Street Fighter 6/Mai/Combos

From SuperCombo Wiki


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
Mai Additional Combo Notation
Notation Meaning
F.X The Flame Enhanced version of the following special move is required. e.g. 5LP > F.236MK.
*.X Either the Flame Enhanced OR the normal version of the following special move can be used. e.g. 5LP > *.236KK.
The damage of the Flame Enhanced version will be denoted in brackets ().
When both of the above are omitted, the normal non-Flame Enhanced version of the special move should be used.

When using Modern controls, the following adjustments must be made.

  • 5LP is only available as the 2nd hit of L Assist Combo. Combos that require it can only be confirmed from A[L~L] (in classic notation, 2LK ~ 5LP).
  • 236LK and 236KK are only available using the 2S input, so any combo using them deals reduced damage. 236MK and 236HK are not available at all.
  • 5MP is not available, but this does not affect combo routes much as it is typically used as a poke rather than as a combo tool.

Light Confirm Combos

Mai doesn't necessarily need to use her chainable light attacks in the same order.

  • 5LP chains into light follow-ups more quickly, resulting in less overall pushback. It also has more hitstun, allowing it to combo into certain special moves like 214LP, 214MP, and 236KK.
  • 2LP has slightly more pushback but also more range. Using it as the last hit in a chain lets combos work from further away.
  • 2LK has the most pushback but hits low, meaning it can catch opponents trying to walk or jump away. Avoid using it when too far away to connect with 2LP afterwards.

The following shorthand notation is used to indicate which light attacks a combo can be adjusted to work with.

  • L ~ means any chainable light attack can be used. Note that this does not include 5LK.
  • LP means either of 5LP or 2LP can be used.
Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
L ~ L ~ LP > 236LK (> SA3) Anywhere 1230
3230(3480)
  0 / 3 Easy KD +27. Leaves the opponent close enough to dash up to even when mid-screen.
Also allows for an easy albeit heavily scaled conversion into SA3.
L ~ L ~ 5LP > 214MP (> SA3) Anywhere 1350
3350(3600)
  0 / 3 Easy KD +35. Less corner carry than the above, and less confirm range due to needing to end with 5LP.
This knockdown advantage makes charged fan setups safer against Drive Impact and forward jump, and in the corner sets up frame-kill 5LK into meaty 6MP overhead.
L ~ L ~ LP > 623HK Anywhere 1470  0 / 3 Easy KD +31. A more damaging route that knocks the opponent further away, so while this does work mid-screen it is better suited for the corner.
L ~ L ~ 5LP > 214LP (> SA3) Anywhere 1230  0 Easy +3 on hit, leaving the opponent standing so they cannot use Wake-up Drive Reversal.
Technically also cancels into SA3, but other specials do that job better.
(LP,) 5LK~LK~LK > j.214P Anywhere 1570  Easy KD +41, or +42~43 if spaced. Sets up a 5f safe jump if spaced correctly to be +42.
Short range confirm. Linking from 5LP or 2LP is interruptible on block so it's usually better to immediately start with 5LK.
(LP,) 5LK~LK~LK > j.214PP, 623HK/KK/SA2 Anywhere 2290
2490
3090
  2 Medium Burning resources after confirming the target combo.
Knockdown advantage per combo ender: 623HK +30 / 623KK +19 / SA2 +34
(LP,) 5LK~LK~LK > j.214PP, SA1 Corner 2690(+5) 2 1 Medium KD +26. A very useful way to stock up near the corner.
L ~ L ~ 5LP > 236KK, j.MP > j.214P Anywhere 1770  2 Medium KD +33, or +32 in the corner. Spending resources for corner carry.
L ~ L ~ 5LP > 236KK, j.MP, 623HK Anywhere 1830  2 0 Medium KD +32. More damage, but not as effective mid-screen due to the longer range knockdown.
L ~ L ~ 5LP > 236KK, j.MP, SA1 Corner 2070(+5) 2 1 Medium KD +31. A fairly inexpensive way to get stocks when close enough to the corner.
L ~ L ~ 5LP > 236KK, j.MP, dl.SA2 Anywhere 2590  2 2 Medium KD +34~37. Exact advantage depends on the timing of the delay after landing.
Performing SA2 immediately upon landing whiffs a hit for 200 less damage but will always be +35, which in the corner sets up frame-kill 5LK into meaty 6MP overhead.
L ~ L ~ 5LP > 236KK, j.MP, j.214PP > j.SA2 Anywhere 2950  4 2 Medium KD +9. A way to burn more drive, but at a significant cost to knockdown advantage.
L ~ L ~ 5LP > 236KK, dl.j.MP, 214LP > SA3 Anywhere 3710(3960)  2 3 Hard 3 frame timing window on the delay for 214LP to work. Too late and j.MP doesn't connect, too early and 214LP doesn't connect.
L ~ LP > SA1 Anywhere 1940(+5) 1 Medium KD +26. The only way to get SA1 from light attacks without spending Drive Gauge is to go straight into it.
L ~ L ~ LP > SA2 Anywhere 2430  2 Medium KD +33. Useful for taking away the last bit of an opponent's Drive Gauge.
Also provides a lot of corner carry but doesn't lead to the best follow-ups if the opponent doesn't make it to the corner.
L ~ L ~ LP > DRC~5LP, (Drive Rush Combo) Anywhere 1647+  3+ Medium Links into any of 5HP, 4HK or 2MP.

