using an IC.
Can be crouched by most of the cast, can actually be teched, even as a single hit.
Commonly used as a launcher with red IC (into 6A midscreen for a carry + knockdown for example).
[ Startup: 12 | Hit:-11 | Block:-13 ]
Low slash, hits low, can be cancelled by any of her specials/supers.
Very common ender to her blockstrings as it allows her to safely summon and continue pressuring, or to teleport to safety.
[ Startup: 9 | Hit:- | Block:-6 ]
Mai's only real knockdown normal (6A also knocks down, but will whiff outside of point blank range on a grounded opponent).
Can link from a close B (1F link, her only meterless knockdown off a chain combo). Strong hitbox, moves Mai forward, generally advantageous on trade and makes for a good move to throw out as a frame trap.
It also moves her collision box forward, giving her a left/right teleport mixup midscreen.
The move's main weakness is how bad it is when the opponent RGs it.
[ Startup: 5 | Hit:0 | Block:-1 ]
Standard 2A, hits low, can actually be low profiled (!!!) by some moves.
[ Startup: 10 | Hit:0 | Block:-2 ]
Hits low with an ok range, easily loses to other character's normals. Pretty good combo starter if you have an IC on deck.
Dash 2B is fairly good at catching opponents who just stand/hold back at mid range in neutral or pressure (her other long ranged low, 6C does minimal damage by itself and cannot combo at range).
[ Startup: 13 | Hit:-7 | Block:-9 ]
Mai's longest range normal, fairly slow and extends the hurtbox so that it will lose to many 2Bs.
Not really used in neutral, more to push the opponent out during blockstrings and in some advanced combos.
[ Startup: 6 | Hit:- | Block:- ]
A pretty standard jA, angled downwards, good air to ground, dubious air to air.
[ Startup: 8 | Hit:- | Block:- ]
Odd move with a fast startup, good hitbox, decent range, but with a really awkward angle, bad recovery on whiff, and which sends the opponent further up on hit making full combo conversions extremely finnicky.
With that said full corner conversions off this move are really damaging.
It is also used situationally as a combo part depending on spacing.
[ Startup: 9 | Hit:- | Block:- ]
A weak air to ground move when used as a standalone jump in, very good at crossing up however.
Mostly used in her crossup mixups and combos.
The notation for the movelists can be found under Notation.
|> Ground Fold Followup Kick [During "Ground Fold" A-version]|
|> Hold A||1||850||Low||?|
|> Ground Fold Followup Beheading [During "Ground Fold" B-version]|
|> Hold B||1||850||High/Air||?|
|> Controlling Assist-Combo [During "Summon Mai"]|
|> Controlling Assist-Tornado [During "Summon Mai"]|
|> Controlling Assist-Shock [During "Summon Mai"]|
|> Controlling Assist-Assault [During "Summon Mai"]|
|> Controlling Assist-Destruction [During "Summon Mai", SP Level 1-3]|
|Using Assist-Destruction [SP Level 1-3]|
|Wheat Grain Mowing [SP Level 1-3]|
|Awakening [1/3 HP, SP Level 3]|
|> Dispersing Zero Type [During "Awakening"]|
|> Life Scythe Zero Type [During "Awakening"]|
|> Heart that accepted everything [During "Awakening"]|
|> 236236S (close)||?||?||?||?|
| j623* - Crescent Moon (弧月)
| 412* - Closing Ground (縮地)
| 236* - Wielding of Power ・ Combination (力の行使・連撃)
| 623* - Wielding of Power ・ Explosion (力の行使・爆発)
| 214* - Wielding of Power ・ Tornado (力の行使・竜巻)
| S - Set and Recover Mai (まい設置＆回収)
| 236S - Manipulation of Power ・ Combination (力の操作・連撃)
