Street Fighter 6/Mai

From SuperCombo Wiki


Introduction

The successor of Shiranui-style ninja arts. A charming kunoichi who is as dedicated to love as she is to training. Loves cooking, Japanese dressmaking, flower arrangement, and traditional Japanese dance.


Pick if you like: Avoid if you dislike:
  • A zoning game that can be converted into a strong offense when executed correctly
  • Oppressive and simple damage routes that can be generally started halfway through any given round
  • Forcing opponents to respect your fireball game when you have a chance to charge them up
  • A fast divekick for clearing fireballs and changing midair trajectory
  • Easy-to-manage multipurpose normal moves
  • Low-resource corner carry off of hitconfirms or otherwise, and even better corner carry when you're willing to dump resources
  • Committing to your fireball game to apply pressure safely
  • Lacking large damage cash outs without access to empowered specials
  • Lacking plus frames on block without Drive Rush


Classic & Modern Versions Comparison

List of differences with Modern Mai
Missing Normals
  • Standing Medium Punch (5MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Hissatsu Shinobi Bachi (2S)
    • Light/OD Only
Assist Combos
  • A[L~L~L]: 2LK ~ 5LP ~ LK Hissatsu Shinobi Bachi
    • On Block: stops at 5LP
  • A[M~M~M]: 2MP ~ OD Ryuuenbu ~ SA1
    • No SA1: 2MP ~ OD Ryuuenbu ~ M Hissatsu Shinobi Bachi
    • On Block: stops at OD Ryuuenbu (very unsafe at -12)
    • Burnout: 2MP ~ L Ryuuenbu (relatively safe at -4 oB with high pushback)
  • A[H~H~H~H~H]: 5HP ~ OD Hissatsu Shinobi Bachi ~ j.MP ~ L Ryuuenbu ~ SA3
    • Burnout: 5HP ~ H Hissatsu Shinobi Bachi ~ SA3
    • On Block: stops at OD Ryuuenbu / H Hissatsu Shinobi Bachi
Miscellaneous Changes
  • 5LP is only available as the 2nd hit of L Assist Combo


Flame Stocks

After activating her Level 1 Super Art, Mai builds 5 Flame Stocks. These stocks are automatically consumed when using a special move or SA1/SA2, giving Mai increased damage and improved move properties. Activating a Flame-enhanced SA1 will refill the stocks to 5 regardless of how many she started with. Flame Stocks do not carry over between rounds.


To take advantage of these Flame-enhanced attacks, your gameplan should consider how to incorporate her Super. Midscreen combo routes are very limited, requiring either OD Ryuuenbu or a direct cancel from close-range normals. Corner juggles can tack on SA1 without making major sacrifices, assuming you can win the screen position battle first. You can use SA1 defensively as an anti-air or a reversal, but this is a less solid strategy that depends entirely on your opponent's decisions. Note that if Mai's SA1 is interrupted before the active frames (such as with a meaty projectile), she will not build any Flame Stocks.

The most important Flame enhancements are to Mai's Kachousen projectile and her SA2. Kachousen becomes a 2-hit projectile that cannot be swatted away, making it much better in projectile wars. The held and OD versions become especially strong in combos and oki scenarios. Flame-enhanced SA2 is one of the game's best anti-projectile tools, and can single-handedly flip the script against characters like Guile and Akuma.

SF6 Mai 236236p.png



Mai
SF6 Mai Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.050
Backward Walk Speed 0.035
Forward Dash Speed 18
Backward Dash Speed 23
Forward Dash Distance 1.450
Backward Dash Distance 0.900
Drive Rush Min. Distance (Throw) 0.669
Drive Rush Min. Distance (Block) 2.383
Drive Rush Max Distance 2.977
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.80
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
    • A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
  • Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit

More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:

  • Combo Count Initial Value
  • Combo Count Additional Value
  • Combo Count Upper Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



IASA / Actionable Recovery

Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.

Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png A[L~L]
SF6 Mai 5lp.png
SF6 Mai 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +5 -2
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +5 oH / -2 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A jab with less range and worse block advantage than 2LP. It has 1 extra frame of hitstun, however, giving it better combo utility. It cancels into OD Hissatsu Shinobi Bachi and LP/MP Ryuuenbu, the latter of which can often set up safely charged projectiles. 5LP can link to 2MK for a max range Counter-hit conversion, and importantly it links to 5HP on Punish Counter or from Drive Rush for optimal damage.

5MP
Standing Medium Punch
SF6 Classic.png 5MP
SF6 Modern.png --
SF6 Mai 5mp.png
SF6 Mai 5mp hitbox.png
Active Frame 1
SF6 Mai 5mp hitbox 2.png
Active Frame 2
SF6 Mai 5mp hitbox 3.png
Active Frame 3~4
Hitboxes Off
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 15 Sp SA 600 LH +2 -3
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +11 oH / +6 oB
  • Extends a hurtbox on whiff until end of recovery


A special cancelable poke with excellent range. Has a disjointed hitbox, but the extended hurtbox during recovery makes it fairly whiff punishable. Important combo tool after a max range Punish Counter 2LP, canceling into 214MP, 236HK, or 236KK.

On block, a max range cancel into LP Ryuuenbu is safe against characters without great 4f jab range. Delaying the cancel also creates a small frame gap that can punish opponents trying to walk or hit a button.

5HP
Standing Heavy Punch
SF6 Classic.png 5HP
SF6 Modern.png A[H]
SF6 Mai 5hp.png
SF6 Mai 5hp hitbox.png
Active Frame 1~2
SF6 Mai 5hp hitbox 2.png
Active Frame 3
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 21 Sp SA 800 LH +1(+3) -3(-1)
  • Cancel Hitconfirm Window: 17f
  • Drive Rush cancel advantage: +15 oH / +11 oB
  • Slightly less pushback on Counter-hit/Punish Counter


A shoto-style 5HP, and one of the best in the game with its incredible range. It's possible to hitconfirm from just this button, but if you're unsure, you can cancel into LP Kachousen at mid-range to safely harass the opponent and maintain her preferred spacing; this is even safe to Drive Impact input during the blockstring gap.

After a close range Punish Counter 5HP, you can get a powerful cancel into Held OD Kachousen. This lets her link another 5HP afterward, or even land a full jump-in sequence if you have Flame Stocks. At farther ranges, a Punish Counter can still be useful due to its slightly reduced pushback, making 214PP a bit more reliable in cancels.

5LK
Standing Light Kick
SF6 Classic.png 5LK
SF6 Modern.png 5L
SF6 Mai 5lk.png
SF6 Mai 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Sp SA TC 300 LH +1 -1
  • Cancel Hitconfirm Window: 14f (Special/TC)
  • Drive Rush cancel advantage: +2 oH / 0 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A knee with extremely short range, making it hard to use in hitconfirms or defensive situations; it can only combo naturally after a single 5LP or 2LP. Primarily used for its Target Combo extension.

Spacing this button out near its max range allows the Target Combo into j.214P to set up an auto-timed KD +42 safe jump (e.g. DR~6MP, 5LK or DR~5LP, 5LP, 5LK). At closer ranges, the divekick hits earlier (+41) and loses to 5f anti-air specials unless you empty jump. A spaced out 5LK also makes a blocked Target Combo much safer in several matchups.

5MK
Standing Medium Kick
SF6 Classic.png 5MK
SF6 Modern.png 5M
SF6 Mai 5mk.png
SF6 Mai 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 - 700 LH +5 -4
  • Front leg hurtbox is raised on frames 4-17 (useful vs. low pokes)


A solid poke due to its range, hitbox, and pushback, though it cannot be canceled like 5MP. Gives Mai a useful whiff punish into SA2 from very far out.

At closer ranges, you can get Counter-hit links like 2MP or 2MK, but you're better off pressing 2MP at this range for the same reward.

5HK
Standing Heavy Kick
SF6 Classic.png 5HK
SF6 Modern.png 5H
SF6 Mai 5hk.png
SF6 Mai 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 19 - 900 LH +3 -3
  • Punish Counter (ground): KD +61 Crumple (+22 before opponent falls to the ground)
    • Opponent is in an airborne state for all follow-up hits
  • Punish Counter (air): puts opponent into a limited juggle state
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Front leg hurtbox is raised on frames 10-16 (useful vs. low pokes)
  • Extends a hurtbox 1f before active that is vulnerable to projectiles
  • Extends a mid-height hurtbox on whiff during the first 17 recovery frames


Mai's best long-range poke with great reward when used as a whiff punish. Mai can combo 5HP up close, DR~5HP from farther out, or a meterless Dash + 2LP from certain ranges.

5HK is useful for covering the range between 5HP and the ideal Kachousen range, making it likely for opponents to walk right into her foot as they try to walk her down. Characters that rely on low pokes for whiff punishing can struggle to deal with this move, as the extended hurtbox is mostly above Mai's knees.


Crouching Normals

2LP
Crouching Light Punch
SF6 Classic.png 2LP
SF6 Modern.png 2L
SF6 Mai 2lp.png
SF6 Mai 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air


2LP is Mai's longest ranged light normal and generally her best defensive mash option in blockstrings. It has a bit less combo utility than 5LP, only comboing into 236LK or 623K naturally. It has great frame data on block, allowing DR~2LP to frame trap into 2MP, setting up an easy follow-up confirm. As a punish tool, 2LP links into 5MP at max range into your preferred special cancel.

2MP
Crouching Medium Punch
SF6 Classic.png 2MP
SF6 Modern.png A[M]
SF6 Mai 2mp.png
SF6 Mai 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 15(17) Sp SA 600 LH +5 -3
  • 2f extra recovery on whiff
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +14 oH / +6 oB


A solid 6-frame normal that advances forward, giving Mai excellent range but also leaving her a bit more exposed on whiff. Links into itself or 2MK on Counter-hit, which is especially important after a DR~2LP, 2MP pressure starter. After a Drive Rush or Punish Counter 2MP, Mai can link 5HP for optimal damage (though the 5HP may not reach in some whiff punish scenarios).

