|
|
(9 intermediate revisions by 2 users not shown) |
Line 119: |
Line 119: |
| * {{clr|PC|Punish Counter}} (air): puts opponent into a {{sf6-jug|limited juggle}} state | | * {{clr|PC|Punish Counter}} (air): puts opponent into a {{sf6-jug|limited juggle}} state |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * 3f extra recovery on whiff |
| * Front leg hurtbox is raised on frames 10-16 (useful vs. low pokes) | | * 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 hurtbox 1f before active that is vulnerable to projectiles |
Line 244: |
Line 245: |
| {{AttackDataCargo-SF6/Query|mai_2hk}} | | {{AttackDataCargo-SF6/Query|mai_2hk}} |
| * {{clr|PC|Counter-hit/Punish Counter}}: HKD +48 | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +48 |
| * 1f extra recovery on block | | * 1f extra recovery on block; 3f extra recovery on whiff |
| * Does not have juggle potential like most sweeps; not a Hard Knockdown when juggled into from {{sf6-jug|free juggle}} state | | * Does not have juggle potential like most sweeps; not a Hard Knockdown when juggled into from {{sf6-jug|free juggle}} state |
| * Raised hurtbox can '''Low Crush''' against most other low pokes | | * Raised hurtbox can '''Low Crush''' against most other low pokes |
Line 260: |
Line 261: |
| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.LP<br>{{Modern_sf6}} -- | | | input = {{classic_sf6}} j.LP<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|mai_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|mai_jlp|caption=}} |
Line 293: |
Line 294: |
| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.HP<br>{{Modern_sf6}} -- | | | input = {{classic_sf6}} j.HP<br>{{Modern_sf6}} j.A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|mai_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|mai_jhp|caption=}} |
Line 309: |
Line 310: |
| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.LK<br>{{Modern_sf6}} j.L | | | input = {{classic_sf6}} j.LK<br>{{Modern_sf6}} j.A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|mai_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|mai_jlk|caption=}} |
Line 324: |
Line 325: |
| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = {{classic_sf6}} j.MK<br>{{Modern_sf6}} -- | | | input = {{classic_sf6}} j.MK<br>{{Modern_sf6}} j.A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|mai_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|mai_jmk|caption=}} |
Line 478: |
Line 479: |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After a corner side switch, Mai can only pressure with a spaced meaty normal or a {{clr|DR|Drive Rush}}. Attempting a {{clr|DR|DR~}}Throw requires strict timing to beat reversal normals, and allows the opponent to react with an invincible reversal that Mai cannot block.
| | Midscreen, Mai's oki is very limited; {{clr|DR|DR~}}{{clr|H|5HP}} can be hitconfirmed while {{clr|DR|DR~}}{{clr|M|5MK}} links to {{clr|SA|SA2}} on hit. Neither option is very powerful on block, and runs the risk of being Perfect Parried. |
|
| |
|
| {{clr|DR|DR~}}{{clr|L|2LK}} is probably Mai's strongest option for oki, as it leaves her {{sf6-adv|VP|+8 oH}} / {{sf6-adv|VP|+4 oB}}; Mai has several options afterward, including {{clr|H|4HK}} which sets up a TC corner juggle on hit, and a strong trade combo if the opponent mashes a 4f on block. {{clr|DR|DR~}}{{clr|L|2LK}} is also an auto-timed safejab setup vs. 10f or slower reversals, making it very hard to deal with for some characters. | | After a corner side switch, Mai's only meterless options are spaced-out pokes or {{clr|L|LP Ryuuenbu}}. {{clr|DR|Drive Rush}} can give better pressure, but allows the opponent to react with an {{clr|OD|OD}} reversal for a punish. The following are Mai's most common oki tools after a corner side switch: |
| | * {{clr|DR|DR~}}Throw: requires strict timing to beat 4f jabs |
| | * {{clr|DR|DR~}}{{clr|L|2LK}} ({{sf6-adv|VP|+8 oH}} / {{sf6-adv|VP|+4 oB}}): links to {{clr|H|4HK}} on hit, setting up a strong corner juggle |
| | ** Auto-timed safejab vs. 10f or slower reversals |
| | ** On block, hit {{clr|H|4HK}} anyway; single-hit confirmable and will link into itself if it trades with a 4f jab |
| | ** Only {{sf6-adv|VM|-7}} vs. wakeup Perfect Parry, potentially resulting in a weaker punish |
| | * {{clr|DR|DR~}}{{clr|H|4HK}} ({{sf6-adv|VP|+7 oH}} / {{sf6-adv|P|+3 oB}}): links to {{clr|M|2MP}} on hit and guarantees a {{clr|H|214HP}} juggle |
| | ** Hits slightly later, making it less likely to be Perfect Parried; leaves Mai in Throw range |
| | * {{clr|DR|DR~}}{{clr|M|2MP}} ({{sf6-adv|VP|+10 oH}} / {{sf6-adv|P|+2 oB}}): links to {{clr|H|5HP}} on hit |
| | ** Mai is left outside her Throw range and has generally weaker frame trap options |
| | * {{clr|L|LP Ryuuenbu}} ({{sf6-adv|VP|+7 oB}} / {{sf6-adv|E|0 oB}}): high pushback and safe, but can only link to {{clr|SA|SA2}} on hit |
| | ** Flame Stock version can juggle into {{clr|OD|623KK}} or {{clr|3|F.}}{{clr|SA|SA1}} instead |
| }} | | }} |
|
| |
|
Line 496: |
Line 508: |
| * {{clr|PC|Punish Counter}}: HKD +20 | | * {{clr|PC|Punish Counter}}: HKD +20 |
| <br> | | <br> |
