Mai Kawasumi (Eternal Fighter Zero)
|First EFZ Appearance||Eternal Fighter Zero|
|Combat Style||Sword & Young Mai Spirit|
Mai Kawasumi is a leading character from the visual novel Kanon and is one of the obtainable girls. She has a rather withdrawn personality in part due to the unusual supernatural gifts she has.
In EFZ, Mai specialises in sword play tactics that give her a longer melee reach than most other fighters and she uses surprise tactics to strike in unexpected ways but her long range moves are limited and easily countered. Mai is suited to a close range pressure style of play.
 Command List
 Basic Weak Attacks
Basic weak jab. Mai can punch up to 5 times, but due to knockback she will always miss with the fifth hit, even against walled opponents.
More weak jabs, this time striking low. Mai punches up to 4 times and will again miss with the fourth hit.
Swift aerial kick. Mai can kick twice before she lands and this can easily be chained into followup ground attacks.
6A - Dispersing
Long range sword slash aimed at an upward angle. You'll miss grounded opponents you're not standing next to but works great as an antiair move. Move has startup delay before it activates. Causes knockdown. Can be jump cancelled to avoid ending lag and surprise opponents. Linking into A (midair) is easy. During Awakening all lag is removed, letting you alternate between this and B version to juggle opponents.
 Basic Mid Attacks
Quick upward punch, can be comboed out of quite well.
Quick upward slash. Good range and speed but doesn't hit multiple times by itself.
Mai spins around and extends her sword (still in its sheath) for a good range low attack.
Mai slashes out with her sword midair. The attack is angled upwards, making it hard to strike ground opponents.
6B - Dispersing
Long range sword slash aimed directly ahead. Easier to catch standing opponents or those just trying to jump but already airbourne or crouching opponents may avoid it. Startup delay for this move. Causes knockdown. During Awakening all lag is removed, letting you alternate between this and A version to juggle opponents.
 Basic Strong Attacks
Mai performs an overhead swing from above her, towards the opponent and around. Good for all opponent positions and a decent basic combo finisher. It's also Mai's best antiair move that ensures that no opponent will get near her in the air due to its range and speed.
Mai leans forward with a low aimed slash, then spins back and sheathes the sword. A powerful low move but has brief ending lag.
Downward aimed slash great for striking opponents lower than Mai. More powerful and better ranged than A but isn't as easy to start combos with.
6C - Dispersing
Long range sword slash aimed low. Ideal for catching crounching opponents but has no knockdown effect. Start delay for this move. Can be move cancelled, such as unleashing one of Young Mai's attacks to prevent rushing opponents. This is an easy move to combo into from C and the move cancel trait lets you follow up with something like Summon Mai: Charge. During Awakening all lag is removed but not as useful during this time as the A and B versions since the low angle is not suited to near infinite juggling.
Mai performs a quick shoulder barge that knocks down the opponent. Though short ranged, the swiftness and lack of lag for this move can be useful as a surprise attack. Can be comboed into from aerial attacks quite easily.
6C (close, ground)
Mai picks up her opponent with her sword and slams them into the ground behind her.
6C (close, air)
Mai grabs her opponent with her hands and launches them at a 45 degree angle downwards behind her.
 Special Attacks
S - Summon
Either summons or recalls Young Mai, depending on whether she is on the field or not. Note that you cannot summon Young Mai while the charge gauge is onscreen. Some attacks will cause Young Mai to attack, which means that you can potentially place her onscreen and attack the opponent without being near them, but do note that Young Mai is automatically recalled if hit. Exactly where Young Mai appears depends on the direction pressed. S summons her directly on top of Mai, 4S behind Mai and 6S in front of Mai. 6S has potential for placing her behind the opponent if close, allowing for something like a 22S followup to strike an unprotected rear.
236S (Young Mai onscreen) - Summon Power: Charge
Young Mai performs a slightly ranged barrage of punches. It's similar to the B version of Mai's attack (see below) but potentially better range since Young Mai can be placed anywhere on the field beforehand. Useful as a surprise tactic or at the end of a combo where a move called her out. Young Mai is recall afterwards.
22S (Young Mai onscreen) - Summon Power: Tornado
Young Mai unleashes a twirling barrage of attacks while rising and is recalled afterwards. As before, a good way to mess up opponents not expecting it and the simple input makes it ideal for many players to dish out quickly.
214S (Young Mai onscreen) - Summon Power: Wave Motion
Young Mai flies across the entire length of the screen and strikes with a hammer blow. Although lightning fast and excellent range the power is poor, leaving the only reason to use it is to recall Mai with a bonus if she is left out by another move, especially since it's the only move that will catch a retreating fighter. Young Mai is recalled afterwards and the charge gauge refills faster than any other Summon Power move.
412S (Young Mai onscreen) - Summon Power: Shock
Young Mai attacks with electricity directly in front of her. It's a great combo move as you can tack on extra hits afterwards due to its stun effect but tricker to set up as there is no alternate version for when she's on standby. Young Mai is recalled afterwards.