With 4 active frames, 2MP can be up to +8 oH / 0 oB as a meaty. While this doesn't grant real pressure on block, a well-timed meaty DR~2MP leaves Mai up to +4 oB, leading to a CH 2MP or a 4HK, 5HP trade combo; the easiest setup for this comes after a cinematic SA3 (but not Critical Art).

2HP
Crouching Heavy Punch
SF6 Classic.png 2HP
SF6 Modern.png 2H
SF6 Mai 2hp.png
SF6 Mai 2hp 2.png
SF6 Mai 2hp hitbox.png
SF6 Mai 2hp 2 hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(8)3 19 - 400x2 LH,LH +4 -3
  • 2 hits; first hit pulls opponent inward on hit/block
  • Counter-hit/Punish Counter bonus advantage carries through both hits


A strange 2-hit normal, primarily used out of Drive Rush where its forward momentum and extra frame advantage can give solid block pressure and hitconfirm combos. The disjointed first hit makes it very hard to stuff on reaction when used from long range. From Drive Rush, Mai is left at +1 oB and inside throw range as long as both hits connect, though the safer option is to frame trap with a 2-hit light confirm or a 5LK~LK~LK Target Combo. On hit, you have time to confirm whether the opponent is standing or crouching; the usual 2MP > 214HP route links on standing, and a simple 4HK~HK Target Combo is nearly as strong against crouchers.

Besides Drive Rush, this button can also help Mai close the gap in Burnout blockstrings. She doesn't have a way to freely loop 2HP into itself, but it's a good way to steal an extra turn on block while converting into a simple 2LP on regular hits.

2LK
Crouching Light Kick
SF6 Classic.png 2LK
SF6 Modern.png A[L]
SF6 Mai 2lk.png
SF6 Mai 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn 200 L +2 -2
  • Chains into 5LP/2LP/2LK
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A fast low chain starter that can convert to a 236LK knockdown except at max range. It works in any 3-light chain with 5LP or 2LP, as either the first or second button. When used out of Drive Rush, it links to 2MP while setting up a potential trade combo if the opponent mashes a 4f light on block.

2MK
Crouching Medium Kick
SF6 Classic.png 2MK
SF6 Modern.png 2M
SF6 Mai 2mk.png
SF6 Mai 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 19 Sp SA 500 L -2 -6
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +8 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Extends a hurtbox on whiff until end of recovery


An average range 2MK with fast startup. Important in neutral to stop opponents from walking out of Mai's pressure. Also useful as her most reliable Counter-hit link out of 5LP. As a defensive tool, a 7-frame 2MK is great as a callout against shimmies, and works well in common "fake" blockstrings like a -2 jab into a 6-frame MP.

Canceling 2MK into Drive Rush, as with many characters, is a great way to begin her offense. On block, you can form a true blockstring into 2LP for solid pressure while avoiding OD reversals. On hit, you can instead link to 4HK, 2MP > 214HP as a hitconfirm that conveniently forces stand if necessary.

On block, a max range cancel into LP Ryuuenbu is safe, even against characters with good 4f jab range. Delaying the cancel also creates a small frame gap that can punish opponents trying to walk or hit a button.

2HK
Crouching Heavy Kick
SF6 Classic.png 2HK
SF6 Modern.png 3H
SF6 Mai 2hk.png
SF6 Mai 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 22(23) - 900 L HKD +33 -11
  • Counter-hit/Punish Counter: HKD +48
  • 1f extra recovery on block
  • Does not have juggle potential like most sweeps; not a Hard Knockdown when juggled into from free juggle state
  • Raised hurtbox can Low Crush against most other low pokes
  • Extends a hurtbox on whiff until end of recovery


A sweep with average range, unique for its ability to counter other low pokes in neutral. Most characters can always punish it on block, but a few characters with slow or short-range sweeps may struggle to reach Mai if perfectly spaced.

Mai has enough knockdown advantage to safely throw a Held Kachousen on the opponent's wakeup, similar to MP Ryuuenbu but without the option to Back Rise. This gives the opponent something easy to react to, so be careful if the opponent has a reversal that can blow through projectiles. On Counter-hit/Punish Counter, this should only be done from farther ranges, and only into Held LP Kachousen if you want the fan to connect; if you expect a wakeup Parry, you can throw a risky HP fan instead and walk up for a Throw punish.


Jumping Normals

j.LP
Jumping Light Punch
SF6 Classic.png j.LP
SF6 Modern.png --
SF6 Mai jlp.png
SF6 Mai jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 9 3 land - 300 H +6(+9) +3(+6)
  • Fastest air-to-air option
  • Good horizontal hitbox priority

j.MP
Jumping Medium Punch
SF6 Classic.png j.MP
SF6 Modern.png j.M
SF6 Mai jmp.png
SF6 Mai jmp hitbox.png
Active Frame 1~2
SF6 Mai jmp hitbox 2.png
Active Frame 3
SF6 Mai jmp hitbox 3.png
Active Frame 4~5
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 3 land Sp SA2 600 H +7(+11) +3(+7)
  • Strong air-to-air hitbox
  • Puts airborne opponents into limited juggle state
  • Useful after 236KK launch, canceled into j.214P or Air SA2

j.HP
Jumping Heavy Punch
SF6 Classic.png j.HP
SF6 Modern.png --
SF6 Mai jhp.png
SF6 Mai jhp hitbox.png
Active Frame 1
SF6 Mai jhp hitbox 2.png
Active Frame 2
SF6 Mai jhp hitbox 3.png
Active Frame 3~5
Welcome back, Season 1 Luke j.HP
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 3 land - 800 H +7(+15) +3(+11)
  • Good downward-reaching hitbox for vertical approaches

j.LK
Jumping Light Kick
SF6 Classic.png j.LK
SF6 Modern.png j.L
SF6 Mai jlk.png
SF6 Mai jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 7 3 land - 300 H +5(+10) +1(+6)
  • Can hit cross-up
  • Can be used as a fuzzy instant overhead (except vs. Blanka)

j.MK
Jumping Medium Kick
SF6 Classic.png j.MK
SF6 Modern.png --
SF6 Mai jmk.png
SF6 Mai jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 3 land - 500 H +8(+13) +4(+9)
  • Can hit cross-up

j.HK
Jumping Heavy Kick
SF6 Classic.png j.HK
SF6 Modern.png j.H
SF6 Mai jhk.png
SF6 Mai jhk hitbox.png
Hitboxes Off
Hitboxes On

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H +11(+15) +7(+11)
  • Longest horizontal range of Mai's jump-in attacks
  • Shifts Mai's hurtbox upward during startup


Command Normals

6MP
Senkotsu Uchi
Overhead
SF6 Classic.png 6MP
SF6 Modern.png 6M
SF6 Mai 6mp.png
SF6 Mai 6mp hitbox.png
Hitboxes Off
Hitboxes On

6MP
Senkotsu Uchi
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 18 - 600 H +2 -3
  • Spike knockdown vs. airborne opponents


A fast overhead that can combo out of Drive Rush or with perfect meaty timing. Has great mix-up applications when pressuring with a fully held Kachousen.

To get perfect meaty timing, you need to be +21 at the moment you input 6MP; unfortunately, a Forward Throw leaves you too far for this to reach, but you can manually create this timing by whiffing certain moves after various knockdowns. For example, at +35 (214MP, Flame 214LP or CH/PC 214LP), you can whiff 5LK into immediate 6MP, then link into 4f light normals.

4HK
Hoshi Kujaku 1
Handstand Kick
SF6 Classic.png 4HK
SF6 Modern.png 4H
SF6 Mai 4hk.png
SF6 Mai 4hk hitbox.png
Hitboxes Off
Hitboxes On

4HK
Hoshi Kujaku 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 5 20 TC 800 LH +3(+7)) -1(+3)
  • Anti-Air Invuln: 8-12f (legs/lower body); cannot hit cross-up
  • Forces stand on hit
  • Cancel Hitconfirm Window: 28f (TC)
    • Always a true blockstring into 4HK~HK even at max delay


Strong anti-air that covers angles that her DPs struggle against. While most of her body is anti-air invincible during the active frames, her hurtbox remains tall during the entire startup, so it must be used a bit early against stronger air normals. In rare cases, a shallow-angled air attack (like a Divekick) could reach Mai's vulnerable hurtbox near the ground, even during the active frames.

Important as a combo tool as it enables HP Ryuuenbu extensions on crouching opponents, and gives Mai a 623MK or SA1 corner juggle. With 5 active frames, it's also a great meaty option, becoming up to +7 oH / +3 oB. Even without meaty timing, the hitconfirm timing into the 4HK~HK Target Combo is extremely lenient.


Target Combos

5LK~LK~LK
Hien Ren Kyaku
SF6 Classic.png 5LK~LK~LK
SF6 Modern.png 5L~L~L
SF6 Mai 5lk lk.png

SF6 Mai 5lk lk lk.png
SF6 Mai 5lk lk hitbox.png

SF6 Mai 5lk lk lk hitbox.png
Hitboxes Off
Hitboxes On

5LK~LK
Hien Ren Kyaku 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2 20 TC 400(320) LH -2 -10
  • Cancel Hitconfirm Window: 31f (TC); always a true blockstring into 5LK~LK~LK
  • () refers to scaled damage from 5LK combo starter
  • Forces stand on hit

The 2nd hit of this Target Combo chain moves Mai slightly forward, ensuring it will reach within her usual 5LK range. As a whiff punish, it's very unlikely to connect. In some Kachousen bounce extensions, it can be useful to stop with this hit to take advantage of its Force Stand property; otherwise, it's almost always better to finish the full Target Combo.

5LK~LK~LK
Hien Ren Kyaku 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2 24+4 land Sp* SA2* 500(350) LH +3 -10
  • Airborne 10-35f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 59f
    • Refers to the latest cancel timing that still combos into j.214P on hit (can delay the cancel even longer)
  • () refers to scaled damage from 5LK combo starter

Mai bounces far away on hit or block, with the option to cancel into j.214P or Air SA2 for most of her descent. This cancel is easily confirmable on hit for a short and simple knockdown string. If spaced out with a starter like 5LP or DR~6MP, the j.214P divekick will leave Mai at KD +42 for a safe jump setup.