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
L ~ L ~ LP > F.236LK > (SA3) Anywhere 1290
3290(3540)
1+ 0 / 3 Easy KD +27. Leaves the opponent close enough to dash up to even when mid-screen.
L ~ L ~ 5LP > F.214MP > (SA3) Anywhere 1410
3410(3660)
1+ 0 / 3 Easy KD +42, setting up a 5f safe jump.
Use F.214LP instead to get the same +35 setup as flameless 214MP.
L ~ L ~ LP > F.623HK Anywhere 15301+ 0 / 3 Easy KD +32, 1 more frame than flameless.
A more damaging route that knocks the opponent further away, so while this does work mid-screen it is better suited for the corner.
L ~ L ~ 5LP > F.214LP Anywhere 12901+ 0 Easy KD +35, equivalent to flameless 214MP.
This knockdown advantage makes charged fan setups safer against Drive Impact and forward jump, and in the corner sets up frame-kill 5LK into meaty 6MP overhead.
L ~ L ~ 5LP > F.236KK, j.MP > *.j.214P Anywhere 1990{2030} 1-2+ 2 Medium KD +33, or +32 in the corner. Spending resources for corner carry.
L ~ L ~ 5LP > F.236KK, j.MP, *.623HK Anywhere 2080{2110} 1-2+ 2 0 Medium KD +32 with 1 stock, or +35 with 2 stocks.
More damage, but not as effective mid-screen due to the longer range knockdown.
The 2 stock version in the corner sets up frame-kill 5LK into meaty 6MP overhead.
L ~ L ~ 5LP > F.236KK, j.MP, SA1 Corner 23901(+5) 2 1 Medium KD +31. A fairly inexpensive way to get stocks when close enough to the corner.
L ~ L ~ 5LP > F.236KK, j.MP, F.SA1 Anywhere 25102+(+5) 2 1 Medium KD +42. The previous combo with 2 Flame Stocks works mid-screen and sets up a 5f safe jump near the corner.
L ~ L ~ 5LP > F.236KK, j.MP, dl.SA2 Anywhere 27101 2 2 Medium KD +34~37. Exact advantage depends on the timing of the delay after landing.
Performing SA2 immediately upon landing whiffs a hit for 200 less damage but will always be +35, which in the corner sets up frame-kill 5LK into meaty 6MP overhead.
L ~ L ~ 5LP > F.236KK, j.MP, j.214PP > j.SA2 Anywhere 31901 4 2 Medium KD +9. A way to burn more drive, but at a significant cost to knockdown advantage.
L ~ L ~ 5LP > F.236KK, j.MP, F.j.214PP,
... 623LK / F.623HK / *.623KK / *.SA
Anywhere 2260{2500}
2590{2620}
2710{2800}
3230{3310}
4110(4360)
2-3+ 4-6 0-3 Medium Drive dump using Flame Stocks, optionally ending with any SA.
Knockdown advantage per combo ender:
623LK +27 / 623KK +21 / SA1 +20 / SA2 +37
F.623HK +35 / F.623KK +30 / F.SA1 +40
L ~ L ~ 5LP > F.236KK, j.MP, F.j.214PP, F.SA2,
... F.623HK / *.623KK / *.SA1
Corner* 3310{3440}
3470{3480}
3910{4000}
3-4+ 4-6 2-3 Medium Carries almost the entire stage width. Works as long as not backed into a corner.
Knockdown advantage per combo ender:
F.SA2 +41 / 623KK +20 / SA1 +27
F.623HK +33 / F.623MK +34 / F.623KK +29 / F.SA1 +38
L ~ L ~ 5LP > F.236KK, dl.j.MP, *.214LP > SA3 Anywhere 3710(3960){+40} 1-2+ 2 3 Hard 3 frame timing window on the delay for 214LP to work. Too late and j.MP doesn't connect, too early and 214LP doesn't connect.
L ~ L ~ 5LP > F.214MP, *.623MK Corner 1850{1890} 1-2+ 1 Medium KD +30 with 1 stock, or +33 with 2 stocks. Driveless corner juggle.
L ~ L ~ 5LP > F.214MP, F.SA1 Anywhere 23302+(+5) 1 Medium KD +37. Driveless restock combo.
L ~ L ~ 5LP > F.214MP, SA1 Corner 22101(+5) 1 Medium KD +26. Near the corner the previous combo only needs 1 Flame Stock.
L ~ L ~ LP > F.SA1 Anywhere 21301+(+5) 1 Medium KD +40. When only 1 Flame Stock remains, it's possible restock mid-screen with a 3-hit chain directly into SA1.
L ~ L ~ LP > F.SA2 Anywhere 25501+ 2 Medium KD +38. Useful for taking away the last bit of an opponent's Drive Gauge.
Also provides a lot of corner carry, and even if it doesn't make it to the corner the opponent is close enough to dash after.
L ~ L ~ LP > F.SA2, *.623LK Corner 2910{2950} 1-2+ 2 Medium KD +29 with 1 stock, or +32 with 2 stocks.
When the previous combo carries all the way into the corner.
L ~ L ~ LP > DRC~5LP, (Drive Rush Combo) Anywhere 1647+  3+ Medium Links into any of 5HP, 4HK or 2MP.