| 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 {{sf6-adv|P|+2}} or {{clr|DR|Drive Rush}} for stronger pressure options. | | A great air-to-air option against close range jumps, especially attempted corner escapes. Mai can pressure with {{clr|DR|DR~}}{{clr|H|4HK}}, which just barely reaches midscreen leaving her {{sf6-adv|VP|+9}}/{{sf6-adv|VP|+5}}. On hit, this links to {{clr|H|5HP}}, while on block you can frame trap with another {{clr|H|4HK}} (or stick with {{clr|H|5HP}} for a potential trade combo). In the corner, Mai can forward dash to become {{sf6-adv|P|+2}} for simple strike/throw oki. |
| }} | | }} |
| <br> | | <br> |
Line 642: |
Line 654: |
| 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 {{clr|DR|Drive Rush}}). | | 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 {{clr|DR|Drive Rush}}). |
|
| |
|
| {{clr|OD|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 {{clr|OD|OD}} projectiles. On contact with the opponent, the {{clr|OD|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. | | {{clr|OD|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 {{clr|OD|OD}} projectiles. On contact with the opponent, the {{clr|OD|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 does not trigger proximity guard so the opponent can walk backwards to avoid it. They may also be able to avoid it with a dash or 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 {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. | | 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 {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. |
Line 738: |
Line 750: |
| 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. | | 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 {{clr|OD|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 {{clr|L|LP}} having a very short bounce and {{clr|H|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. | | Much like the regular {{clr|OD|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 {{clr|L|LP}} having a very short bounce and {{clr|H|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 does not trigger proximity guard so the opponent can walk backwards to avoid it. They may also be able to avoid it with a dash or 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. |
|
| |
|
| {{clr|OD|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. | | {{clr|OD|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 {{clr|OD|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. | | Midare Kachousen, activated by holding 6P while charging {{clr|OD|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. If one of its 2 hits is dissipated before making contact with the opponent then the lower bouncing fan does not appear. |
|
| |
|
| 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 {{clr|OD|OD}} version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen. | | 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 {{clr|OD|OD}} version, this only applies to her head/arm hurtbox on frames 28-58 and up to frame 79 if continuing with Midare Kachousen. |
Line 1,065: |
Line 1,077: |
| 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 {{clr|H|623HK}} for its extra damage. | | 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 {{clr|H|623HK}} for its extra damage. |
|
| |
|
| {{clr|OD|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 {{clr|DR|Drive Rush}} normal like {{clr|H|5HP}}. | | {{clr|OD|OD Ryuuenjin}} is Mai's primary reversal, with the usual 6-frame startup and full invincibility. On hit, she doesn't get great midscreen oki, but she can pressure with a ranged {{clr|DR|Drive Rush}} normal like {{clr|H|5HP}}. |
| }} | | }} |
| |-| | | |-| |
Line 1,096: |
Line 1,108: |
| * 2nd/3rd hits whiff on crouch block | | * 2nd/3rd hits whiff on crouch block |
| <br> | | <br> |
| 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 {{clr|OD|236KK}}, {{clr|M|j.MP}} > {{clr|OD|j.214PP}} OTG bounce. | | 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. |
|
| |
|
| {{clr|3|F.}}{{clr|M|623MK}} can pop the opponent high enough for a follow-up {{clr|SA|SA1}} to replenish stocks in certain juggle routes, such as {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} > {{clr|3|F.}}{{clr|OD|j.214PP}}, {{clr|3|F.}}{{clr|OD|236KK}}, {{clr|M|j.MP}}, {{clr|3|F.}}{{clr|M|623MK}}. | | {{clr|3|F.}}{{clr|M|623MK}} can pop the opponent high enough for a follow-up {{clr|SA|SA1}} to replenish stocks in certain juggle routes, such as {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} > {{clr|3|F.}}{{clr|OD|j.214PP}}, {{clr|3|F.}}{{clr|OD|236KK}}, {{clr|M|j.MP}}, {{clr|3|F.}}{{clr|M|623MK}}. |
Line 1,120: |
Line 1,132: |
| * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}}) | | * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}}) |
| * 7f extra landing recovery on whiff (10f when crossing behind the opponent) | | * 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
| |
| {{AttackDataCargo-SF6/Query|mai_j214pp}} | | {{AttackDataCargo-SF6/Query|mai_j214pp}} |
| * Only from Forward Jump or after {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} on hit/block; {{FKD}} state until landing | | * Only from Forward Jump or after {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} on hit/block; {{FKD}} state until landing |