On block, it gets a little trickier; Mai is generally safe, especially when spaced out first. She can be punished by some Supers; only A.K.I. 2HP and Guile [2]8HK can punish a point blank TC without Super meter (see Mai's Matchup page for character-specific info). If Mai performs an immediate j.214P on block, she will be unsafe but can punish some movement options like dashes or forward/neutral jumps. If she delays the j.214P enough, her divekick can be safe on block, but the opponent has more options to call this out.

In most cases, the best option is to just bounce away and observe the opponent's response; if they neutral jump expecting a delayed divekick, Mai can Drive Rush in for an anti-air on reaction. If the opponent has a strong punish option that can't be avoided on reaction to the Super freeze, it's probably not worth the risk to attempt this TC on without a proper hitconfirm.

4HK~HK
Hoshi Kujaku 2
SF6 Classic.png 4HK~HK
SF6 Modern.png 4H~H
SF6 Mai 4hk hk.png
SF6 Mai 4hk hk hitbox.png
Hitboxes Off
Hitboxes On

4HK~HK
Hoshi Kujaku 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 1(3) 30(38) - 600x2 LH KD +48 -11
  • On hit, Mai performs a second kick that is fully invincible immediately after the first kick connects
  • Always a true blockstring from 4HK
  • () refers to active/recovery frames on whiff (e.g. if attempted on a high-juggled opponent)
  • Counts as 3 hits for damage scaling when comboed into (applies to next hit)


An easy hitconfirm extension from 4HK, but very unsafe if input on block. After DR~2HP, this TC is the best overall meterless extension against crouchers. Leads to juggles in the corner, most notably SA1 and 623MK. In a higher juggle scenario, it's possible to land 623HK or SA2 instead.


Throws

Forward Throw (LPLK)
Forward Throw
SF6 Classic.png LPLK
SF6 Modern.png LM
SF6 Mai lplk.png
SF6 Mai lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Shiranui Gourin
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +21 -
  • Punish Counter: HKD +21
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Mai has access to a corner throw loop after a forward dash (+3). She is left at the perfect spacing to walk back out of the opponent's throw range for a shimmy, making it much riskier to attempt a throw tech. Against characters with longer throw range (Marisa, Blanka, E. Honda, and Zangief), an immediate back throw will catch Mai attempting to shimmy. If the opponent attempts a delayed throw tech to cover both strike/throw options, the shimmy can still work, though this is not recommended against Zangief as it requires a much longer back walk.

Midscreen, the opponent is sent too far for any meaningful pressure. Chasing down the opponent with DR~5HK can out-space many wakeup light normals while whittling their Drive gauge. Charging up a Kachousen is usually safe if the opponent Back Rises, but most characters can get a full jump-in punish against this if they rise in place.

Back Throw (4LPLK)
Back Throw
SF6 Classic.png 4LPLK
SF6 Modern.png 4LM
SF6 Mai 4lplk.png
SF6 Mai lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Fuusha Kuzushi
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +17 -
  • Side switches
  • Punish Counter: HKD +17
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


After a corner side switch, Mai can only pressure with a spaced meaty normal or a Drive Rush. Attempting a DR~Throw requires strict timing to beat reversal normals, and allows the opponent to react with an invincible reversal that Mai cannot block.

DR~2LK is probably Mai's strongest option for oki, as it leaves her +8 oH / +4 oB; Mai has several options afterward, including 4HK which sets up a TC corner juggle on hit, and a strong trade combo if the opponent mashes a 4f on block. DR~2LK is also an auto-timed safejab setup vs. 10f or slower reversals, making it very hard to deal with for some characters.

Air Throw (LPLK Air)
Air Throw
SF6 Classic.png LPLK (air)
SF6 Modern.png LM (air)
SF6 Mai jlplk.png
SF6 Mai jlplk hitbox.png
Hitboxes Off
Hitboxes On

j.LPLK
Yume Zakura
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +20 -
  • Punish Counter: HKD +20


A great air-to-air option against close range jumps, especially attempted corner escapes. Mai does not get any meaningful oki midscreen, but in the corner she can dash to become +2 or Drive Rush for stronger pressure options.


Drive System

Drive Impact (HPHK)
Drive Impact
SF6 Classic.png HPHK
SF6 Modern.png DI
SF6 Mai hphk.png
SF6 Mai hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Botan Ichige
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f; Range: 2.541 (1.781 movement + 0.76 hitbox)
  • On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
  • On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
  • Combos when canceled from Punish Counter 5HP/2MP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
  • A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
    • This happens because a blocked DI is not considered a "hit" for combo purposes
    • Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HP: 6[2]
  • 5MP, 2MP, 2MK: 11[7]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.

  • 5HP* > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • DR~2MP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~5MP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]

Drive Reversal (6HPHK)
Drive Reversal
SF6 Classic.png 6HPHK
SF6 Modern.png 6DI
SF6 Mai 6hphk.png
SF6 Mai 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Yusura Ume (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit; 4f screen freeze during startup
6HPHK
Yusura Ume (Recovery)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-20f; Armor Break
  • 5f extra recovery on hit; no screen freeze

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
SF6 Classic.png MPMK
SF6 Modern.png DP
SF6 Mai mpmk.png
SF6 Mai mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (MPMK~66)
Drive Rush
SF6 Classic.png MPMK~66
SF6 Modern.png DP~66
SF6 Mai 66.png

MPMK~66
Parry Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
3+8 - 15(37) - - - - -
  • 1-bar version performed out of Parry
  • Startup is 1+8 immediately after successful Parry
MPMK or 66
Drive Rush Cancel
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - 15(37) - - - - -
  • 3-bar version performed on hit/block from a cancelable normal
    • Can also be performed from whiffed cancelable light normals

See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes

  • Startup refers to minimum time before an attack can cancel the Drive Rush animation
  • The first 15 recovery frames are cancelabe into any attack
  • The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
  • Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo

Distance:

  • 0.669 (min, cancel into immediate Throw)
  • 2.383 (min, earliest blocking/movement frame)
  • 2.977 (max, final DR frame)


Special Moves

Kachousen (236P)
Kachousen
Fan/Fireball
SF6 Classic.png 236P
SF6 Modern.png 236X or 5S (H)
SF6 Mai 236p.png
SF6 Mai 236p hitbox.png

SF6 Mai 236pp hitbox.png
SF6 Mai 236pp hitbox 2.png

SF6 Mai 236p hold hitbox 2.png
Fan Bounce Hitbox
Hitboxes Off
Hitboxes On

236LP
Kachousen
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 32 SA3 500 LH -1 -7
  • Slow 1-hit lowest-priority projectile; Projectile Speed: 0.04
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
236MP
Kachousen
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 34 SA3 500 LH -3 -9
  • Medium-speed 1-hit lowest-priority projectile; Projectile Speed: 0.05
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
236HP
Kachousen
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 36 SA3 500 LH -5 -11
  • Fast 1-hit lowest-priority projectile; Projectile Speed: 0.07
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
236PP
Kachousen
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 30 SA2 SA3 500,(200) LH +3 -3
  • Medium-speed 1-hit OD projectile; Projectile Speed: 0.05
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Frame gap before follow-up bounce: 16f stand / 22f crouch (on hit), 22f stand / 28f crouch (on block)
    • Gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief


A unique projectile that requires Flame Stocks or charge time to become a real threat. Kachousen is unsafe on block, so fireball cancels must be spaced out to avoid giving the opponent a free turn. The default version of Kachousen has the lowest possible priority, meaning it loses completely to other standard projectiles, and can even be swatted away with any strike hitbox. If an airborne opponent is about to land on a fan, they can come down with an air normal to harmlessly destroy it. Swatting the fan counts as whiffing the attack, so the opponent cannot cancel a clashed normal (with the exception of light normals canceled into a 3-bar Drive Rush).

OD Kachousen is one of Mai's most important tools, offering her a safer way to start offense; it is much less risky than the held version while losing most of the weaknesses of her meterless fans. Because it is only one hit, it isn't a great counter to zoning characters who generally have 2-hit OD projectiles. On contact with the opponent, the OD Fan bounces upward before dropping down for a follow-up hit. This gives Mai time to move in and force a mixup if she throws it from longer ranges; from a close range cancel, Mai is negative and the opponent can safely press a button before blocking the descending fan. The bouncing fan locks the opponent into proximity guard, preventing them from walking back, but they may be able dash or avoid it with an attack that shifts their hurtbox. It also counts as an air attack similar to Akuma's air fireball, so characters with air-invuln specials can punish Mai for attempting a jump-in behind the descending fan.

Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is 23f (L) / 22f (M) / 20f (H) / 21f (OD).

Mai has an extended hurtbox on her leg (3-44f) and arm (16-32f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the OD version, this window is smaller at 12-37f for her legs and 15-27f for her upper body.

Kachousen (Flame)
Fan/Fireball
SF6 Classic.png 236P
SF6 Modern.png 236X or 5S (H)
SF6 Mai 236p.png
SF6 Mai 236p hold hitbox.png

SF6 Mai 236pp hitbox.png
SF6 Mai 236pp hitbox 2.png

SF6 Mai 236p hold hitbox 2.png
Fan Bounce Hitbox
Hitboxes Off
Hitboxes On

236LP
Kachousen (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 29 SA3 300x2 LH +1 -3
  • Slow 2-hit projectile; Projectile Speed: 0.04
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
236MP
Kachousen (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 31 SA3 300x2 LH -1 -5
  • Medium-speed 2-hit projectile; Projectile Speed: 0.05
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
236HP
Kachousen (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 33 SA3 300x2 LH -3 -7
  • Fast 2-hit projectile; Projectile Speed: 0.07
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
236PP
Kachousen (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 30 SA2 SA3 300x2,(200) LH +3 +1
  • Medium-speed 2-hit OD projectile; Projectile Speed: 0.05
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Frame gap before follow-up bounce: 24f stand / 30f crouch (on hit), 26f stand / 32f crouch (on block)
    • Gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief


The Flame-enhanced versions of Kachousen are all 2 hits and act more like standard projectiles, making them much better zoning tools. They also have better hit and block advantage, though the faster versions can still be unsafe at point blank range.