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
5LK~LK~LK > F.j.214P Anywhere 16301+ Easy KD +42, or +43~44 if spaced.
Sets up a 5f safe jump at point blank, but the extra advantage when spaced will cause safe jump attempts to whiff.
5LK~LK~LK > F.j.214PP, *.SA1 Anywhere 2750{2900} 1-2+(+5) 2 1 Medium KD +29 with 1 stock, or +41 with 2 stocks.
A convenient way to restock with only 1 stock remaining.
5LK~LK~LK > F.j.214PP, F.214HP, F.SA1 Anywhere 31203+(+5) 2 1 Medium KD +39. Extended restock route when starting with 3 Flame Stocks.
5LK~LK~LK > F.j.214PP, *.214HP, SA1 Corner 2750{3000} 1-2(+5) 2 1 Medium KD +28. Same combo as above, but near the corner it works with fewer stocks.
5LK~LK~LK > F.j.214PP, *.214PP, *.SA1 Anywhere 3050{3100~3220} 1-3+(+5) 4 1 Medium KD +33 with 1-2 stocks, or +43 with 3 stocks.
A more expensive 1 stock restock route.
5LK~LK~LK > F.j.214PP, *.214PP, *.236LK, *.SA1 Corner 3170{3220~3350} 1-4+(+5) 4 1 Medium KD +27 with 1-2 stocks, +28 with 3 stocks, or +39 with 4 stocks.
Corner extended version of the previous combo.
5LK~LK~LK > F.j.214PP, F.236KK, dl.j.MP > F.623MK, *.SA1 Corner 3400{3490} 3-4+(+5) 4 1 Hard KD +26 with 3 stocks, or +37 with 4 stocks.
A more damaging corner stock dump into SA1.
5LK~LK~LK > F.j.214PP, F.214PP, F.236KK, dl.j.MP > F.623MK, *.SA1 Corner 3680{3770} 4-5(+5) 6 1 Hard KD +26 with 4 stocks, or +37 with 5 stocks.
An even bigger drive and stock dump into SA1.
5LK~LK~LK > F.j.214PP, 214HP,
... 623HK / SA2 / (236LK > SA3)
Anywhere 2510
3270
4390(4640)
1 2 0 / 2 / 3 Medium Basic juggle route when no stocks remain after dive.
Knockdown advantage per combo ender:
623HK +30 / SA2 +35
5LK~LK~LK > F.j.214PP, F.214MP,
... *.623HK / F.SA1 / *.SA2 / (*.236LK > SA3)
Anywhere 2660{2690}
2990
3420{3500}
4540(4790){+30}
2-3+ 2 0-3 Medium With 2 stocks it's more efficient to use F.214MP over F.214HP
Knockdown advantage per combo ender:
