Combo | Position | Damage | Flame 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. |
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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. |
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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. |
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(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. |
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(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 |
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(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. |
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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. |
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L ~ L ~ LP > DRC~5LP, (Drive Rush Combo) | Anywhere | 1647+ | 3+ | Medium | Links into any of 5HP, 4HK or 2MP. |
< Street Fighter 6 | Mai
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 | |
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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 | Damage | Flame 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 | 1530 | 1+ | 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 | 1290 | 1+ | 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 | 2390 | 1(+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 | 2510 | 2+(+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 | 2710 | 1 | 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 | 3190 | 1 | 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 | 2330 | 2+(+5) | 1 | Medium | KD +37. Driveless restock combo. | ||
L ~ L ~ 5LP > F.214MP, SA1 | Corner | 2210 | 1(+5) | 1 | Medium | KD +26. Near the corner the previous combo only needs 1 Flame Stock. | ||
L ~ L ~ LP > F.SA1 | Anywhere | 2130 | 1+(+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 | 2550 | 1+ | 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. |
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L ~ L ~ LP > DRC~5LP, (Drive Rush Combo) | Anywhere | 1647+ | 3+ | Medium | Links into any of 5HP, 4HK or 2MP. |
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
5LK~LK~LK > F.j.214P | Anywhere | 1630 | 1+ | 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. |
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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 | 3120 | 3+(+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. |
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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. |
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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. |
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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 |
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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 | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
4HK~HK | Anywhere | 2000 | 0 | 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 | 1300 | 0 | 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. |
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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 |
2440 | 0 | Medium | Better damage than 236LK, but less corner carry makes this better suited for the corner. +30 knockdown. |
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M/5HP > 214PP, SA1 | Anywhere | 3400 | 0(+5) | 2 | 1 | Medium | One of the simplest ways to combo into SA1 mid-screen. | |
M/5HP > 214PP, DR~5LP > 236LK, SA1 | Corner | 3492 | 0(+5) | 3 | 1 | Medium | Corner carry into SA1. | |
M/5HP > 214PP, 236KK, j.MP, SA1 | Corner | 3800 | 0(+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 | 3800 | 0(+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. |
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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 | 1480+ | 0 | 3 | Medium | DR~4HK forces stand and links back into 2MP. DR~2MP links into 5HP for slightly different combo options. |
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MP/5HP > DRC~5HP, (Drive Rush Combo) | Anywhere | 1480+ | 0 | 3 | Medium | Typically used to initiate OD Fan combos. | ||
2MP/5HP > DRC~5HK/2HP, (Drive Rush Combo) | Anywhere | 1565+ | 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 | Damage | Flame 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 | 1400 | 1+ | 0 / 2 | 0 | 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 |
2340 | 1 | 0 | 0 | Medium | KD +35. In the corner this sets up frame-kill 5LK into meaty 6MP overhead. | |
M/5HP > F.214HP, ... 623HK 236LK 214MP, (corner 623LK) |
Anywhere Standing |
2660 2340 2500(3130) | 1 | 0 | 0 | Medium | Basic options when Flame runs out after the initial launch. 623HK: KD +32, use for midscreen damage. 236LK: KD +35, use for corner carry. Optional 5LK frame-kill into meaty 6MP overhead. 214MP: KD +38 (KD +29 with 623LK juggle), use for advantage or corner damage. |
|
M/5HP > F.214HP, F.214MP, (F.623HK) | Anywhere Standing |
2580{3360} | 2-3+ | 0 | 0 | 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+ | 0 | 0 | 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+ | 0 | 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 | Damage | Flame 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. |
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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. |
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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 | Damage | Flame 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 | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 2MK > (Medium Combo) | Anywhere | 1960+ | Medium | Less potent than 2MP but has more reach. Combo by canceling into a Special Move or Drive Rush Cancel. As a punish, a DRC can combo into 5MK, 5HP, or 2HP for enhanced damage. Cannot combo into DRC~5HK. |
8f
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 4HK, 2MP/2MK > (Medium Combo) | Anywhere | 2920+ | Medium | Forces stand, but this has very limited punish application outside of point blank sweeps. When punishing most moves, 2MP is more reliable with its greater range and link to 5HP. Whiff punishing with 4HK almost always leaves Mai too far for a link. |
9f
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 5MK, 5HP > (Heavy Combo) | Anywhere | 3000+ | 0 | 0 | 0 | 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 | 0 | Medium | Cashout combo starter. | |
PC 5HP > F.236[PP], j.HK, 5HP > (Heavy Combo) | Anywhere | 4340+ | 1 | 2 | 0 | 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 | Damage | Flame 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. |
14f
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 5HK, Dash, 2LP > 236HK | Anywhere | 2020 | 0 | 0 | 0 | Medium | Consistent route from max range or whiff punish scenarios. | |
PC 5HK, Dash, 5LK~LK~LK > j.214P | Anywhere | 2400 | 0 | 0 | 0 | Medium | Requires closer positioning than the Dash + 2LP extension. Deals more meterless damage with slightly less corner carry. Dive can whiff at very specific spacing. |
|
PC 5HK, Dash, 2LP > 236LK, 623HK/SA1 | Corner | 2600(3080) | 0 | 0 | 0(1) | Medium | Improved version when 236LK reaches the corner. |
26f / Crumple DI
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
Drive Impact, Dash x2, 5HP > 214PP, 236HK | Anywhere | 2900 | - | 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. | |
Drive Impact, Neutral Jump j.HP/j.HK, 236LK, SA1 | Near Corner | 3360 | - | 1 | 1 | Medium | Solid damage and builds Flame Stocks if close enough to the corner. Stronger than other meterless juggle routes like 4HK~HK. By the time the opponent recovers, almost the entire Drive bar from DI is regained. |
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 | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
(LP/M/5HP >) DR~5LP, 5HP > (Heavy Combo) | Anywhere | 2575 | 0 | 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 | 2575 | 0 | 3/1 | Medium | +42 knockdown for a 5f safe jump setup. | ||
(LP/M/5HP >) DR~2LK, 2MP > (Medium Combo) | Anywhere | 2345 | 0 | 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 | 2830 | 0 | 3/1 | Medium | Consistent way to loop back into a BnB from any Medium hit. | ||
(MP/5HP >) DR~5MK, 5HP > (Heavy Combo) | Anywhere | 2915 | 0 | 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 | 2864 | 0 | 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 | 2595 | 0 | 3/1 | Medium | +42 knockdown for a 5f safe jump setup. | ||
(MP/5HP >) DR~5HP > 236[PP], 5HP > (Heavy Combo) | Anywhere | 3176 | 0 | 5/3 | Medium | Using 236[PP] instead of a second Drive Rush to avoid burning out. | ||
(2MP/5HP >) DR~5HK, 2MP > (Medium Combo) | Anywhere | 2949 | 0 | 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 | 2160 | 0 | 1 | Medium | Overhead into BnB combo. | ||
DR~6MP, 5LK~LK~LK > j.214P | Anywhere | 2170 | 0 | 1 | Medium | Overhead into +42 knockdown for a 5f safe jump setup. |