Flame OD Kachousen is much stronger as a pressure tool since it always has advantage on block after the first hit, making it easier to force mixups. The timing of the bouncing fans is a bit different than the non-Flame version, and will require different setups to maximize your offense.

Flame fireballs can juggle after Flame 214HP (except the LP version which is too slow). This allows for midscreen extensions after Flame 236P and a corner extension using Flame 236MP for optimal Super gauge build.

Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is 23f (L) / 22f (M) / 20f (H) / 21f (OD).

Mai has an extended hurtbox on her leg (3-44f) and arm (16-32f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the OD version, this window is smaller at 12-37f for her legs and 15-27f for her upper body.

Kachousen (Hold) (236[P])
Kachousen (Hold)
Fan/Fireball
SF6 Classic.png 236[P]
SF6 Modern.png 236[X] or 5[S] (H)
SF6 Mai 236p hold.png

SF6 Mai 236pp hold.png

SF6 Mai 236pp hold 6p.png
"One, Two, Three!"
SF6 Mai 236p hold hitbox.png

SF6 Mai 236pp hold hitbox.png

SF6 Mai 236pp hold 6p hitbox.png
"One, Two, Three!"

SF6 Mai 236p hold hitbox 2.png
Fan Bounce Hitbox
Hitboxes Off
Hitboxes On

236[P]
Kachousen (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 - 30 SA3 500,(200) LH +1 -1
  • 1-hit projectile, speed depends on button strength; Projectile Speed: 0.04 / 0.05 / 0.07
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Frame gap before follow-up bounce:
    • LP Version: 2f stand / 8f crouch (on hit), 4f stand / 10f crouch (on block)
    • MP Version: 19f stand / 25f crouch (on hit), 21f stand / 27f crouch (on block)
    • HP Version: 31f stand / 37f crouch (on hit), 33f stand / 39f crouch (on block)
    • Gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief (allows natural combo on LP version)
236[PP]
Kachousen (Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
28(48) - 10 SA2 SA3 (1st) 300x2 LH +14 +12
  • Cancel Hitconfirm Window: 4f (Super) / 31f (~6P Follow-up)
  • Puts airborne opponents into limited juggle state and maintains existing juggle states
236[PP]~6P
Midare Kachousen
Startup Active Recovery Cancel Damage Guard On Hit On Block
57+15 - 24 - 150x2,(300x2) LH KD +61~ 0
  • 2-hit OD projectile; Projectile Speed: 0.072
  • Puts opponents into limited juggle state; grounded hitstun if only the descending fans connect
  • Advantage is calculated assuming point blank range, measured after the initial hit (before the bounce)
  • Gaps between each hit vary greatly depending on spacing, standing/crouching, and character height


The held version of Kachousen acts as a true projectile, interacting normally with other fireballs and losing its weakness to strikes. The increased startup time makes it easier for the opponent to react, making it especially risky in cancels or against characters with good anti-projectile tools.

Much like the regular OD Kachousen, all meterless held versions bounce upward on hit or block. The bounce height of the fan depends on which strength was used, with LP having a very short bounce and HP bouncing the highest. These bounce differences allow for different mixups and pressure sequences, and when used from closer ranges the opponent will have little time to react to which strength was used. While Mai is lightly minus on block after the held fan connects, many setups give her the advantage to pursue stronger block pressure. The bouncing fan locks the opponent into proximity guard, preventing them from walking back, but they may be able dash or avoid it with an attack that shifts their hurtbox. It also counts as an air attack similar to Akuma's air fireball, so characters with air-invuln specials can punish Mai for attempting a jump-in behind the descending fan.

Held OD Kachousen works a bit differently; Mai throws two single-hit fans which do NOT bounce on contact with the opponent. These fans grant massive frame advantage on their own, and can lead to a powerful Midare Kachousen follow-up at no additional cost. At close range, this has an interruptible gap, so it may be better to skip the follow-up if the opponent has a reversal.

Midare Kachousen, activated by holding 6P while charging OD Kachousen, splits into 2 additional bouncing fans on contact with the opponent. The timing of these fans is staggered to create a large gap between hits where Mai can mix up the opponent or bait a defensive response. If the initial fan connects, the opponent is launched high for a juggle, but if only the bouncing fans connect then they will incur grounded hitstun for a potential follow-up combo.

Mai has an extended hurtbox on her leg (32-62f) and arm (32-48f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the OD version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen.

Kachousen (Flame+Hold)
Fan/Fireball
SF6 Classic.png 236[P]
SF6 Modern.png 236[X] or 5[S] (H)
SF6 Mai 236p hold.png

SF6 Mai 236pp hold.png

SF6 Mai 236pp hold 6p.png
"Sugar, Spice, Everything Nice!"
SF6 Mai 236p hold hitbox.png

SF6 Mai 236pp hold hitbox.png

SF6 Mai 236pp hold 6p hitbox.png
"Sugar, Spice, Everything Nice!"

SF6 Mai 236p hold hitbox 2.png
Fan Bounce Hitbox
Hitboxes Off
Hitboxes On

236[P]
Kachousen (Flame+Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 - 30 SA3 300x2,(200) LH +1 -1
  • 2-hit projectile, speed depends on button strength; Projectile Speed: 0.04 / 0.05 / 0.07
  • Cancel Hitconfirm Window: 4f (Super)
  • Puts airborne opponents into limited juggle state
  • Frame gap before follow-up bounce:
    • LP Version: 10f stand / 16f crouch (on hit), 12f stand / 18f crouch (on block)
    • MP Version: 27f stand / 33f crouch (on hit), 29f stand / 35f crouch (on block)
    • HP Version: 39f stand / 45f crouch (on hit), 41f stand / 47f crouch (on block)
    • Gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief
236[PP]
Kachousen (Flame+Hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
28(48) - 10 SA2 SA3 (1st) 200x2,150x2 (700) LH +45(+52) +46(+53)
  • Cancel Hitconfirm Window: 4f (Super) / 31f (~6P Follow-up)
  • Puts airborne opponents into limited juggle state and maintains existing juggle states
  • Frame advantage assumes point blank opponent, listed as Standing(Crouching)
    • Slightly less advantage against taller characters (Dee Jay, JP, Marisa, Zangief)
236[PP]~6P
Midare Kachousen (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
57+15 - 24 - 200x2,(300x2) LH KD +60~ +33~40
(+15~39 Tall)
  • 2-hit OD projectile; Projectile Speed: 0.072
  • Puts opponents into limited juggle state; grounded hitstun if only the descending fans connect
  • True blockstring up to and including the first bouncing fan; block advantage does not account for the final fan
  • Gap before final hit vary greatly depending on spacing, standing/crouching, and character height


Spending a Flame Stock gives each held Kachousen an extra hit, making them much stronger neutral tools. This also ensures that Mai will have advantage on block after the initial fan connects, even at point blank range. In addition to the extra flame damage, Mai has no damage scaling on the Flame-enhanced held Kachousen, leading to better follow-up combos on a successful mixup.

Flame-enhanced charged Kachousen has a higher/slower bounce height on hit or block than the standard version. This changes the setups required for Mai's mixups and pressure sequences, especially when trying to prevent the opponent from escaping with an invincible reversal.

Mai has an extended hurtbox on her leg (32-62f) and arm (32-48f) that is vulnerable only to strikes; this makes it easier to counterpoke its startup with a low, interrupt with an anti-projectile move, or punish Mai with a max range jump-in. On the OD version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen.

Ryuuenbu (214P)
Ryuuenbu
Fire Spin
SF6 Classic.png 214P
SF6 Modern.png 214X or 4S (L)
SF6 Mai 214lp.png

SF6 Mai 214mp.png

SF6 Mai 214hp.png

SF6 Mai 214pp.png
SF6 Mai 214lp hitbox.png
LP Verision

SF6 Mai 214mp hitbox.png
SF6 Mai 214mp hitbox 3.png
MP Verision

SF6 Mai 214hp hitbox.png
SF6 Mai 214hp hitbox 2.png
HP Verision

SF6 Mai 214mp hitbox.png
SF6 Mai 214pp hitbox.png
SF6 Mai 214pp hitbox 2.png
OD Verision
Full Hitbox Data
Hitboxes Off
Hitboxes On

214LP
Ryuuenbu
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 7 15 SA3 800 LH +3 -4
  • Strike hitbox that can dissipate standard 1-hit projectiles during active frames
  • Counter-hit/Punish Counter: KD +35
  • Cancel Hitconfirm Window: 17f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)

An incredibly disjointed poke that leaves Mai safe when spaced in neutral. While it can clash with fireballs, this is usually impractical due to its startup and forward movement. A blocked cancel into LP Ryuuenbu is punishable by most characters unless it's very well spaced; a max-range 2MK is the best option due to its pushback and lack of forward movement. For characters with short range 4-frame normals, you may be able to abuse this more often in pressure strings.

As a combo tool, LP Ryuuenbu leaves Mai +3 just outside of throw range, forcing her to walk at least 1-2 frames for throw pressure. It can only combo from 5LP in light strings, though you would usually rather have 214MP or 236LK instead. In long range cancels (particularly whiff punishes), the 214LP is the safest version, as other strengths can whiff the first hit and drop the combo.

With 7 active frames, LP Ryuuenbu can be a great option for meaty pressure, leaving Mai up to +9 oH / +2 oB with a well-timed setup (such as 2HK, whiff 5LK, 214LP). If you catch the opponent mashing on a deep Counter-hit connect, Mai has enough advantage to pick up a juggle.