623HK +30 / SA2 +35
F.623HK +33 / F.623MK +34 / F.SA1 +39 / F.SA2 +38
5LK~LK~LK > F.j.214PP, *.214PP, j.MP > *.j.214P Corner 2790{2840~2870} 1-3+ 4   Hard KD +31. 4 drive combo that leaves the opponent close enough for dash up pressure.
5LK~LK~LK > F.j.214PP, F.214PP, j.MP > F.j.214PP,
... (*.214LP > SA3) / F.623HK / *.623KK / *.SA1 / SA2
Anywhere 3090{3190}
3250{3270}
3530{3620}
4050
5090(5340){+20}
3-4+ 6 0-3 Hard Drive dump combo with a variety of ways to end. j.MP builds drive to avoid burning out when starting from max drive.
214LP only combos mid-screen and must be skipped in the corner.
Knockdown advantage per combo ender:
214LP +36 / 623KK +21 / SA1 +29 / SA2 +37
F.623HK +35 / F.623KK +30 / F.SA1 +40 / F.SA2 +41
5LK~LK~LK > F.j.214PP, F.SA2,
... 623HK / 623KK / SA1
Anywhere 3610{3640}
3730{3760}
3850{3940}
2 2 / 4 2-3 Medium F.SA2 is a special case with follow-up combo options.
Knockdown advantage per combo ender:
623HK +30 / 623KK +20 / SA1 +28
5LK~LK~LK > F.j.214PP, F.214HP/PP, F.SA2,
... *.623MK / *.623KK / *.SA1
Anywhere 3620{3640}
3720{3740}
4000{4090}
3-4+ 2 / 4 / 6 2-3 Medium 214PP into delayed SA2 adds 100 damage for 2 drive, and adds extra frame advantage which allows 623HK to link if timed well.
Knockdown advantage per combo ender:
623MK +30 / 623KK +19 / SA1 +26
F.623MK +33 / F.623KK +28 / F.SA1 +37
5LK~LK~LK > F.j.214PP, F.214PP, F.236LK, F.SA2,
... F.623MK / *.623KK / *.SA1
Corner 3980
4020{4030}
4460{4550}
4-5 2 / 4 2-3 Medium Corner extension when there's stocks to spare.
Knockdown advantage per combo ender:
623MK +30 / 623KK +19 / SA1 +26
F.623MK +33 / F.623KK +28 / F.SA1 +37
5LK~LK~LK > F.j.214PP, F.214PP, j.MP > F.j.214PP, F.SA2,
... F.623HK / *.623KK / *.SA1
Anywhere 4260
4290{4300}
4730{4820}
4-5 6 / 8 2-3 Hard Full stage carry.
Knockdown advantage per combo ender:
623KK +20 / SA1 +27
F.623HK +33 / F.623MK +34 / F.623KK +29 / F.SA1 +38