236 + A,B or C - Summon Power: Charge
Summon Young Mai to perform a barrage of punches directly in front of Mai. She is recalled automatically. A good combo move to link into to tack on extra damage, although the damage scaling hurts it. Attack is cancelled if an attack hits either Mai.
Summons Young Mai to perform a slightly more ranged barrage of punches. She remains on the field afterwards, which makes it better than A version as you get to follow up with further attacks easily.
Summons Young Mai to perform a long range barrage of punches that travels across half the screen width. One of Mai's few long range techniques that's fairly easy to aim with, but like the others it can be cancelled by an enemy hit on the ghost herself, which is worrying easy to do. Despite the range it is best used as part of a close range combo to make use of the full damage potential and it leaves Young Mai onscreen for followup attacks. Consumes RF energy.
623 + A,B or C - Summon Power: Explosion
Summons Young Mai who unleashes a explosion close to Mai and stays onscreen afterwards. Good for catching opponents trying to rush in due to priority and quick execution, but the damage isn't as good as the Summon Power: Charge.
Summons Young Mai who unleashes a explosion at mid range and stays onscreen afterwards. Useful for opponents trying to hold back for openings in your defences since it isn't as easily swatted away as the Summon Power: Charge. Can be handy for combos depending on how far back you push the target with attacks.
Summons Young Mai who unleashes a explosion at long range and stays onscreen afterwards. Useful for opponents trying to create as much distance as possible. A better alternative than the Summon Power: Charge for striking distant targets but lower attack power. More designed to mess with fleeing targets.
214 + A,B or C - Summon Power: Tornado
Summons Young Mai who unleashes a twirling barrage of attacks while rising. Activates close to Mai and is recalled automatically. Good for combos and messing up enemy approaches but no option for follow up.
Summons Young Mai who unleashes a twirling barrage of attacks while rising. Activates about half the screen away and is recalled automatically. Ideal for hitting cautious opponents trying to maintain some distance.
Summons Young Mai who unleashes a twirling barrage of attacks while rising. Activates a full screen away and is recalled automatically. Good for tacking on good damage to fleeing targets.
412 + A,B + C - Shukuchi
Mai zooms offscreen then zooms back on from the other side and performs a sliding low kick. Due to the initial delay it's not an ideal attack but can be combined with uses for the B version for mind games.
Mai zooms offscreen then zooms back on from the other side and performs a jumping overhead slash. Useful both for mind games and for approaching users that like to spam projectiles with a swift hit. One of Mai's best techniques for dealing with troublesome projectile spam fighters that like to stick to the other side of the screen.
Without any usable RF energy this doesn't really do anything except cause Mai to disappear offscreen and reappear a slight distance from the opponent. Otherwise it consumes RF energy to perform a quick dash that knocks the opponent down. Quick and solid damage makes it a good way to end a combo.
623 + A,B or C (midair) - Arc Moon
Mai does a somersault with her sword extended. It has quick startup and end, making it a good surprise attack. The height given from it is usually not too good for following up with further hits though.
Same as A except gives more height to the opponent and thus better combo opportunity. Killer move if performed off the ground (6239B) that can catch opponents easily.
Powerful version of the somersault that should only ever be a combo finisher. The height given by this attack is too high to follow up with anything and it consumes RF energy.
 Eternity Specials
214214 + A,B or C (Requires 1-3 bars of SP power) - Summon Power: Demonic Release
Uses 1 SP bar. Move differs depending on whether Young Mai is onscreen or not. If not then Young Mai is summoned and fires one energy blast. If onscreen then she fires two energy blasts. In both cases Young Mai is recalled. This move is stronger when Young Mai starts offscreen. Hits across the entire screen but doing so gives the opponent a chance to block it. Summoning Mai beforehand and unleashing the attack as the opponent tries to close the distance can catch them out.
Uses 2 SP bars. Move differs depending on whether Young Mai is onscreen or not. If not then Young Mai is summoned and fires one energy blast. If onscreen then she fires four energy blasts. In both cases Young Mai is recalled. This move is stronger when Young Mai starts onscreen. Hits across the entire screen but doing so gives the opponent a chance to block it. As before, summoning Young Mai as a trap can catch out players.
Uses 3 SP bars. Move differs depending on whether Young Mai is onscreen or not. If not then Young Mai is summoned and fires one energy blast. If onscreen then she fires six energy blasts. In both cases Young Mai is recalled. Strictly speaking onscreen Mai has more potential for damage but at least one energy blast tends to miss as the opponent is launched upwards and juggled. Hits across the entire screen but doing so gives the opponent a chance to block it. Unlike the other versions it is not recommended to try and catch closing opponents with Young Mai onscreen as the damage will drop off, making the extra SP bar used not worth the effort.