214MP
Ryuuenbu
Startup Active Recovery Cancel Damage Guard On Hit On Block
14(25) 2(9)7 16 SA3 (2nd) 200,800 LH KD +35 -6
  • 2 hits; 2nd hit is a strike hitbox that can dissipate standard 1-hit projectiles
  • Cancel Hitconfirm Window: 34f / 17f (Super, 2nd hit)
  • When only 2nd hit connects:
    • Applies 20% damage scaling to next hit when beginning a combo (e.g. spaced near max range, cancel to SA3)
    • Counts as 2 hits for damage scaling when comboed into (e.g. whiff punish 5HP > 2nd hit 214MP > SA3)

Similar combo utility to 214LP, but gives Mai a knockdown even on regular hits. It combos from 5LP and mediums/heavies, though the first hit can whiff at longer poke ranges, leaving Mai punishable. Compared to 236K, MP Ryuuenbu is a bit more restrictive in combos, and offers less corner carry. In exchange, Mai gets improved knockdown advantage, allowing her to set up fully held Kachousen oki (though this is risky if the opponent has a reversal that can beat projectiles).

As a neutral option, 214MP is harder to use effectively than the LP version, but it can still be spaced safely at max range against every character (except vs. Ken SA2).

214HP
Ryuuenbu
Startup Active Recovery Cancel Damage Guard On Hit On Block
15(27) 3(9)10 12 SA3 (2nd) 200,600 LH KD +43 -6
  • Whiffs on crouching opponents unless they extend a vertical hurtbox (unsafe if 1st hit connects like this)
  • 2 hits; 2nd hit is a strike hitbox that can dissipate standard 1-hit projectiles
  • Head hurtbox is Anti-Air Invuln on frames 6-17; cannot hit cross-up (slow but rewarding anti-air)
  • Puts opponent into limited juggle state
  • Cancel Hitconfirm Window: 37f / 19f (Super, 2nd hit)
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)

A launching special that only works on standing or airborne opponents. This makes it great in punishes, but hitconfirm routes generally should include a DRC~4HK to ensure the opponent is standing. Though it has some limited air invincibility, the slow startup makes it difficult to use as a reaction anti-air.

On a grounded connect, Mai can connect 10f or faster moves like 236LK or any Super. Anti-air juggles can lead to better options like 236MK or 236KK.

214PP
Ryuuenbu
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(12)5(7)5 16(24) SA2 SA3 (3rd) 200,400x2 (1000) LH KD +48 -12
  • Puts opponent into limited juggle state (free juggle if only 3rd hit connects)
  • 8f extra recovery on block
  • 3 hits; 2nd/3rd hits are strike hitboxes that can dissipate 1-hit OD projectiles
  • Cancel Hitconfirm Window: 53f / 33f / 15f (Super, 3rd hit)
    • SA2/SA3 cancel is only useful for chip damage or when absorbed by armor

Gives a launch slightly higher than the HP version without the need for a standing hitconfirm. Juggles into 236MK for solid corner carry, or you can dump some extra meter for 236KK, j.MP > j.214P. Importantly, it also juggles into SA1 midscreen, giving Mai a reliable way to build Flame Stocks. Her other two Supers also juggle here; always pick a juggle route rather than canceling 214PP directly, as cancels will whiff or give a weak partial-connect.

OD Ryuuenbu has the greatest tendency to whiff the first hit when canceled into, so it's not recommended as a buffer from max range cancelable buttons.

Ryuuenbu (Flame)
Fire Spin
SF6 Classic.png 214P
SF6 Modern.png 214X or 4S (L)
SF6 Mai 214lp.png

SF6 Mai 214mp.png

SF6 Mai 214hp.png

SF6 Mai 214pp.png
SF6 Mai 214lp hitbox.png
LP Verision

SF6 Mai 214mp hitbox.png
SF6 Mai 214mp hitbox 3.png
MP Verision

SF6 Mai 214hp hitbox.png
SF6 Mai 214hp hitbox 2.png
HP Verision

SF6 Mai 214mp hitbox.png
SF6 Mai 214pp hitbox.png
SF6 Mai 214pp hitbox 2.png
OD Verision
Full Hitbox Data
Hitboxes Off
Hitboxes On

214LP
Ryuuenbu (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 7 15 SA3 900 LH KD +35 -2
  • Strike hitbox that can dissipate standard 1-hit projectiles during active frames
  • Cancel Hitconfirm Window: 17f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)

Unlike the regular version, Flame 214LP is always safe on block. The pushback also makes it great for creating spacing traps against the opponent's light normals, even when canceled into from ranged pokes like 2MK and 5MP. Mai gets a knockdown with solid oki, no Counter-hit/Punish Counter required. Can be up to KD +41 / +4 oB with meaty timing.

214MP
Ryuuenbu (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14(25) 2(9)7 16 SA3 (2nd) 200,900 LH KD +42(+44) -6(-4)
  • 2 hits; 2nd hit is a strike hitbox that can dissipate standard 1-hit projectiles
  • Puts opponent into limited juggle state
  • Cancel Hitconfirm Window: 34f / 17f (Super, 2nd hit)
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)
    • When only 2nd hit connects: applies 20% damage scaling to next hit when beginning a combo

Moves forward during the active frames, making it more reliable in combos than the non-flame version. Also sets up a perfect +42 safe jump for easy knockdown pressure. Mai can juggle a 6f or faster attack afterward, but only 623KK and Flame SA1 work midscreen; in the corner, you can opt for 623MK or a non-flame SA1 if your stocks run out.

The hitbox expands on the 2nd hit's 3rd active frame, allowing it to be spaced more safely on block (-4 and well outside of punish range). However, be aware that Mai loses the safe jump at this spacing. Despite the forward movement, Flame 214MP can still drop in some whiff punish scenarios.

214HP
Ryuuenbu (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15(27) 3(9)10 12 SA3 (2nd) 200,700 LH KD +47 -6
  • Whiffs on crouching opponents unless they extend a vertical hurtbox (unsafe if 1st hit connects like this)
  • 2 hits; 2nd hit is a strike hitbox that can dissipate standard 1-hit projectiles
  • Head hurtbox is Anti-Air Invuln on frames 6-17; cannot hit cross-up (slow but rewarding anti-air)
  • Puts opponent into limited juggle state; higher launch than non-flame version
  • Cancel Hitconfirm Window: 37f / 19f (Super, 2nd hit)

Functionally similar to the non-flame version except that it incurs no extra damage scaling, making this a powerful combo tool on standing opponents. It also has a slightly higher launch, allowing Mai to juggle into 236KK for damage/corner carry, or Flame 214MP for a safe jump.

214PP
Ryuuenbu (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(12)5(7)5 16(24) SA2 SA3 (3rd) 200,450x2 (1100) LH KD +48 -12
  • Puts opponent into limited juggle state (free juggle if only 3rd hit connects)
  • Allows more lenient juggle routing than non-flame version (Juggle Increase: 2 -> 1)
  • 8f extra recovery on block
  • 3 hits; 2nd/3rd hits are strike hitboxes that can dissipate 1-hit OD projectiles
  • Cancel Hitconfirm Window: 53f / 33f / 15f (Super, 3rd hit)
    • SA2/SA3 cancel is only useful for chip damage or when absorbed by armor

Similar to the non-flame version, but the slightly more relaxed juggle state gives Mai some useful follow-up options. 214MP connects on both hits for a +42 safe jump, and 214HP into 236LK juggles for great damage and corner carry.

Hissatsu Shinobi Bachi (236K)
Hissatsu Shinobi Bachi
Cartwheel
SF6 Classic.png 236K
SF6 Modern.png 2S (L)
Hitboxes Off
Hitboxes On

236LK
Hissatsu Shinobi Bachi
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(11)17 16 SA3 (2nd) 400x2 LH KD +27(+43) -10(+6)
  • ~80% screen length; Mai's primary combo ender from Light normals
  • Puts opponents into limited juggle state (follow-ups depend on 2nd hit timing)
  • Cancel Hitconfirm Window: 41f both hits / 15-20f 2nd hit (Super)
  • Only the first 6 active frames of 2nd hit are cancelable
  • 2nd hit: active frames 7-13 whiff vs. crouching unless they extend a vertical hurtbox (at least +3 vs. crouch block)
236MK
Hissatsu Shinobi Bachi
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 2(11)17 20 SA3 (2nd) 450x2 LH KD +23(+39) -12(+4)
  • ~99% screen length; combos from Medium/Heavy normals and Punish Counter Lights
  • Puts opponents into limited juggle state (follow-ups depend on 2nd hit timing)
  • Cancel Hitconfirm Window: 38f both hits / 15-17f 2nd hit (Super)
  • Only the first 3 active frames of 2nd hit are cancelable
  • 2nd hit: active frames 7-15 whiff vs. crouching unless they extend a vertical hurtbox (at least +3 vs. crouch block)
236HK
Hissatsu Shinobi Bachi
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 2(11)17 21 SA3 (2nd) 500x2 LH KD +22(+38) -13(+3)
  • > 100% screen length; combos from Medium/Heavy normals and Punish Counter 5LP
  • Puts opponents into limited juggle state (follow-ups depend on 2nd hit timing)
  • Cancel Hitconfirm Window: 38f both hits / 15-17f 2nd hit (Super)
  • Only the first 3 active frames of 2nd hit are cancelable
  • 2nd hit: active frames 7-15 whiff vs. crouching unless they extend a vertical hurtbox (at least +2 vs. crouch block)
236KK
Hissatsu Shinobi Bachi
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2(13)17 29+3 land SA2 SA3 (2nd) 400x2 LH KD +27 -12
  • Airborne 31-74f (Forced Knockdown state) on hit/whiff; stops at 2nd hit on block
  • Puts opponents into limited juggle state; Mai can input air moves on frames 54-74
  • 2nd hit: only 1st active frame can hit grounded opponents; active frames 2-16 can only hit airborne
  • Cancel Hitconfirm Window: 35f both hits / 14f 2nd hit (Super)
    • SA2 cancel is only useful for chip damage or when absorbed by armor
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)


Mai performs a cartwheel, hitting once at close range before launching herself across the screen. A great combo tool for its corner carry. 236LK is the most important, as it gives Mai a consistent light ender even from her max 2LP range. It also juggles after any 214HP launch. 236MK juggles after any 214PP launch, improving the damage and corner carry a bit. 236HK is a great meterless buffer tool from ranged pokes, but has much less juggle utility.