Line 1,126: |
Line 1,137: |
| * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}} or late {{clr|SA|Air SA2}} cancel) | | * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}} or late {{clr|SA|Air SA2}} cancel) |
| * 7f extra landing recovery on whiff (10f when crossing behind the opponent) | | * 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) | | * '''Cancel Hitconfirm Window:''' 11f + until land (SA2) |
| ** Cancelable until 2nd to last airborne active frame (can hit too late for a cancel) | | ** Cancelable until 2nd to last airborne active frame (can hit too late for a cancel) |
Line 1,153: |
Line 1,163: |
| * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}}) | | * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}}) |
| * 7f extra landing recovery on whiff (10f when crossing behind the opponent) | | * 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
| |
| {{AttackDataCargo-SF6/Query|mai_j214pp_flame}} | | {{AttackDataCargo-SF6/Query|mai_j214pp_flame}} |
| * Only from Forward Jump or after {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} on hit/block; {{FKD}} state until landing | | * Only from Forward Jump or after {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} on hit/block; {{FKD}} state until landing |
| * Puts opponents into {{sf6-jug|limited juggle}} state (high OTG bounce if airborne) | | * Puts opponents into {{sf6-jug|limited juggle}} state (high OTG bounce if airborne) |
| * 7f extra landing recovery on whiff (10f when crossing behind the opponent) | | * 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) | | * '''Cancel Hitconfirm Window:''' 11f + until land (SA2) |
| ** Cancelable until 2nd to last airborne active frame (can hit too late for a cancel) | | ** Cancelable until 2nd to last airborne active frame (can hit too late for a cancel) |
Line 1,185: |
Line 1,193: |
| {{AttackDataCargo-SF6/Query|mai_236236p}} | | {{AttackDataCargo-SF6/Query|mai_236236p}} |
| * '''Strike/Throw Invuln:''' 1-8f; '''Upper Body Anti-Air Invuln''' 9-39f; Armor Break | | * '''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 | | * Mai builds 5 Flame Stocks on the last frame of recovery that enhance her special moves and Supers |
| * 8-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit) | | * 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) | | * KD Advantage refers to grounded hit; greater advantage vs. airborne opponents (highly variable) |
Line 1,191: |
Line 1,199: |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| <br> | | <br> |
| 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. {{clr|SA|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. {{clr|SA|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. | | 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. {{clr|SA|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. {{clr|SA|SA1}} has fast startup, making it consistent as a corner juggle ender and as a reversal unless the opponent uses a meaty projectile. |
|
| |
|
| On a successful hit, Mai's midscreen oki is fairly limited, with ranged {{clr|DR|Drive Rush}} buttons like {{clr|M|2MK}} or {{clr|H|5HP}} being her best options. Her {{clr|DR|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. | | On a successful hit, Mai's midscreen oki is fairly limited, with ranged {{clr|DR|Drive Rush}} buttons like {{clr|M|2MK}} or {{clr|H|5HP}} being her best options. Her {{clr|DR|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. |
Line 1,213: |
Line 1,221: |
| {{AttackDataCargo-SF6/Query|mai_236236p_flame}} | | {{AttackDataCargo-SF6/Query|mai_236236p_flame}} |
| * '''Strike/Throw Invuln:''' 1-6f; '''Upper Body Anti-Air Invuln''' 7-77f; Armor Break | | * '''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 | | * Mai refills up to 5 Flame Stocks on the last frame of recovery that enhance her special moves and Supers |
| * 12-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit) | | * 12-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit) |
| * Puts the opponent into a {{sf6-jug|limited juggle}} state | | * Puts the opponent into a {{sf6-jug|limited juggle}} state |
Line 1,321: |
Line 1,329: |
| ** Cinematic time regenerates ~2 Drive bars for Mai | | ** Cinematic time regenerates ~2 Drive bars for Mai |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| | * Non-cinematic version applies 50% damage scaling to next hit when beginning a combo |
| {{AttackDataCargo-SF6/Query|mai_214214p(ca)}} | | {{AttackDataCargo-SF6/Query|mai_214214p(ca)}} |
| * '''Full Invuln:''' 1-11f; Armor Break | | * '''Full Invuln:''' 1-11f; Armor Break |
Line 1,330: |
Line 1,339: |
| ** Cinematic time regenerates ~2.1 Drive bars for Mai | | ** Cinematic time regenerates ~2.1 Drive bars for Mai |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| | * Non-cinematic version applies 50% damage scaling to next hit when beginning a combo |
| <br> | | <br> |
| 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 {{clr|H|623HK}} afterward to make up for some of its lost damage. | | 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 {{clr|H|623HK}} afterward to make up for some of its lost damage. |