Medium/Heavy Confirm Combos

  • M/5HP means in addition to 5HP, a combo can be started from any cancelable medium attack: 5MP, 2MP or 2MK.
Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
4HK~HK Anywhere 20000 Easy Single-hit confirmable.
4HK~HK, 623MK/623KK/SA1 Corner 2660
2960
3200
0 0
2
0
0
0
1
Easy Knockdown advantage per combo ender: 623MK +30 / 623KK +19 / SA1 +27
M/5HP > 236P/PP Anywhere 13000 0/2 Easy Safe on block if spaced so doesn't need to be hit-confirmed, but doesn't knock down and is vulnerable to Drive Impact before the normal move.
Use 236LP to get the best frame advantage, or 236HP when further away to keep it gapless on block. Or forget all that and just toss 236PP to try to get something started.
M/5HP > 623HK/236HK/SA1/SA2/SA3 Anywhere 1800/2000
2800
3600
4800(5300)
0 0
1
2
3
Medium Single-hit confirming 5HP into an unsafe special. The combo is easy but confirming it is not.
Use 236HK for corner carry or 623HK for damage.
Useful in situations where the hit has already confirmed such as after a jump attack or Drive Rush, particularly to go into SA1.
M/5HP > 214HP, 236LK > (SA3) Anywhere
Standing
2160
4160(4410)
0 0
3
Medium More difficult to confirm due to only connecting against standing opponents.
More practical as a combo ender after already confirming the opponent to be standing.
+30 knockdown after 236LK.
M/5HP > 214HP, 623HK Anywhere
Standing
24400 Medium Better damage than 236LK, but less corner carry makes this better suited for the corner.
+30 knockdown.
M/5HP > 214PP, SA1 Anywhere 34000(+5) 2 1 Medium One of the simplest ways to combo into SA1 mid-screen.
M/5HP > 214PP, DR~5LP > 236LK, SA1 Corner 34920(+5) 3 1 Medium Corner carry into SA1.
M/5HP > 214PP, 236KK, j.MP, SA1 Corner 38000(+5) 4 1 Medium A slightly more expensive way to get slightly more corner carry into SA1.
M/5HP > 214PP, 236KK, dl.j.MP, 6~SA1 Anywhere 38000(+5) 4 1 Very Hard Using manual delays and a micro-walk to make the previous combo work mid-screen.
2MP, 2LP > (Light Combo) Anywhere 1540+  Medium Must be close to the opponent. Typically confirms into 236LK or Drive Rush.
Goes well with throw setups due to preventing jump and backdash at the same advantage.
2HP, 5LP/2LP > (Light Combo) Anywhere 1900+  Medium Typically confirms into 5LP > 214MP or 5LP > 236KK.
M/5HP > DRC~4HK/2MP, (Drive Rush Combo) Anywhere 0 3 Medium DR~4HK forces stand and links back into 2MP.
DR~2MP links into 5HP for slightly different combo options.
5MP/2MP/5HP > DRC~5HP, (Drive Rush Combo) Anywhere 0 3 Medium Typically used to initiate OD Fan combos.
2MP/5HP > DRC~5HK/2HP, (Drive Rush Combo) Anywhere 0 3 Medium DR~5HK links into 2MP, dealing more damage than 4HK in cases where the opponent doesn't need to be forced to stand up for 214HP.
DR~2HP links into 4HK~HK which is sometimes better in the corner.
CH 2MP/5MK, 2MP/2MK > (Medium Combo) Anywhere 2120+  Medium A fairly straightforward counter-hit confirm into one of the other combos listed above.
CH 2HP, 2MP > (Medium Combo) Anywhere 2360+  Medium Not something to particularly aim for since 2HP is a little slow for counter-hit fishing, but something to be aware of just in case it happens.
CH 5HK, 2LP > (Light Combo) Anywhere 1880+  Medium Another slow counter-hit confirm to be aware of just in case it happens. Must be close to the opponent, typically confirming directly into 236LK or Drive Rush.
Meaty 2MP/4HK, 2MP > (Medium Combo) Anywhere 2000+  Hard 2MP after a +6-8 setup, or 4HK after +10-11 setup, the latter also being advantageous on block.
It's practical to manually time Meaty 2MP, recovering with a 2LP confirm if mistimed too late.
The second 2MP combos into one of the other combos listed above.
Meaty 6MP, 5LK/5LP/2LP > (Light Combo) Anywhere 2170+  Hard Meaty after a +21 setup, or more commonly +34 to +36 using a whiffed light attack to frame kill.
Typically confirms into 5LK~LK~LK, but LP routes have better reach and are sometimes better for routing into SA3 or mid-screen SA1.