In some juggle routes, the opponent can be popped up higher than usual, causing the 2nd hit to occur much later. This is especially common with the LK version. This can set up extra juggle follow-ups, particularly in the corner. As long as the first cartwheel kick connects, the 2nd hit can be whiff canceled into SA3 to ensure that it can still connect on this staggered juggle.

When spaced well, all meterless cartwheels can be plus on block; however, the reactable startup makes this hard to do in neutral or as a meaty against characters with reversals. There is a dead zone in the 2nd hit's active frames that whiffs on crouching opponents; this makes it easier for a crouching opponent to stuff Mai's approach on reaction when used at a safe distance, but also guarantees she will have frame advantage if the opponent stays crouch blocking. It's usually best to stick with planned meaty setups, or to only attempt a blocked Cartwheel when the opponent is locked down with Fan pressure.

The OD Carthweel is a good combo tool for its corner carry and damage potential, though it can't be spaced on block like the meterless versions. It combos from 5LP, making it Mai's strongest light string ender, although this will combine light starter scaling with 2-hit combo scaling to keep her damage reasonable. It also juggles after Flame 214HP, but this is a very expensive extension if you spent Drive meter to set up the launch. After Mai recovers mid-air, she can end the juggle with j.MP into:

  • j.214P (solid damage/oki for no extra meter)
  • Air SA2 (land closer to the opponent, but generally worse oki)
  • Land + SA2 (opponent pushed farther to corner, more KD advantage for Fan oki)
  • Land + SA3 (stronger than direct 236KK > SA3 cancel)
  • Corner, Land + 623HK or SA1

236KK is very unsafe on block, but if you whiff from a distance Mai will still perform the jump animation, allowing her to come down with an unusual jump arc. This can be an amusing gimmick when the opponent is locked down with bouncing fans, but is probably not worth the meter cost.

Hissatsu Shinobi Bachi (Flame)
Cartwheel
SF6 Classic.png 236K
SF6 Modern.png 2S (L)
Hitboxes Off
Hitboxes On

236LK
Hissatsu Shinobi Bachi (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(11)17 16 SA3 (2nd) 400,500 LH KD +27(+43) -10(+6)
  • ~80% screen length; Mai's primary combo ender from Light normals
  • Puts opponents into limited juggle state (follow-ups depend on 2nd hit timing)
  • Cancel Hitconfirm Window: 42f both hits / 15-20f 2nd hit (Super)
  • Only the first 7 active frames of 2nd hit are cancelable
  • 2nd hit: active frames 7-13 whiff vs. crouching unless they extend a vertical hurtbox (at least +3 vs. crouch block)
236MK
Hissatsu Shinobi Bachi (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 2(11)17 20 SA3 (2nd) 450,550 LH KD +23(+39) -12(+4)
  • ~99% screen length; combos from Medium/Heavy normals and Punish Counter Lights
  • Puts opponents into limited juggle state (follow-ups depend on 2nd hit timing)
  • Cancel Hitconfirm Window: 42f both hits / 15-21f 2nd hit (Super)
  • Only the first 7 active frames of 2nd hit are cancelable
  • 2nd hit: active frames 7-15 whiff vs. crouching unless they extend a vertical hurtbox (at least +3 vs. crouch block)
236HK
Hissatsu Shinobi Bachi (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 2(11)17 21 SA3 (2nd) 500,600 LH KD +22(+38) -13(+3)
  • > 100% screen length; combos from Medium/Heavy normals and Punish Counter 5LP
  • Puts opponents into limited juggle state (follow-ups depend on 2nd hit timing)
  • Cancel Hitconfirm Window: 42f both hits / 15-21f 2nd hit (Super)
  • Only the first 7 active frames of 2nd hit are cancelable
  • 2nd hit: active frames 7-15 whiff vs. crouching unless they extend a vertical hurtbox (at least +2 vs. crouch block)
236KK
Hissatsu Shinobi Bachi (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2(13)17 29+3 land SA2 SA3 (2nd) 400,500 LH KD +27 -12
  • Airborne 31-74f (Forced Knockdown state) on hit/whiff; stops at 2nd hit on block
  • Puts opponents into limited juggle state; Mai can input air moves on frames 54-74
  • 2nd hit: only 1st active frame can hit grounded opponents; active frames 2-16 can only hit airborne
  • Cancel Hitconfirm Window: 41f both hits / 18f 2nd hit (Super)
    • SA2 cancel is only useful for chip damage or when absorbed by armor


The Flame-enhanced versions of Hissatsu Shinobi Bachi are only slightly different than the originals, with an extra 100 damage on the 2nd hit being the main difference. Meterless versions have a longer cancel window on the 2nd hit, making it possible to land SA3 in a few more situations. The OD version no longer has extra damage scaling when spending a Flame Stock, making it more rewarding as a combo tool. This is the only change that might make it worth spending a Flame Stock, as Mai stands to gain much more from enhancing her other specials and Supers.

In the corner, Flame 236KK gives Mai a fun and powerful way to end her juggles if she has extra Flame Stocks remaining. After j.MP, she can land and juggle a high-connect Flame SA1 followed by Flame SA2; nothing else has enough juggle potential to connect after the SA2 launch. This is only worthwhile in a combo with relatively little damage scaling, as a cinematic SA3 will deal marginally more damage on a highly scaled combo. If neither route is going to kill, the double-Super juggle may still be preferable for its better corner oki.

Hishou Ryuuenjin (623K)
Hishou Ryuuenjin
Uppercut Kicks
SF6 Classic.png 623K
SF6 Modern.png 623X or 6S (L)
SF6 Mai 623k.png
SF6 Mai 623lk hitbox full.png
LK/MK Version

SF6 Mai 623hk hitbox full.png
HK Version

SF6 Mai 623kk hitbox full.png
OD Version
Full Hitbox Data
Hitboxes Off
Hitboxes On

623LK
Hishou Ryuuenjin
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 5,13 15+15 land - 400,500 LH KD +29 -29(-32)
  • Anti-Air Invuln: 1-14f (cannot hit cross-up); Airborne 7-37f (Forced Knockdown state)
  • 2nd hit whiffs on crouch block (except vs. crouching Dee Jay/JP/Marisa/Zangief)
623MK
Hishou Ryuuenjin
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 5,13 14+15 land - 500,600 LH KD +31 -28(-31)
  • Anti-Air Invuln: 1-10f (cannot hit cross-up); Airborne 8-37f (Forced Knockdown state)
  • 2nd hit whiffs on crouch block
623HK
Hishou Ryuuenjin
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5,13 14+15 land - 600x2 LH KD +31 -28(-31)
  • Anti-Air Invuln: 1-11f (cannot hit cross-up); Airborne 9-38f (Forced Knockdown state)
  • 2nd hit whiffs on stand/crouch block (except vs. standing Dee Jay/JP/Marisa/Zangief)
623KK
Hishou Ryuuenjin
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 5,12 19+16(23) land - 800x2 LH KD +20 -40(-47)
  • Full Invuln: 1-8f; Anti-Air Invuln: 9-10f (cannot hit cross-up)
  • Airborne 8-41f (Forced Knockdown state); 7f extra landing recovery on block
  • 2nd hit whiffs on crouch block


A typical shoto-style uppercut special move, with more range but slower startup on heavier versions. As an anti-air, it's a bit weaker than similar moves; most of its horizontal range only exists late in the active frames, making it easy to bait with moves that alter air trajectory. It can also whiff the first hit when used too early, resulting in a weak hit or potentially even a trade on the MK/HK versions.

All versions can be used as juggle enders, especially in the corner where Mai can maintain oki and the short horizontal range is less of a problem. Several juggle routes only allow a 5 or 6-frame attack to connect, preventing her from landing 623HK for its extra damage.

OD Ryuuenjin is Mai's primary reversal, with the usual 6-frame startup and full invincibility. It has the highest juggle potential of all versions, which can be worthwhile if you need the last bit of damage for a kill. On hit, she doesn't get great midscreen oki, but she can pressure with a ranged Drive Rush normal like 5HP.

Hishou Ryuuenjin (Flame)
Uppercut Kicks
SF6 Classic.png 623K
SF6 Modern.png 623X or 6S (L)
SF6 Mai 623k.png
SF6 Mai 623lk flame hitbox full.png
LK/MK Version

SF6 Mai 623hk flame hitbox full.png
HK Version

SF6 Mai 623kk flame hitbox full.png
OD Version
Full Hitbox Data
Hitboxes Off
Hitboxes On

623LK
Hishou Ryuuenjin (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 5,2,11 15+15 land - 400,300x2 (1000) LH KD +31 -29(-32)
  • Anti-Air Invuln: 1-14f (cannot hit cross-up); Airborne 7-37f (Forced Knockdown state)
  • 2nd/3rd hits whiff on crouch block (except vs. crouching Dee Jay/JP/Marisa/Zangief)
623MK
Hishou Ryuuenjin (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 5,2,12 13+15 land - 500,350x2 (1200) LH KD +32 -28(-31)
  • Anti-Air Invuln: 1-10f (cannot hit cross-up); Airborne 8-37f (Forced Knockdown state)
  • 2nd/3rd hits whiff on crouch block
623HK
Hishou Ryuuenjin (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5,2,11 14+15 land - 500,400x2 (1300) LH KD +32 -28(-31)
  • Anti-Air Invuln: 1-11f (cannot hit cross-up); Airborne 9-38f (Forced Knockdown state)
  • 2nd/3rd hits whiff on stand/crouch block (except vs. standing Dee Jay/JP/Marisa/Zangief)
623KK
Hishou Ryuuenjin (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 5,2,11 18+16(23) land - 800,500,400 (1700) LH KD +27 -40(-47)
  • Full Invuln: 1-8f; Anti-Air Invuln: 9-10f (cannot hit cross-up)
  • Airborne 8-41f (Forced Knockdown state); 7f extra landing recovery on block
  • 2nd/3rd hits whiff on crouch block


The Flame-enhanced Ryuuenjin offers slightly more damage and knockdown advantage, which can affect Mai's oki options. Due to how the damage is distributed, it can actually deal less damage on an early anti-air attempt where only the final hit connects. The Flame uppercuts also have a higher juggle limit, ensuring they will work with Mai's other Flame juggle routes such as 236KK, j.MP > j.214PP OTG bounce.