236236 + A,B or C (Requires 1-3 bars of SP power) - Wheat Field Slash
Uses 1 SP bar. Mai dashes forward approximately half a screen width. If she connects then she slashes the opponent and causes an explosion afterwards. Good fast move for tacking on extra damage. Can be used regardless of Young Mai's condition.
Uses 2 SP bars. Mai dashes forward about two-thirds of the screen to deliver her slash and follow up explosion if she connects. Better range and power than A version.
Highest level version of this move. Mai dashes across the whole screen to deliver a slash and followup explosion if it connects. The speed makes it more viable to strike distant targets but there is still enough of a window for the opponent to throw up a guard. Good for combo finisher or for punishing opponents that fluffed an attack and are wide open.
 Final Memory
236236S (Requires 3 SP bars, 1/3 health remaining and Young Mai ready to be summoned) - Awakening
Some of Mai's move properties are changed with this, allowing her to string together combos easier and opens up some moves otherwise unavailable. The onscreen timer shows how long Mai remains in this state. Young Mai is not usable while in this state, meaning a number of Mai's specials are disabled during this. However, the real killer trait for this move is that attacks that consume RF or SP energy do not deplete the relevant gauges when used. Being able to spam Wheat Field Slash Level 3 is a terrifying prospect if on the receiving end of it.
412 + A,B or C (During Awakening) - Eruption
Causes an eruption of energy in front of Mai. Powerful when used as part of a combo.
Causes an eruption of energy half a screen away. Easy to miss with but still strong. Might be better to chase and combo with alternate Dispersing moves.
Causes an eruption of energy just under a screen width away. Honestly not as good as moves such as Summon Power: Explosion for catching fleeing opponents as it can easily miss but it's the only real long range move Mai has during Awakening.
236236S (During Awakening) - Final Slash
Mai performs a slash which delivers a powerful blow if it connects. This move will automatically end Awakening even if time still remains. Because of the short range of her slash the move is harder to hit with than others and the power is lower than that of Level 3 Eternity Specials, but it does have the benefit of being unblockable, so it could work against guard happy opponents.
Countering Close Range
Mai has a few anti air moves, but none work better than her basic C attack. The wide arc and fast execution lets her swat enemies away easily, essentially preventing targets from getting anywhere with aerial approaches.
If you're feeling pressured then Mai's sword range lets her keep her distance and still deal reasonable damage. B,C,6C as a basic combo works nicely at sword range and mixing in Young Mai techs will stack it. You can also abuse her knockdown moves, like 4C for a swift surprise. Dispersing moves can prove lethal, especially if you mix up 6B and 6C for high and low strikes.
Since Mai can't fire back in a traditional sense you have few options open. Summon Power: Explosion can quickly catch them out but then you still have a huge gap between you. Practice Shukuchi B version. Block a projectile then immediately use it to vanish and reappear practically on top of the enemy with an attack, setting Mai up for followup combos. Even if the opponent launched another missile, Mai will have jumped over it safely.
Making full use of Young Mai is key to Mai's surprise game. Numerous moves will leave her on the field allowing for a followup to catch chasing opponents. 22S works the best since the button input is the shortest but this can easily be mixed up with the others. If the opponent purposely beats a retreat then hit them with 214S, since it will chase them across the screen and the charge gauge refills quickly.
The ideal method is to mix in moves that summon Young Mai and leave her on the field while comboing at close range (236B, for example), allowing you to tack on further damage before the opponent recovers, and by doing a few dash throws at times you can keep the opponent guessing. The tactic is effective against all fighters. If the opponent has little in the way of ranged attacks then you can feasibly summon Young Mai while there is space and catch them when they close the distance. However, this is no use against decent projectile users like Shiori, who will just blast her from a distance and may catch you too.
Linking basic attacks is key. Something like A,A,B,B,C AND A,A,2B,2B,2C is a good way to mix up high and low attacks to keep the opponent guessing without getting too complicated. It's also possible to extend the first combo with a bit of practice. A,A,B,B,C,6C,623B will throw the opponent into knockdown state and will have Young Mai on the field. If you have enough power then this might be a time to use Summon Power: Demonic Release B version since she will be close to the enemy as they get back up, or you can opt for another summon power. You can also feasibly jump attack into this combo (A,A in the air).
|Characters Of Eternal Fighter ZERO|
|AIR||Kanna ~ Kano Kirishima ~ Minagi Tohno ~ Misuzu Kamio|
|Kanon||Akiko Minase ~ Ayu Tsukimiya ~ Kaori Misaka ~ Mai Kawasumi ~ Makoto Sawatari ~ Mishio Amano ~ Nayuki Minase (asleep) ~ Nayuki Minase (awake) ~ Sayuri Kurata ~ Shiori Misaka|
|ONE||Akane Satomura ~ Doppel Nanase ~ Mayu Shiina ~ Mio Kouzuki ~ Misaki Kawana ~ Mizuka Nagamori ~ Rumi Nanase ~ UNKNOWN|