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
4HK~HK, F.623MK/F.623KK/F.SA1 Corner 2720
3020
3380
1+ 0
2
0
0
0
1
Easy The same as flameless but with higher damage and advantage.
Knockdown advantage per combo ender: F.623MK +33 / F.623KK +28 / F.SA1 +37
M/5HP > F.236P/PP Anywhere 14001+ 0 / 2 Easy Safe on block and gaining advantage when spaced, with the OD version in particular being +1 even when point-blank.
Also safe against Drive Impact. If the OD version breaks DI it leads to a +5 counter-hit combo using any light attack.
M/5HP > F.214MP, (*.623KK/F.SA1) Anywhere 1900
3020{3090}
3510
1-2 0 / 2 0-1 Medium Knockdown advantage per combo ender: F.214MP +42 / 623KK +19 / F.623KK +28 / F.SA1 +37
Safe jump setup when cut short. The follow-ups only work when fairly close to the opponent.
M/5HP > F.214HP, 236LK Anywhere
Standing
23401 Medium KD +35. In the corner this sets up frame-kill 5LK into meaty 6MP overhead.
M/5HP > F.214HP, 623HK/214MP/236LK Anywhere
Standing
2660/2500/23401 Medium Basic options when flame runs out after the launch.
Knockdown advantage per combo ender: 623HK +32 / 214MP +38 / 236LK +35
Use 623HK for damage, 214MP for advantage, 236LK for corner carry with the option of frame-kill 5LK into meaty 6MP overhead.
M/5HP > F.214HP, F.214MP, (F.623HK) Anywhere
Standing
2580{3360} 2-3+ Medium KD +42 / +39. Setting up mid-screen pressure with 2 or 3 stocks.
F.214MP sets up a 5f safe jump, and F.623HK sets up double dash into +3.
M/5HP > F.214HP, F.236LK, *.623LK Corner
Standing
3050{3120} 2-3+ Medium KD +29 with 2 stocks, or +32 with 3 stocks.
More useful with 2 stocks as there are better 3 stock routes.
M/5HP > F.214HP, *.214LP > SA3 Anywhere
Standing
4340(4590){+80} 1-2+ 3 Medium 214LP consistently juggles into SA3 with or without flame, whereas other specials can be a bit finicky.