F.623MK can pop the opponent high enough for a follow-up SA1 to replenish stocks in certain juggle routes, such as 5LK~LK~LK > F.j.214PP, F.236KK, j.MP, F.623MK.

OD Ryuuenjin gets the most benefit from the extra knockdown advantage, allowing her to get true strike/throw oki from Drive Rush (unless it connects from farther away, in which case she won't run far enough for a throw to connect). Even without meter, she can use Dash + 5HP for safe, semi-confirmable block pressure.

Musasabi no Mai (j.214P)
Musasabi no Mai
Divekick
SF6 Classic.png j.214P
SF6 Modern.png j.214X or j.S
SF6 Mai j214p.png
SF6 Mai j214p hitbox.png
Hitboxes Off
Hitboxes On

j.214P
Musasabi no Mai
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 until land 18(25~28) land - 1000 LH KD +38(+45) -8(-1)
  • Only from Forward Jump or after 5LK~LK~LK on hit/block; Forced Knockdown state until landing
  • Puts grounded opponents into limited juggle state
  • Spike knockdown vs. airborne opponents (brief OTG state that can juggle into 236[PP])
  • 7f extra landing recovery on whiff (10f when crossing behind the opponent)
  • Mai is in a crouching state during landing recovery from frame 4 onward
j.214PP
Musasabi no Mai
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 until land 18(25~28) land SA2 1200 LH KD +44(+51) -8(-1)
  • Only from Forward Jump or after 5LK~LK~LK on hit/block; Forced Knockdown state until landing
  • Puts grounded opponents into limited juggle state
  • Spike knockdown vs. airborne opponents (brief OTG state that can juggle into 236[PP] or late Air SA2 cancel)
  • 7f extra landing recovery on whiff (10f when crossing behind the opponent)
  • Mai is in a crouching state during landing recovery from frame 4 onward
  • Cancel Hitconfirm Window: 11f + until land (SA2)
    • Cancelable until 2nd to last airborne active frame (can hit too late for a cancel)
  • Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)


A divekick with a solid hitbox that causes Mai to freeze in the air before descending. This can be used to bait some anti-airs, and makes for a safe-ish approach when spaced well. If the opponent makes you whiff, however, it becomes much more unsafe than most divekicks. None of the versions are overheads or hit as cross-ups, and in fact are extra unsafe if you dive past the opponent.

After a 5LK~LK~LK Target Combo, this is Mai's simple hitconfirm ender. If you start from a spaced-out 5LK, this will set up a safe jump for easy pressure. It also combos from an air-to-air j.MP, and is an important ender for Mai's 236KK launching juggles. The juggle state on the meterless divekick is very difficult to take advantage of; only allowing a 623LK in the corner when perfectly spaced. If the opponent tries to jump over your Held OD Kachousen and you meet them with j.MP, you might be able to bounce them into the projectile and pick up a 236K or SA2 juggle.

OD Divekick is mostly useful when you know it will hit a grounded opponent, like in the aforementioned Target Combo; it does not make Mai any safer on block or whiff. It allows Mai to tack on a 623HK or SA2 juggle. After an air-to-air j.MP, you can get about 600 extra damage by canceling into j.214PP > Air SA2 instead of going straight for the Super cancel.

Musasabi no Mai (Flame)
Divekick
SF6 Classic.png j.214P
SF6 Modern.png j.214X or j.S
SF6 Mai j214p.png
SF6 Mai j214p hitbox.png
Hitboxes Off
Hitboxes On

j.214P
Musasabi no Mai (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 until land 18(25~28) land - 1100 LH KD +39(+46) -5(+2)
  • Only from Forward Jump or after 5LK~LK~LK on hit/block; Forced Knockdown state until landing
  • Puts grounded opponents into limited juggle state
  • Spike knockdown vs. airborne opponents (brief OTG state that can juggle into 236[PP])
  • 7f extra landing recovery on whiff (10f when crossing behind the opponent)
  • Mai is in a crouching state during landing recovery from frame 4 onward
j.214PP
Musasabi no Mai (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 until land 18(25~28) land SA2 1300 LH KD +53(+60) -5(+2)
  • Only from Forward Jump or after 5LK~LK~LK on hit/block; Forced Knockdown state until landing
  • Puts opponents into limited juggle state (high OTG bounce if airborne)
  • 7f extra landing recovery on whiff (10f when crossing behind the opponent)
  • Mai is in a crouching state during landing recovery from frame 4 onward
  • Cancel Hitconfirm Window: 11f + until land (SA2)
    • Cancelable until 2nd to last airborne active frame (can hit too late for a cancel)
  • Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)


The Flame-enhanced divekicks have 3 more frames of blockstun, making them much easier to space safely; they can even be plus on block at some ranges. They also give a slightly higher juggle and some extra damage. The meterless Flame divekick sets up a safe jump after 5LK~LK~LK when starting from point blank range, though it no longer works from farther ranges.

The biggest enhancement applies to the OD Flame version; even airborne opponents will OTG bounce on hit, giving her juggles like the grounded connect. After Flame 236KK, j.MP > Flame j.214PP, the juggle count is too high to connect another 236LK, but Mai can end with 623K or any Super. With enough Flame stocks, she can take the opponent corner-to-corner by juggling Flame SA2 into Flame 623HK; if you run out of Flame, skip the ender or choose something with more juggle potential.


Super Arts

Level 1 Super (236236P)
Kagerou no Mai
Level 1 Super Art
SF6 Classic.png 236236P
SF6 Modern.png 236236L or 5HS or 6HS
SF6 Mai 236236p.png
Regular Version
Hitboxes Off
Hitboxes On

236236P
Kagerou no Mai
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4x6,7,3
(34 total)
51 - 250x8 (2000) LH KD +26 -31
  • Strike/Throw Invuln: 1-8f; Upper Body Anti-Air Invuln 9-39f; Armor Break
  • Mai builds 5 Flame Stocks on frame 6 that enhance her special moves and Supers
  • 8-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit)
  • KD Advantage refers to grounded hit; greater advantage vs. airborne opponents (highly variable)
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling


Mai summons a fire pillar around her body that reaches high into the air, building 5 Flame Stocks to power up her moveset. The attack has very short horizontal range like the animation suggests. SA1 works exceptionally well as a close range anti-air, even against cross-ups, but it doesn't play well in most midscreen juggles; even canceling from a normal doesn't guarantee it will reach. SA1 has fast startup, making it consistent as a corner juggle ender and as a reversal unless the opponent uses a meaty projectile. When stuffed by a projectile, Mai will not build any Flame stocks.

On a successful hit, Mai's midscreen oki is fairly limited, with ranged Drive Rush buttons like 2MK or 5HP being her best options. Her DR momentum doesn't carry her far enough for a meaty throw unless she is close to the corner. On an anti-air hit, the extra KD advantage improves her oki slightly, but the momentum still isn't great for getting into throw range. It does give much more time for a safe Held Kachousen, however.

The utility of Flame Stocks means that Mai has to put more thought into her use of Super meter than most characters. Instead of saving 3 bars for the damage and Drive properties of SA3, Mai often has more to gain from a full set of enhanced moves. This is especially true in matchups where her enhanced SA2 can shut down projectile zoners. On the other hand, ending a round with SA1 can feel like a waste since the stocks don't carry over between rounds.

Because SA1 has a projectile hitbox, it can lose or trade with some projectile invuln attacks. For example, Lily can use a meaty Windclad OD Condor Spire for plus frames on block while being completely immune to a reversal SA1.

Kagerou no Mai (Flame)
Level 1 Super Art
SF6 Classic.png 236236P
SF6 Modern.png 236236L or 5HS or 6HS
SF6 Mai 236236p flame.png
Flame Stock Version
Hitboxes Off
Hitboxes On

236236P
Kagerou no Mai (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 7x9,4,20,3
(90 total)
46 - 150x10,300,500 (2300) LH KD +40 -26
  • Strike/Throw Invuln: 1-6f; Upper Body Anti-Air Invuln 7-77f; Armor Break
  • Mai refills up to 5 Flame Stocks on frame 6 that enhance her special moves and Supers
  • 12-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit)
  • Puts the opponent into a limited juggle state
  • KD Advantage refers to grounded hit; greater advantage vs. airborne opponents (highly variable)
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling


Functions just like a regular SA1, but has slightly enhanced horizontal range in both directions. This opens up some more combo opportunities midscreen and makes it nearly impossible for airborne opponents to avoid. The Flame Stocks are refilled up to 5 regardless of how many she started with.

The knockdown advantage is improved on hit, making it much easier to reach the opponent for midscreen oki or set up a Held Kachousen. It also pops the opponent much higher into the air; on a high air connect, she can follow up with Flame SA2 for huge damage. The juggle potential of Flame SA1 itself is lower than the original in order to prevent looping juggles.

If the attack whiffs, Flame SA1 has an incredibly long active and recovery period that allows the opponent to set up installs; Jamie can even take 2 drinks and still get an easy punish afterward. At the same time, opponents who haven't practiced this scenario may find themselves walking or jumping into the flame pillar.

Level 2 Super (236236K)
Chou Hissatsu Shinobi Bachi
Level 2 Super Art
SF6 Classic.png 236236K (AIR OK)
SF6 Modern.png 236236M or 4HS
SF6 Mai 236236k.png
Regular Version
SF6 Mai 236236k hitbox.png
SF6 Mai 236236k hitbox 6.png
Grounded Version
Full Hitbox Data

SF6 Mai j236236k hitbox.png
SF6 Mai j236236k hitbox 3.png
Aerial Version
Full Hitbox Data
Hitboxes Off
Hitboxes On

236236K
Chou Hissatsu Shinobi Bachi
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2(3)2(12)
2(4)2(6)3
26(37) - 500x4,800 (2800) LH KD +33 -24
  • Full Invuln: 1-8f; Armor Break
  • 11f extra recovery on block
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 40% minimum damage scaling
  • Applies 40% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)

Mai performs an invincible cartwheel before launching forward fullscreen. It can be used as a reversal due to its fast startup and full invincibility, and at some ranges it can be effective against fireballs (though the Flame version is much more consistent at this).

SA2 is a great juggle ender that pushes the opponent toward the corner and gives enough knockdown advantage for oki anywhere on the screen. You can usually charge up a Held Kachousen safely if the opponent doesn't have a long range anti-fireball Super stocked. It's important to juggle manually into SA2 rather than canceling from OD specials, as it will usually whiff or lose several hits of damage. Just be aware that some juggle starters, such as 4HK~HK, don't launch high enough to juggle into 7-frame moves.

j.236236K
Air Chou Hissatsu Shinobi Bachi
Startup Active Recovery Cancel Damage Guard On Hit On Block
3 2(2)2(2)
2(3)2(2)3
24 land - 500x4,800 (2800) LH KD +6(+11) -50~
  • Armor Break; no invincibility; Forced Knockdown state until landing
  • Can be input during Forward/Neutral Jump only; cannot hit cross-up
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 40% minimum damage scaling
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)

Air SA2 is primarily used as a combo tool from j.MP as an air-to-air or after a 236KK launch. It also links after 5LK~LK~LK; on a blocked Target Combo, it can also help Mai escape some punishes on reaction (though this is generally a poor use of resources). On hit, Mai generally gets poor oki outside the corner, though the exact knockdown advantage depends on how it connects.

While a bit tricky to use, Air SA2 can actually be a better anti-projectile tool than the grounded version, especially at longer ranges where the invincibility runs out. If you buffer your 236236 motion in neutral, you can react to a midrange fireball with 9+K to complete the Tiger Knee input (2362369K) for a minimum-height Super. This may take opponents by surprise if they assume you need a Flame Stock to punish their projectiles.

If blocked, Mai is likely to fly over the opponent. If done from very close range, this may be difficult to punish for some characters. From mid range (such as a poorly-predicted Tiger Knee Air SA2), she will land close enough that most characters can reach with one forward dash.

Chou Hissatsu Shinobi Bachi (Flame)
Level 2 Super Art
SF6 Classic.png 236236K (AIR OK)
SF6 Modern.png 236236M or 4HS
SF6 Mai 236236k flame.png
Flame Stock Version
SF6 Mai 236236k flame hitbox.png
SF6 Mai 236236k flame hitbox 3.png
Grounded Flame Version
Full Hitbox Data

SF6 Mai j236236k flame hitbox.png
SF6 Mai j236236k flame hitbox 2.png
Aerial Flame Version
Hitboxes Off
Hitboxes On

236236K
Chou Hissatsu Shinobi Bachi (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3x12 31(37) - 200x11,800 (3000) LH KD +38 -24
  • Full Invuln: 1-8f; Projectile Invuln 9-12f ; Armor Break
  • Puts opponents into a limited juggle state
  • 6f extra recovery on block
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 40% minimum damage scaling
  • Applies 40% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)

The Flame version of SA2 skips the initial cartwheel, causing Mai to launch herself across the screen at lightning speed. Combined with its additional projectile invincibility, zoners will have to treat Mai the way they treat a Cammy with SA3 ready to go. It works similarly well as a whiff punish tool or as a fast reversal, but the fast movement speed causes it to whiff under most jumps when used as an anti-air. Activating from longer ranges can cause Mai to whiff some of the earlier hits, resulting in less damage.

Flame SA2 is a great combo ender with a ton of juggle potential and corner carry. If it reaches the corner, Mai can always follow up with 623LK, and higher juggle connects allow even more. If you have 3 Flame Stocks and want to dump some meter, you can even get a midscreen juggle with 214PP, Flame SA2, 623KK for big damage. Just like the non-Flame version, it's always better to manually juggle into this Super rather than canceling into it from OD specials, as it will usually whiff most or all of its hits.

j.236236K
Air Chou Hissatsu Shinobi Bachi (Flame)
Startup Active Recovery Cancel Damage Guard On Hit On Block
3 2x12 24 land - 200x11,800 (3000) LH KD +7(+17) -50~
  • Armor Break; no invincibility; Forced Knockdown state until landing
  • Can be input during Forward/Neutral Jump only; cannot hit cross-up
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 40% minimum damage scaling
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)

The enhanced Flame Air SA2 doesn't offer much over the regular version aside from the extra 200 damage. As a long range air-to-air, the faster movement speed can guarantee more hits connect, but this isn't a very common occurrence. It's also slightly better against fireballs when input with a Tiger Knee motion (2362369K), but there's little reason to attempt this when a grounded Flame SA2 works just as well.

Flame Air SA2 can still be worthwhile after air-to-air j.MP or 5LK~LK~LK, but the grounded version is a better use of a Flame Stock in any scenario that allows it.

Level 3 Super (214214P)
Shiranui Ryuu: Enbu Ada Zakura
Level 3 Super Art
SF6 Classic.png 214214P
SF6 Modern.png 214214H or 2HS
SF6 Mai 214214p.png
"This is your Swan Song!"

SF6 Mai 214214p ca.png
Critical Art adds 500 more damage
Hitboxes Off
Hitboxes On

214214P
Shiranui Ryuu: Enbu Ada Zakura
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(3) 2(4)2(15)4(8)4 46 - 4000
(400,300,2300)
LH HKD +19
(KD +52)
-33
  • Full Invuln: 1-11f; Armor Break
  • 2nd-4th hits are non-cinematic (less damage/Drive depletion) and put opponent into limited juggle state
  • 3f startup only when canceled from 236K/236KK for juggle consistency
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Non-cinematic version only depletes up to 1 bar on hit (0.3 + 0.3 + 0.4)
    • Cinematic time regenerates ~2 Drive bars for Mai
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
214214P
Shiranui Ryuu: Enbu Ada Zakura (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(3) 2(4)2(15)4(8)4 46 - 4500
(400,300,2300)
LH HKD +20
(KD +52)
-33
  • Full Invuln: 1-11f; Armor Break
  • 2nd-4th hits are non-cinematic (less damage/Drive depletion) and put opponent into limited juggle state
  • 3f startup only when canceled from 236K/236KK for juggle consistency
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Non-cinematic version only depletes up to 1 bar on hit (0.3 + 0.3 + 0.4)
    • Cinematic time regenerates ~2.1 Drive bars for Mai
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


Mai takes a small step forward and attacks with her fan, entering a cinematic on hit. If the first hit whiffs, she performs a small forward-moving uppercut that launches the opponent upward. If all 3 non-cinematic hits connect, Mai will be close enough to juggle 623HK afterward to make up for some of its lost damage.

Like most SA3s, this can be used as a powerful combo ender while helping to win the Drive Gauge war. It can often be juggled into directly, but the most common way to land it is to cancel the 2nd hit of a 236K Cartwheel; it will come out even if the cancelable cartwheel frames whiff mid-combo. Unlike most characters, however, saving meter for a Level 3 is not a foregone conclusion, as this locks her out of using her Flame-enhanced moveset. Deciding how to best use her Super Gauge is one of the main factors that differentiates Mai players.

At 10 frames of startup, SA3 is not usually worth attempting as a reversal. Her other invincible moves cover every possible scenario without having to worry about safejab setups that beat slower reversals. It does work pretty well as a long range anti-air, but it should be input right as the opponent starts descending or else they might safely land with an empty jump.

Mai gets fairly strong oki after both SA3/CA even midscreen. At KD +19, SA3 + Forward Dash leaves her +1 within throw range; while the opponent can mash a 4-frame to beat throw, Mai gets an easy 2-hit light confirm to counter this. Other options include cancels from ranged 5HP, chasing with DR~2MP (+12/+4 out of throw range), or DR~4HK (+8/+4 in throw range).

After CA, Mai is left +2 after a Forward Dash but slightly farther away. She can still pressure with 2LK, 2LP to punish walking back while beating 4-frame normals. Mai requires a microwalk in order to throw most characters here, but wide characters are more susceptible; Marisa, Blanka, and E. Honda can be thrown unless they back walk, and Zangief has to take a true strike/throw mixup. Spending meter for DR~4HK leaves Mai at +9/+5, setting up a frame trap or microwalk throw on block or a 5HP confirm on hit.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
SF6 Classic.png 5PPPKKK
SF6 Modern.png 5LMHS+DP+A
SF6 Mai 5pppkkk.png
"Hey, don't mess up!"

SF6 Mai 5pppkkk 2pppkkk.png
"Hey, what are you looking at? Up here."
(hold down + taunt)

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
279 (total) - - - - - - -
5PPPKKK~2PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
363 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
SF6 Classic.png 6PPPKKK
SF6 Modern.png 6LMHS+DP+A
SF6 Mai 6pppkkk.png
"I like my fighters like I like my tea... very strong."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
405 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
SF6 Classic.png 4PPPKKK
SF6 Modern.png 4LMHS+DP+A
SF6 Mai 4pppkkk.png
"Hey everyone, get ready to feast your eyes on... the strongest Shiranui fighter around!"
SF6 Mai 4pppkkk hitbox.png

SF6 Mai 4pppkkk hold hitbox.png
Fully Held Taunt
Hitboxes Off
Hitboxes On

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
430 121 213 - 100x8 LH KD -171 -234
  • 8-hit projectile at ground-level that launches on the final hit
  • Fireworks can be delayed by holding any button
4[PPPKKK]
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
616 121 213 - 100x7,800 (1500) LH KD -148 -234
  • 8-hit projectile at ground-level that launches on the final hit
  • Full Invuln: 596-693f (starts 20f before active and lasts through most of the projectile active frames)
  • Fully held version that deals +700 damage or drains 1 Drive bar on block
    • Different voice line: "Hey everyone, get ready to feast your eyes on... the most ravishing Shiranui fighter around! Thanks everyone!"



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