| 214S - Manipulation of Power ・ Rush (力の操作・突進)
| 412S - Manipulation of Power ・ Blitz (力の操作・電撃)
| 22S - Manipulation of Power ・ Tornado (力の操作・竜巻)
| 236236 Cutting the Chaff - (麦穂薙)
| 214214* - Wielding of Power ・ Destruction (力の行使・破壊)
| 214214* - Manipulation of Power ・ Destruction (力の行使・破壊)
| 236236S Awakening - (覚醒)
| 6* - Scattering Zero Style ・ (霧散零式)
| 214* Closing Cut Zero Style - (暮薙零式)
| 236236S - The Heart That Has Accepted It All ・ (全てを受け入れた心)
Strategy, Tactics, and Combos
5B jC 66 jAjC 5BC 6A jAjA jBjBjC - 3603 damage (rep1-2)
5B jC 66 jAjB jC 66 jA jC 5BC 6A jAjAjB - 3473 damage (rep1-3)
5B jC 66 jAjC 5BC 236A 236236A - 4017 damage (rep1-5)
5B jC 66 jAjC 5BC 236A 5BC 6A jAjA jB - 3647 damage (rep1-7)
4C 6A jAjAjAjC 5BC 6A jAjA jBjBjC - 3791 damage (rep1-8)
412[A] IC 5B jC 66 jAjC 5BC 6A jAjA jBjBjC 3850 damage (rep1-4)
236C 66 66 ABC 236S 236236A 4194 damage (rep1-6)
Midscreen - near corner:
AB5C 412C IC 5B jC 66 jAjC 5BC 6A jAjA jBjBjC 623A - 5029 damage(rep2-2)
AB5C 412C IC 5B jC 66 jAjC 5BC 236A 236236C - 6396 damage (rep1-9)
AB5C 412C IC 5B jC 66 jAjC 5BC 214214C 5BC 6A jAjA - 6931 damage(rep2-1)
Basically u just need to add 6A IAD(instant air dash) jAjC for longer combo ~ LOL
5B jC 66 jAjC 2BB 6A IAD jAjC 5BC 6A jAjAjB 3846 damage(rep2-3)
412[A] IC 5B jC 66 jAjC 2BB 6A IAD jAjC 5BC 6A jAjA - 4133 damage(rep2-4)
ABC 412C IC jC 66 jAjC 2BB 6A IAD jAjC 5BC 6A jAjA jB - 5421 damage(rep2-5)
ABC 412C IC 2C 214214C 5BC 6A IAD jAjC 5BC 6A jAjA - 7639 damage(rep2-6)
More Pressure than a Honey Bear
When Mai has the initiative, you can go for her high-low mixup, which mainly consists of her 2A for low attacks, and her Tiger-kneed-"Lonely Moon" move (6239A) for the high attack. The Lonely Moon has a lot of recovery if blocked, but you can hinder the opponent from taking advantage by either using Mai's ghost to cover you, or with an IC. After an IC, you can continue your mind games by either immediately attacking with j.A a high attack, wait for your character to land before using 2A for a low attack, air-dashing forward for a split-second before using j.A, or land and throw the opponent.
The Stylish Final Technique
Because Mai's pressure increases so much while she has Awakened, the opponent may tend to block a lot more. If you sense the pressure invading the opponent's mind, you can try quickly teleporting in with a normal Ground Fold, then going straight into the "Heart that accepted everything"-grab FM.
You thought you could beat the tag team of the final boss and the heroine?
- The ghost that Mai summons in many of her attacks is a reference to the Stand system in Jojo's Bizarre Adventure.
- Mai's "Iron Breaker" move is based on Seth's "Tackle" move, from the King of Fighters series.
- Mai's "Lonely Moon" move is based on Baiken's "Youzansen" move, from the Guilty Gear series.
- Mai's "Dispersing" and "Dispersing Zero Type" moves are based on Johnny's "Mist Finer" move, from the Guilty Gear series.
- Mai's "Using Assist-Combo" and "Controlling Assist-Combo" moves are based on both Jotaro Kujo's Stand's "Ora-Ora" move, and Dio's Stand's "Muda-Muda" move, from Jojo's Bizarre Adventure.
- Mai's "Controlling Assist-Assault" move is based on both Jotaro Kujo's Stand's "Oratsu!" move, and Dio's Stand's "Mudaatsu!" move, from Jojo's Bizarre Adventure.
- The sword that Mai uses to fight is the same one she uses to hunt demons within the school during the events of Kanon.