Punish Counter Combos

4f-5f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 5LP, 5HP > (Heavy Combo) Anywhere 2160+0 Medium Generally the best option if in range for 5LP.
PC 2LP, 2MK > (Medium Combo) Anywhere 1920+0 Medium Slightly more reach than 5LP.
Can use 5MP instead of 2MK for a tiny bit more damage when slightly closer.
PC 2LP, 236MK/214MP (> SA3) Anywhere 1160
3560(3860)
0 Medium For when to far to link 2MK.
Unsafe on block so only do it when the punish is guaranteed.
236MK deals slightly less damage but has more corner carry.
PC 2LP, 214HP > (Combo Ender) Anywhere
Standing
1720+0 Medium Leads to better combos but does not work against crouching opponents.
PC 2LP, 236KK, j.MP > (Combo Ender) Anywhere 1960+0 2 Medium
PC 2LP, DRC~4HK > (Drive Rush Combo) Anywhere 2074+0 3 Medium Works at a significantly longer distance than other options.

6f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 2MP, 5HP/4HK > (Heavy Combo) Anywhere 2880+  Medium Standard punish for a blocked Drive Reversal.
4HK has less reach but sometimes leads to better damage in the corner.

7f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 2MK > (Medium Combo) Anywhere 1960+  Less potent than 2MP but has more reach. Combo by canceling into a Special Move or Drive Rush.
Combos into mostly the same things as a regular hitting 2MP, with the exception that it does not combo into DRC~5HK.

8f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 4HK, 2MP/2MK > (Medium Combo) Anywhere 2920+  Forces stand on hit.
2MP leads to better combo options but 2MK has more reach.

9f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 5MK, 5HP > (Heavy Combo) Corner 3000+  Medium A good meterless punish even for things much worse than -9.
Needs to be slightly closer than 2MP does for the combo to work.
PC 5HP > 236[PP], 5HP > (Heavy Combo) Anywhere 3360+0 2 Medium Cashout combo starter.
PC 5HP > F.236[PP], j.HK, 5HP > (Heavy Combo) Anywhere 4340+1 2 Medium Cashout combo starter when Flame Stocks are available.
PC 5HP > 236[PP],
5HP > DRC~5HK, 2MP > DRC~5HK,
2MP > 214HP, 236LK > SA3
Anywhere 5883(6133)0 7 3 Hard Full cashout combo.
PC 5HP > F.236[PP],
j.HK, 5HP > DRC~5HK, 2MP > DRC~5HK,
2MP > *.214HP, (F.236MP), *.236LK > SA3
Anywhere 6227(6477)1-3 7 3 Hard Full cashout combo with Flame Stocks.
F.236MP only works if the opponent gets carried to the corner before the end.
PC 5HP > F.236[PP],
Walk DR~5HP > F.236[PP],
Walk DR~5HP > F.236[PP],
j.HK, 5HP > *.214HP, (F.236MP), *.236LK > SA3
Anywhere 5990(6240)3-5 8 3 Very Hard Full cashout combo that builds an entire SA Bar midscreen.
At least one forward walk is needed to build enough Drive to avoid burning out.
Drive Rush late to avoid pushing the opponent away from the fans.
F.236MP only works if the opponent gets carried to the corner before the end.
PC 5HP > F.236[PP],
j.HK, 5HP > DRC~5HP > F.236[PP],
j.HK, 5HP > F.214HP, (F.236MP), *.236LK > SA3
Corner 6307(6557)4-5 7 3 Hard Full cashout combo that builds an entire SA Bar.
Works midscreen if F.236MP is skipped but no longer builds a full SA Bar.

10f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 2HP, 4HK~HK, (623MK/SA1) Anywhere
(Corner)
2720
3270/(3720)
0 0 0
0(1)
Medium Strong meterless punish starter; link only works if both hits of 2HP connect.
Corner is required for 623MK/SA1 juggle ender.
Works well after a shimmy, and can punish some closer-range sweeps where 5HP > 214HP would whiff.

26f / Crumple DI

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
Drive Impact, Dash x2, 5HP > 214PP, 236HK Anywhere 2900- 3 - [3] Medium Great corner carry and oki from a crumple. Drive regeneration resumes quickly, making the meter cost less impactful. Strict timing on the 5HP after dashing twice; dashes are not required, but are useful for timing and for extra corner carry.

Links & Chains

A non-comprehensive list of important links and chains Mai has access to.

Combo Notes
5LP Sample Text
2LK Sample Text
2LP, Sample Text
5MK Sample Text
2MK Sample Text

Combo Notes
CH 2LP/5LP, Sample Text
CH 5MP Sample Text
CH 2MP Sample Text
CH 5MK Sample Text
CH 2MK Sample Text
CH 5HP Sample Text
PC 5HP Sample Text
PC 5HK Sample Text

Combo Notes
DR 5LP Sample Text
DR 2LK Sample Text
DR 5MP Sample Text
DR 2MP Sample Text
DR 5HP Sample Text


Combo Theory

Picking an Ender


Generic combo ender.











Drive Rush Combos

Mai can extend her combos after a cancelable normal move with a Drive Rush Cancel. This can be a good option when trying to carry the opponent to the corner for better mixups, finishing off an opponent at low health, or when trying to route a combo into SA1 in order to replenish Flame Stocks.

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
(LP/M/5HP >) DR~5LP, 5HP > (Heavy Combo) Anywhere 25750 3/1 Medium Basic drive rush extension from any cancelable normal move except for 5LK.
(LP/M/5HP >) DR~LP, 4HK~HK > 623MK/KK/SA1 Corner 2681
2851
2987
0 3/1
5/3
3/1
0
0
1
Medium Alternative basic route for better damage in the corner.
(LP/M/5HP >) DR~L ~ LP, 5LK~LK~LK > j.214P Anywhere 25750 3/1 Medium +42 knockdown for a 5f safe jump setup.
(LP/M/5HP >) DR~2LK, 2MP > (Medium Combo) Anywhere 23450 3/1 Medium Low hit attack to catch the opponent standing up.
2MP combos on hit and frame-traps on block.
(M/5HP >) DR~2MP, 5HP > (Heavy Combo) Anywhere 28300 3/1 Medium Consistent way to loop back into a BnB from any Medium hit.
(MP/5HP >) DR~5MK, 5HP > (Heavy Combo) Anywhere 29150 3/1 Medium Slightly more damage but doesn't work from 2MK.
5MK is worse than 2MP on block.
(M/5HP >) DR~4HK, 2MP > (Medium Combo) Anywhere 28640 3/1 Medium Forces the opponent to stand up for a 214HP combo ender.
4HK is more vulnerable to Drive Impact and Drive Reversal than 2MP.
(M/5HP >) DR~4HK, 5LK~LK~LK > j.214P Anywhere 25950 3/1 Medium +42 knockdown for a 5f safe jump setup.
(MP/5HP >) DR~5HP > 236[PP], 5HP > (Heavy Combo) Anywhere 31760 5/3 Medium Using 236[PP] instead of a second Drive Rush to avoid burning out.
(2MP/5HP >) DR~5HK, 2MP > (Medium Combo) Anywhere 29490 3/1 Medium Using 5HK instead of 4HK deals more damage than 4HK in cases where the opponent doesn't need to be forced to stand up for 214HP.
(2MP/5HP >) DR~2HP, 4HK~HK > 623MK/KK/SA1 Corner 3106
3276
3412
0 3/1
5/3
3/1
0
0
1
Medium
DR~6MP, 2MP > (Medium Combo) Anywhere 21600 1 Medium Overhead into BnB combo.
DR~6MP, 5LK~LK~LK > j.214P Anywhere 21700 1 Medium Overhead into +42 knockdown for a 5f safe jump setup.



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry