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| {{New Character Warning SF6}}
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| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_5lp}} | | {{AttackDataCargo-SF6/Query|mai_5lp}} |
| * | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | | A jab with less range and worse block advantage than {{clr|L|2LP}}. It has 1 extra frame of hitstun, however, giving it better combo utility. It cancels into {{clr|OD|OD Hissatsu Shinobi Bachi}} and {{clr|L|LP}}/{{clr|M|MP}} Ryuuenbu, the latter of which can often set up safely charged projectiles. {{clr|L|5LP}} can link to {{clr|M|2MK}} for a max range {{clr|PC|Counter-hit}} conversion, and importantly it links to {{clr|H|5HP}} on {{clr|PC|Punish Counter}} or from {{clr|DR|Drive Rush}} for optimal damage. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_5mp}} | | {{AttackDataCargo-SF6/Query|mai_5mp}} |
| * | | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+6}} oB |
| | * Extends a hurtbox on whiff until end of recovery |
| <br> | | <br> |
| | 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 {{clr|PC|Punish Counter}} {{clr|L|2LP}}, canceling into {{clr|M|214MP}}, {{clr|H|236HK}}, or {{clr|OD|236KK}}. |
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| | On block, a max range cancel into {{clr|L|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. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_5hp}} | | {{AttackDataCargo-SF6/Query|mai_5hp}} |
| * | | * '''Cancel Hitconfirm Window:''' 17f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+11}} oB |
| | * Slightly less pushback on {{clr|PC|Counter-hit/Punish Counter}} |
| <br> | | <br> |
| | A shoto-style {{clr|H|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 {{clr|L|LP Kachousen}} at mid-range to safely harass the opponent and maintain her preferred spacing; this is even safe to {{clr|DR|Drive Impact}} input during the blockstring gap. |
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| | After a close range {{clr|PC|Punish Counter}} {{clr|H|5HP}}, you can get a powerful cancel into {{clr|OD|Held OD Kachousen}}. This lets her link another {{clr|H|5HP}} afterward, or even land a full jump-in sequence if you have Flame Stocks. At farther ranges, a {{clr|PC|Punish Counter}} can still be useful due to its slightly reduced pushback, making {{clr|OD|214PP}} a bit more reliable in cancels. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_5lk}} | | {{AttackDataCargo-SF6/Query|mai_5lk}} |
| * | | * '''Cancel Hitconfirm Window:''' 14f (Special/TC) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|P|+2}} oH / {{sf6-adv|E|0}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | A knee with extremely short range, making it hard to use in hitconfirms or defensive situations; it can only combo naturally after a single {{clr|L|5LP}} or {{clr|L|2LP}}. Primarily used for its [[#5LK~LK~LK|Target Combo]] extension. |
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| | 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. {{clr|DR|DR~}}{{clr|M|6MP}}, {{clr|L|5LK}} or {{clr|DR|DR~}}{{clr|L|5LP}}, {{clr|L|5LP}}, {{clr|L|5LK}}). At closer ranges, the divekick hits earlier (+41) and loses to 5f anti-air specials unless you empty jump. A spaced out {{clr|L|5LK}} also makes a blocked Target Combo much safer in several matchups. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_5mk}} | | {{AttackDataCargo-SF6/Query|mai_5mk}} |
| * | | * Front leg hurtbox is raised on frames 4-17 (useful vs. low pokes) |
| <br> | | <br> |
| | A solid poke due to its range, hitbox, and pushback, though it cannot be canceled like {{clr|M|5MP}}. Gives Mai a useful whiff punish into {{clr|SA|SA2}} from very far out. |
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| | At closer ranges, you can get {{clr|PC|Counter-hit}} links like {{clr|M|2MP}} or {{clr|M|2MK}}, but you're better off pressing {{clr|M|2MP}} at this range for the same reward. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_5hk}} | | {{AttackDataCargo-SF6/Query|mai_5hk}} |
| * | | * {{clr|PC|Punish Counter}} (ground): KD +61 Crumple ({{sf6-adv|VP|+22}} before opponent falls to the ground) |
| | ** Opponent is in an airborne state for all follow-up hits |
| | * {{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...) |
| | * 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 |
| <br> | | <br> |
| | Mai's best long-range poke with great reward when used as a whiff punish. Mai can combo {{clr|H|5HP}} up close, {{clr|DR|DR~}}{{clr|H|5HP}} from farther out, or a meterless Dash + {{clr|L|2LP}} from certain ranges. |
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| | {{clr|H|5HK}} is useful for covering the range between {{clr|H|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. |
| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_2lp}} | | {{AttackDataCargo-SF6/Query|mai_2lp}} |
| * | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-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 |
| <br> | | <br> |
| | | {{clr|L|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 {{clr|L|5LP}}, only comboing into {{clr|L|236LK}} or 623K naturally. It has great frame data on block, allowing {{clr|DR|DR~}}{{clr|L|2LP}} to frame trap into {{clr|M|2MP}}, setting up an easy follow-up confirm. As a punish tool, {{clr|L|2LP}} links into {{clr|M|5MP}} at max range into your preferred special cancel. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_2mp}} | | {{AttackDataCargo-SF6/Query|mai_2mp}} |
| * | | * 2f extra recovery on whiff |
| | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+6}} oB |
| <br> | | <br> |
| | 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 {{clr|M|2MK}} on {{clr|PC|Counter-hit}}, which is especially important after a {{clr|DR|DR~}}{{clr|L|2LP}}, {{clr|M|2MP}} pressure starter. After a {{clr|DR|Drive Rush}} or {{clr|PC|Punish Counter}} {{clr|M|2MP}}, Mai can link {{clr|H|5HP}} for optimal damage (though the {{clr|H|5HP}} may not reach in some whiff punish scenarios). |
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| | With 4 active frames, {{clr|M|2MP}} can be up to {{sf6-adv|VP|+8 oH}} / {{sf6-adv|E|0 oB}} as a meaty. While this doesn't grant real pressure on block, a well-timed meaty {{clr|DR|DR~}}{{clr|M|2MP}} leaves Mai up to {{sf6-adv|VP|+4 oB}}, leading to a {{clr|PC|CH}} {{clr|M|2MP}} or a {{clr|H|4HK}}, {{clr|H|5HP}} trade combo; the easiest setup for this comes after a cinematic {{clr|SA|SA3}} (but not {{clr|SA|Critical Art}}). |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_2hp}} | | {{AttackDataCargo-SF6/Query|mai_2hp}} |
| * | | * 2 hits; first hit pulls opponent inward on hit/block |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage carries through both hits |
| <br> | | <br> |
| | A strange 2-hit normal, primarily used out of {{clr|DR|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 {{clr|DR|Drive Rush}}, Mai is left at {{sf6-adv|P|+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 {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} Target Combo. On hit, you have time to confirm whether the opponent is standing or crouching; the usual {{clr|M|2MP}} > {{clr|H|214HP}} route links on standing, and a simple {{clr|H|4HK}}~{{clr|H|HK}} Target Combo is nearly as strong against crouchers. |
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| | Besides {{clr|DR|Drive Rush}}, this button can also help Mai close the gap in Burnout blockstrings. She doesn't have a way to freely loop {{clr|H|2HP}} into itself, but it's a good way to steal an extra turn on block while converting into a simple {{clr|L|2LP}} on regular hits. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_2lk}} | | {{AttackDataCargo-SF6/Query|mai_2lk}} |
| * | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | | A fast low chain starter that can convert to a {{clr|L|236LK}} knockdown except at max range. It works in any 3-light chain with {{clr|L|5LP}} or {{clr|L|2LP}}, as either the first or second button. When used out of {{clr|DR|Drive Rush}}, it links to {{clr|M|2MP}} while setting up a potential trade combo if the opponent mashes a 4f light on block. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_2mk}} | | {{AttackDataCargo-SF6/Query|mai_2mk}} |
| * | | * '''Cancel Hitconfirm Window:''' 13f |
| | ** {{clr|DR|DR}} cancel is delayed until after active frames |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|VP|+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 |
| <br> | | <br> |
| | An average range {{clr|M|2MK}} with fast startup. Important in neutral to stop opponents from walking out of Mai's pressure. Also useful as her most reliable {{clr|PC|Counter-hit}} link out of {{clr|L|5LP}}. As a defensive tool, a 7-frame {{clr|M|2MK}} is great as a callout against shimmies, and works well in common "fake" blockstrings like a {{sf6-adv|M|-2}} jab into a 6-frame {{clr|M|MP}}. |
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| | Canceling {{clr|M|2MK}} into {{clr|DR|Drive Rush}}, as with many characters, is a great way to begin her offense. On block, you can form a true blockstring into {{clr|L|2LP}} for solid pressure while avoiding {{clr|OD|OD reversals}}. On hit, you can instead link to {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|H|214HP}} as a hitconfirm that conveniently forces stand if necessary. |
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| | On block, a max range cancel into {{clr|L|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. |
| }} | | }} |
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| | input = {{classic_sf6}} 2HK<br>{{Modern_sf6}} 3H | | | input = {{classic_sf6}} 2HK<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|mai_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|mai_2hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_2hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_2hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_2hk}} | | {{AttackDataCargo-SF6/Query|mai_2hk}} |
| * | | * {{clr|PC|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 {{sf6-jug|free juggle}} state |
| | * Raised hurtbox can '''Low Crush''' against most other low pokes |
| | * Extends a hurtbox on whiff until end of recovery |
| <br> | | <br> |
| | 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. |
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| | Mai has enough knockdown advantage to safely throw a Held Kachousen on the opponent's wakeup, similar to {{clr|M|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 {{clr|PC|Counter-hit/Punish Counter}}, this should only be done from farther ranges, and only into {{clr|L|Held LP Kachousen}} if you want the fan to connect; if you expect a wakeup Parry, you can throw a risky {{clr|H|HP}} fan instead and walk up for a Throw punish. |
| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_jlp}} | | {{AttackDataCargo-SF6/Query|mai_jlp}} |
| * | | * Fastest air-to-air option |
| <br>
| | * Good horizontal hitbox priority |
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| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_jmp}} | | {{AttackDataCargo-SF6/Query|mai_jmp}} |
| * | | * Strong air-to-air hitbox |
| <br>
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | | * Useful after {{clr|OD|236KK}} launch, canceled into j.214P or {{clr|SA|Air SA2}} |
| }} | | }} |
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| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_jhp|caption=Active Frame 1}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_jhp|caption=Active Frame 1}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_jhp|2|caption=Active Frame 2}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_jhp|2|caption=Active Frame 2}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_jhp|3|caption=Active Frame 3~5}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_jhp|3|caption=Active Frame 3~5<br>'' Welcome back, Season 1 Luke j.HP ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_jhp}} | | {{AttackDataCargo-SF6/Query|mai_jhp}} |
| * | | * Good downward-reaching hitbox for vertical approaches |
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| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_jlk}} | | {{AttackDataCargo-SF6/Query|mai_jlk}} |
| * | | * Can hit cross-up |
| <br>
| | * Can be used as a fuzzy instant overhead (except vs. Blanka) |
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| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_jmk}} | | {{AttackDataCargo-SF6/Query|mai_jmk}} |
| * | | * Can hit cross-up |
| <br>
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| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_jhk}} | | {{AttackDataCargo-SF6/Query|mai_jhk}} |
| * | | * Longest horizontal range of Mai's jump-in attacks |
| <br>
| | * Shifts Mai's hurtbox upward during startup |
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| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_6mp}} | | {{AttackDataCargo-SF6/Query|mai_6mp}} |
| * | | * Spike knockdown vs. airborne opponents |
| <br> | | <br> |
| | A fast overhead that can combo out of {{clr|DR|Drive Rush}} or with perfect meaty timing. Has great mix-up applications when pressuring with a fully held Kachousen. |
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| | To get perfect meaty timing, you need to be {{sf6-adv|VP|+21}} at the moment you input {{clr|M|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 {{sf6-adv|VP|+35}} ({{clr|M|214MP}}, {{clr|L|Flame 214LP}} or {{clr|PC|CH/PC}} {{clr|L|214LP}}), you can whiff {{clr|L|5LK}} into immediate {{clr|M|6MP}}, then link into 4f light normals. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hoshi Kujaku 1 | | | title = Hoshi Kujaku 1 |
| | subtitle = | | | subtitle = Handstand Kick |
| | input = {{classic_sf6}} 4HK<br>{{Modern_sf6}} 4H | | | input = {{classic_sf6}} 4HK<br>{{Modern_sf6}} 4H |
| | images = | | | images = |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_4hk}} | | {{AttackDataCargo-SF6/Query|mai_4hk}} |
| * | | * '''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 {{clr|H|4HK}}~{{clr|H|HK}} even at max delay |
| <br> | | <br> |
| | 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. |
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| | Important as a combo tool as it enables {{clr|H|HP Ryuuenbu}} extensions on crouching opponents, and gives Mai a {{clr|M|623MK}} or {{clr|SA|SA1}} corner juggle. With 5 active frames, it's also a great meaty option, becoming up to {{sf6-adv|VP|+7 oH}} / {{sf6-adv|P|+3 oB}}. Even without meaty timing, the hitconfirm timing into the {{clr|H|4HK}}~{{clr|H|HK}} Target Combo is extremely lenient. |
| }} | | }} |
| <br> | | <br> |
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| == Target Combos == | | == Target Combos == |
| =====<font style="visibility:hidden; float:right">5LK~LK</font>===== | | =====<font style="visibility:hidden; float:right">5LK~LK~LK</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hien Ren Kyaku | | | title = Hien Ren Kyaku |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_5lk_lk}} | | {{AttackDataCargo-SF6/Query|mai_5lk_lk}} |
| * | | * '''Cancel Hitconfirm Window:''' 31f (TC); always a true blockstring into {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} |
| | * () refers to scaled damage from {{clr|L|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 {{clr|L|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. |
| {{AttackDataCargo-SF6/Query|mai_5lk_lk_lk}} | | {{AttackDataCargo-SF6/Query|mai_5lk_lk_lk}} |
| * | | * '''Airborne''' 10-35f ({{FKD}} state) |
| <br>
| | * '''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 {{clr|L|5LK}} combo starter |
| | Mai bounces far away on hit or block, with the option to cancel into j.214P or {{clr|SA|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 {{clr|L|5LP}} or {{clr|DR|DR~}}{{clr|M|6MP}}, the j.214P divekick will leave Mai at KD +42 for a safe jump setup. |
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| | 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. {{clr|H|2HP}} and Guile {{clr|H|[2]8HK}} can punish a point blank TC without {{clr|SA|Super}} meter (see [[Street_Fighter_6/Mai/Matchups|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. |
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| | 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 {{clr|DR|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. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_4hk_hk}} | | {{AttackDataCargo-SF6/Query|mai_4hk_hk}} |
| * | | * On hit, Mai performs a second kick that is '''fully invincible''' immediately after the first kick connects |
| | * Always a true blockstring from {{clr|H|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) |
| <br> | | <br> |
| | | An easy hitconfirm extension from {{clr|H|4HK}}, but very unsafe if input on block. After {{clr|DR|DR~}}{{clr|H|2HP}}, this TC is the best overall meterless extension against crouchers. Leads to juggles in the corner, most notably {{clr|SA|SA1}} and {{clr|M|623MK}}. In a higher juggle scenario, it's possible to land {{clr|H|623HK}} or {{clr|SA|SA2}} instead. |
| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_lplk}} | | {{AttackDataCargo-SF6/Query|mai_lplk}} |
| * Punish Counter: HKD +? | | * {{clr|PC|Punish Counter}}: HKD +21 |
| * 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> |
| | Mai has access to a corner throw loop after a forward dash ({{sf6-adv|P|+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 {{clr|DR|DR~}}{{clr|H|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. |
| }} | | }} |
|
| |
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| {{AttackDataCargo-SF6/Query|mai_4lplk}} | | {{AttackDataCargo-SF6/Query|mai_4lplk}} |
| * Side switches | | * Side switches |
| * Punish Counter: HKD +? | | * {{clr|PC|Punish Counter}}: HKD +17 |
| * 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> |
| | 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. |
|
| |
|
| | 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 |
| }} | | }} |
|
| |
|
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_jlplk}} | | {{AttackDataCargo-SF6/Query|mai_jlplk}} |
| * | | * {{clr|PC|Punish Counter}}: HKD +20 |
| <br> | | <br> |
| | | 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> |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|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.<br>{{clr|OD|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | 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.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|5HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|H|5HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Kachousen | | | title = Kachousen |
| | subtitle = | | | subtitle = Fan/Fireball |
| | input = {{classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S (H) | | | input = {{classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|mai_236lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|mai_236lp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_236pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236pp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236pp|2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_236p_hold|2|caption=Fan Bounce Hitbox}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_236lp}} | | {{AttackDataCargo-SF6/Query|mai_236lp}} |
| * | | * Slow 1-hit lowest-priority projectile; '''Projectile Speed:''' 0.04 |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| {{AttackDataCargo-SF6/Query|mai_236mp}} | | {{AttackDataCargo-SF6/Query|mai_236mp}} |
| * | | * Medium-speed 1-hit lowest-priority projectile; '''Projectile Speed:''' 0.05 |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| {{AttackDataCargo-SF6/Query|mai_236hp}} | | {{AttackDataCargo-SF6/Query|mai_236hp}} |
| * | | * Fast 1-hit lowest-priority projectile; '''Projectile Speed:''' 0.07 |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| {{AttackDataCargo-SF6/Query|mai_236pp}} | | {{AttackDataCargo-SF6/Query|mai_236pp}} |
| * | | * Medium-speed 1-hit OD projectile; '''Projectile Speed:''' 0.05 |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|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 |
| <br> | | <br> |
| | 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. |
| | |
| | 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)}}. |
|
| |
|
| | 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 {{clr|OD|OD}} version, this window is smaller at 12-37f for her legs and 15-27f for her upper body. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Kachousen (Flame) | | | title = Kachousen (Flame) |
| | subtitle = | | | subtitle = Fan/Fireball |
| | input = {{classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S (H) | | | input = {{classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|mai_236lp_flame|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|mai_236lp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236p_hold|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|mai_236pp_flame|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236pp|caption=}} |
| | hitboxes =
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236pp|2|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236lp_flame|caption=}} | |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_236pp_flame|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_236p_hold|2|caption=Fan Bounce Hitbox}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_236lp_flame}} | | {{AttackDataCargo-SF6/Query|mai_236lp_flame}} |
| * | | * Slow 2-hit projectile; '''Projectile Speed:''' 0.04 |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| {{AttackDataCargo-SF6/Query|mai_236mp_flame}} | | {{AttackDataCargo-SF6/Query|mai_236mp_flame}} |
| * | | * Medium-speed 2-hit projectile; '''Projectile Speed:''' 0.05 |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| {{AttackDataCargo-SF6/Query|mai_236hp_flame}} | | {{AttackDataCargo-SF6/Query|mai_236hp_flame}} |
| * | | * Fast 2-hit projectile; '''Projectile Speed:''' 0.07 |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| {{AttackDataCargo-SF6/Query|mai_236pp_flame}} | | {{AttackDataCargo-SF6/Query|mai_236pp_flame}} |
| * | | * Medium-speed 2-hit OD projectile; '''Projectile Speed:''' 0.05 |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|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 |
| <br> | | <br> |
| | 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. |
|
| |
|
| | {{clr|OD|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 {{clr|H|Flame 214HP}} (except the {{clr|L|LP}} version which is too slow). This allows for midscreen extensions after {{clr|OD|Flame 236P}} and a corner extension using {{clr|M|Flame 236MP}} for optimal {{clr|SA|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 {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|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 {{clr|OD|OD}} version, this window is smaller at 12-37f for her legs and 15-27f for her upper body. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Kachousen (Hold) | | | title = Kachousen (Hold) |
| | subtitle = | | | subtitle = Fan/Fireball |
| | input = {{classic_sf6}} 236[P]<br>{{Modern_sf6}} 236[X] or 5[S] (H) | | | input = {{classic_sf6}} 236[P]<br>{{Modern_sf6}} 236[X] or 5[S] (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|mai_236p_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|mai_236p_hold|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|mai_236pp_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|mai_236pp_hold|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|mai_236pp_hold_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|mai_236pp_hold_6p|caption='' "One, Two, Three!" ''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236p_hold|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|mai_236p_hold|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|mai_236pp_hold|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_236pp_hold_6p|caption='' "One, Two, Three!" ''}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_236pp_hold|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_236p_hold|2|caption=Fan Bounce Hitbox}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_236p_hold}} | | {{AttackDataCargo-SF6/Query|mai_236p_hold}} |
| * | | * 1-hit projectile, speed depends on button strength; '''Projectile Speed:''' {{clr|L|0.04}} / {{clr|M|0.05}} / {{clr|H|0.07}} |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Frame gap before follow-up bounce: |
| | ** {{clr|L|LP Version}}: 2f stand / 8f crouch (on hit), 4f stand / 10f crouch (on block) |
| | ** {{clr|M|MP Version}}: 19f stand / 25f crouch (on hit), 21f stand / 27f crouch (on block) |
| | ** {{clr|H|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 {{clr|L|LP version}}) |
| {{AttackDataCargo-SF6/Query|mai_236pp_hold}} | | {{AttackDataCargo-SF6/Query|mai_236pp_hold}} |
| * | | * '''Cancel Hitconfirm Window:''' 4f (Super) / 31f (~6P Follow-up) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state and maintains existing juggle states |
| {{AttackDataCargo-SF6/Query|mai_236pp_hold_6p}} | | {{AttackDataCargo-SF6/Query|mai_236pp_hold_6p}} |
| * | | * 2-hit OD projectile; '''Projectile Speed:''' 0.072 |
| | * Puts opponents into {{sf6-jug|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 |
| <br> | | <br> |
| | 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. |
| | |
| | {{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. |
|
| |
|
| | 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. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Kachousen (Flame+Hold) | | | title = Kachousen (Flame+Hold) |
| | subtitle = | | | subtitle = Fan/Fireball |
| | input = {{classic_sf6}} 236[P]<br>{{Modern_sf6}} 236[X] or 5[S] (H) | | | input = {{classic_sf6}} 236[P]<br>{{Modern_sf6}} 236[X] or 5[S] (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|mai_236p_flame_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|mai_236p_hold|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|mai_236pp_flame_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|mai_236pp_hold|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|mai_236pp_hold_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|mai_236pp_hold_6p|caption='' "Sugar, Spice, Everything Nice!" ''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236p_flame_hold|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|mai_236p_hold|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_236pp_flame_hold|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|mai_236pp_hold|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_236pp_hold_6p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_236pp_hold_6p|caption='' "Sugar, Spice, Everything Nice!" ''}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_236p_hold|2|caption=Fan Bounce Hitbox}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_236p_flame_hold}} | | {{AttackDataCargo-SF6/Query|mai_236p_flame_hold}} |
| * | | * 2-hit projectile, speed depends on button strength; '''Projectile Speed:''' {{clr|L|0.04}} / {{clr|M|0.05}} / {{clr|H|0.07}} |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Frame gap before follow-up bounce: |
| | ** {{clr|L|LP Version}}: 10f stand / 16f crouch (on hit), 12f stand / 18f crouch (on block) |
| | ** {{clr|M|MP Version}}: 27f stand / 33f crouch (on hit), 29f stand / 35f crouch (on block) |
| | ** {{clr|H|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 |
| {{AttackDataCargo-SF6/Query|mai_236pp_flame_hold}} | | {{AttackDataCargo-SF6/Query|mai_236pp_flame_hold}} |
| * | | * '''Cancel Hitconfirm Window:''' 4f (Super) / 31f (~6P Follow-up) |
| | * Puts airborne opponents into {{sf6-jug|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) |
| | {{AttackDataCargo-SF6/Query|mai_236pp_hold_6p_flame}} |
| | * 2-hit OD projectile; '''Projectile Speed:''' 0.072 |
| | * Puts opponents into {{sf6-jug|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 |
| <br> | | <br> |
| | 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 {{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. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Ryuuenbu | | | title = Ryuuenbu |
| | subtitle = | | | subtitle = Fire Spin |
| | input = {{classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (L) | | | input = {{classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (L) |
| | images = | | | images = |
Line 659: |
Line 821: |
| {{MoveDataCargoImage|imageHeight=180px|mai_214pp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|mai_214pp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_214lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_214lp|caption=LP Verision}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_214pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_214mp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_214mp|3|caption=MP Verision}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_214hp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|mai_214hp|2|caption=HP Verision}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_214pp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_214pp|3|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|mai_214pp|4|caption=OD Verision<br>[[Street_Fighter_6/Mai/Data#Ryuuenbu|Full Hitbox Data]]}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_214lp}} | | {{AttackDataCargo-SF6/Query|mai_214lp}} |
| * | | * Strike hitbox that can dissipate standard 1-hit projectiles during active frames |
| | * {{clr|PC|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 {{clr|L|LP Ryuuenbu}} is punishable by most characters unless it's very well spaced; a max-range {{clr|M|2MK}} is the best option due to its pushback and lack of forward movement; this also creates a small frame trap if the cancel is delayed. For characters with [[Street_Fighter_6/Game_Data#4f_Normals-1|short range 4-frame normals]], you may be able to abuse this more often in pressure strings. |
| | |
| | As a combo tool, {{clr|L|LP Ryuuenbu}} leaves Mai {{sf6-adv|P|+3}} just outside of throw range, forcing her to walk at least 1-2 frames for throw pressure. It can only combo from {{clr|L|5LP}} in light strings, though you would usually rather have {{clr|M|214MP}} or {{clr|L|236LK}} instead. In long range cancels (particularly whiff punishes), the {{clr|L|214LP}} is the safest version, as other strengths can whiff the first hit and drop the combo. |
| | |
| | With 7 active frames, {{clr|L|LP Ryuuenbu}} can be a great option for meaty pressure, leaving Mai up to {{sf6-adv|VP|+9 oH}} / {{sf6-adv|P|+2 oB}} with a well-timed setup (such as {{clr|H|2HK}}, whiff {{clr|L|5LK}}, {{clr|L|214LP}}). If you catch the opponent mashing on a deep {{clr|PC|Counter-hit}} connect, Mai has enough advantage to pick up a juggle. |
| {{AttackDataCargo-SF6/Query|mai_214mp}} | | {{AttackDataCargo-SF6/Query|mai_214mp}} |
| * | | * 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 {{clr|SA|SA3}}) |
| | ** Counts as 2 hits for damage scaling when comboed into (e.g. whiff punish {{clr|H|5HP}} > {{clr|M|2nd hit 214MP}} > {{clr|SA|SA3}}) |
| | Similar combo utility to {{clr|L|214LP}}, but gives Mai a knockdown even on regular hits. It combos from {{clr|L|5LP}} and mediums/heavies, though the first hit can whiff at longer poke ranges, leaving Mai punishable. Compared to 236K, {{clr|M|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, {{clr|M|214MP}} is harder to use effectively than the {{clr|L|LP}} version, but it can still be spaced safely at max range against every character (except vs. Ken {{clr|SA|SA2}}). |
| {{AttackDataCargo-SF6/Query|mai_214hp}} | | {{AttackDataCargo-SF6/Query|mai_214hp}} |
| * Whiffs on crouching opponents | | * 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 {{sf6-jug|limited juggle}} state | | * Puts opponent into {{sf6-jug|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 {{clr|DR|DRC~}}{{clr|H|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 {{clr|L|236LK}} or any {{clr|SA|Super}}. Anti-air juggles can lead to better options like {{clr|M|236MK}} or {{clr|OD|236KK}}. |
| {{AttackDataCargo-SF6/Query|mai_214pp}} | | {{AttackDataCargo-SF6/Query|mai_214pp}} |
| * Puts opponent into {{sf6-jug|limited juggle}} state | | * Puts opponent into {{sf6-jug|limited juggle}} state ({{sf6-jug|free juggle}} if only 3rd hit connects) |
| <br>
| | * 8f extra recovery on block |
| | * 3 hits; 2nd/3rd hits are strike hitboxes that can dissipate 1-hit {{clr|OD|OD}} projectiles |
| | * '''Cancel Hitconfirm Window:''' 53f / 33f / 15f (Super, 3rd hit) |
| | ** {{clr|SA|SA2/SA3}} cancel is only useful for chip damage or when absorbed by armor |
| | Gives a launch slightly higher than the {{clr|H|HP}} version without the need for a standing hitconfirm. Juggles into {{clr|M|236MK}} for solid corner carry, or you can dump some extra meter for {{clr|OD|236KK}}, {{clr|M|j.MP}} > j.214P. Importantly, it also juggles into {{clr|SA|SA1}} midscreen, giving Mai a reliable way to build Flame Stocks. Her other two {{clr|SA|Supers}} also juggle here; always pick a juggle route rather than canceling {{clr|OD|214PP}} directly, as cancels will whiff or give a weak partial-connect. |
|
| |
|
| | {{clr|OD|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. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Ryuuenbu (Flame) | | | title = Ryuuenbu (Flame) |
| | subtitle = | | | subtitle = Fire Spin |
| | input = {{classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (L) | | | input = {{classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 4S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|mai_214lp_flame|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|mai_214lp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|mai_214pp_flame|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|mai_214mp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|mai_214hp|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|mai_214pp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_214lp_flame|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_214lp|caption=LP Verision}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_214pp_flame|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_214mp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_214mp|3|caption=MP Verision}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_214hp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|mai_214hp|2|caption=HP Verision}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_214pp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_214pp|3|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|mai_214pp|4|caption=OD Verision<br>[[Street_Fighter_6/Mai/Data#Ryuuenbu|Full Hitbox Data]]}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_214lp_flame}} | | {{AttackDataCargo-SF6/Query|mai_214lp_flame}} |
| * | | * 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, {{clr|L|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 {{clr|M|2MK}} and {{clr|M|5MP}}. Mai gets a knockdown with solid oki, no {{clr|PC|Counter-hit/Punish Counter}} required. Can be up to KD +41 / {{sf6-adv|P|+4 oB}} with meaty timing. |
| {{AttackDataCargo-SF6/Query|mai_214mp_flame}} | | {{AttackDataCargo-SF6/Query|mai_214mp_flame}} |
| * | | * 2 hits; 2nd hit is a strike hitbox that can dissipate standard 1-hit projectiles |
| | * Puts opponent into {{sf6-jug|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 {{clr|OD|623KK}} and {{clr|SA|Flame SA1}} work midscreen; in the corner, you can opt for {{clr|M|623MK}} or a non-flame {{clr|SA|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 ({{sf6-adv|VM|-4}} and well outside of punish range). However, be aware that Mai loses the safe jump at this spacing. Despite the forward movement, {{clr|M|Flame 214MP}} can still drop in some whiff punish scenarios. |
| {{AttackDataCargo-SF6/Query|mai_214hp_flame}} | | {{AttackDataCargo-SF6/Query|mai_214hp_flame}} |
| * Whiffs on crouching opponents | | * Whiffs on crouching opponents unless they extend a vertical hurtbox (unsafe if 1st hit connects like this) |
| * Puts opponent into {{sf6-jug|limited juggle}} state | | * 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 {{sf6-jug|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 {{clr|OD|236KK}} for damage/corner carry, or {{clr|M|Flame 214MP}} for a safe jump. |
| {{AttackDataCargo-SF6/Query|mai_214pp_flame}} | | {{AttackDataCargo-SF6/Query|mai_214pp_flame}} |
| * Puts opponent into {{sf6-jug|limited juggle}} state | | * Puts opponent into {{sf6-jug|limited juggle}} state ({{sf6-jug|free juggle}} if only 3rd hit connects) |
| <br>
| | * 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 {{clr|OD|OD}} projectiles |
| | * '''Cancel Hitconfirm Window:''' 53f / 33f / 15f (Super, 3rd hit) |
| | ** {{clr|SA|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. {{clr|M|214MP}} connects on both hits for a +42 safe jump, and {{clr|H|214HP}} into {{clr|L|236LK}} juggles for great damage and corner carry. |
| }} | | }} |
| </tabber> | | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Hissatsu Shinobi Bachi (236K)</font>===== | | =====<font style="visibility:hidden; float:right">Hissatsu Shinobi Bachi (236K)</font>===== |
| | <tabber> Regular = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hissatsu Shinobi Bachi | | | title = Hissatsu Shinobi Bachi |
| | subtitle = | | | subtitle = Cartwheel |
| | input = {{classic_sf6}} 236K<br>{{Modern_sf6}} 2S (L) | | | input = {{classic_sf6}} 236K<br>{{Modern_sf6}} 2S (L) |
| | images = | | | images = |
Line 724: |
Line 952: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_236lk}} | | {{AttackDataCargo-SF6/Query|mai_236lk}} |
| * Mai's primary cancel route from light normals | | * ~80% screen length; Mai's primary combo ender from {{clr|L|Light}} normals |
| | * Puts opponents into {{sf6-jug|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 {{sf6-adv|P|+3}} vs. crouch block) |
| {{AttackDataCargo-SF6/Query|mai_236mk}} | | {{AttackDataCargo-SF6/Query|mai_236mk}} |
| * | | * ~99% screen length; combos from {{clr|M|Medium}}/{{clr|H|Heavy}} normals and {{clr|PC|Punish Counter}} {{clr|L|Lights}} |
| | * Puts opponents into {{sf6-jug|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 {{sf6-adv|P|+3}} vs. crouch block) |
| {{AttackDataCargo-SF6/Query|mai_236hk}} | | {{AttackDataCargo-SF6/Query|mai_236hk}} |
| * | | * > 100% screen length; combos from {{clr|M|Medium}}/{{clr|H|Heavy}} normals and {{clr|PC|Punish Counter}} {{clr|L|5LP}} |
| | * Puts opponents into {{sf6-jug|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 {{sf6-adv|P|+2}} vs. crouch block) |
| {{AttackDataCargo-SF6/Query|mai_236kk}} | | {{AttackDataCargo-SF6/Query|mai_236kk}} |
| * Mai recovers mid-air and can input aerial normals/specials/supers | | * '''Airborne''' 31-74f ({{FKD}} state) on hit/whiff; stops at 2nd hit on block |
| | * Puts opponents into {{sf6-jug|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) |
| | ** {{clr|SA|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) |
| <br> | | <br> |
| | Mai performs a cartwheel, hitting once at close range before launching herself across the screen. A great combo tool for its corner carry. {{clr|L|236LK}} is the most important, as it gives Mai a consistent light ender even from her max {{clr|L|2LP}} range. It also juggles after any {{clr|H|214HP}} launch. {{clr|M|236MK}} juggles after any {{clr|OD|214PP}} launch, improving the damage and corner carry a bit. {{clr|H|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 {{clr|L|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 {{clr|SA|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 {{clr|OD|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 {{clr|L|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 {{clr|H|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 {{clr|M|j.MP}} into: |
| | * j.214P (solid damage/oki for no extra meter) |
| | * {{clr|SA|Air SA2}} (land closer to the opponent, but generally worse oki) |
| | * Land + {{clr|SA|SA2}} (opponent pushed farther to corner, more KD advantage for Fan oki) |
| | * Land + {{clr|SA|SA3}} (stronger than direct {{clr|OD|236KK}} > {{clr|SA|SA3}} cancel) |
| | * Corner, Land + {{clr|H|623HK}} or {{clr|SA|SA1}} |
| | |
| | {{clr|OD|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. |
| }} | | }} |
| | |-| |
| | Flame Enhanced = |
| | {{MoveDataCargo |
| | | title = Hissatsu Shinobi Bachi (Flame) |
| | | subtitle = Cartwheel |
| | | input = {{classic_sf6}} 236K<br>{{Modern_sf6}} 2S (L) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|mai_236lk_flame|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|mai_236lk_flame|2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|mai_236kk_flame|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|mai_236lk_flame|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|mai_236lk_flame|6|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_236kk_flame|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=210px|mai_236kk_flame|3|caption=[[Street_Fighter_6/Mai/Data#Hissatsu_Shinobi_Bachi|Full Hitbox Data]]}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|mai_236lk_flame}} |
| | * ~80% screen length; Mai's primary combo ender from {{clr|L|Light}} normals |
| | * Puts opponents into {{sf6-jug|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 {{sf6-adv|P|+3}} vs. crouch block) |
| | {{AttackDataCargo-SF6/Query|mai_236mk_flame}} |
| | * ~99% screen length; combos from {{clr|M|Medium}}/{{clr|H|Heavy}} normals and {{clr|PC|Punish Counter}} {{clr|L|Lights}} |
| | * Puts opponents into {{sf6-jug|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 {{sf6-adv|P|+3}} vs. crouch block) |
| | {{AttackDataCargo-SF6/Query|mai_236hk_flame}} |
| | * > 100% screen length; combos from {{clr|M|Medium}}/{{clr|H|Heavy}} normals and {{clr|PC|Punish Counter}} {{clr|L|5LP}} |
| | * Puts opponents into {{sf6-jug|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 {{sf6-adv|P|+2}} vs. crouch block) |
| | {{AttackDataCargo-SF6/Query|mai_236kk_flame}} |
| | * '''Airborne''' 31-74f ({{FKD}} state) on hit/whiff; stops at 2nd hit on block |
| | * Puts opponents into {{sf6-jug|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) |
| | ** {{clr|SA|SA2}} cancel is only useful for chip damage or when absorbed by armor |
| | <br> |
| | 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 {{clr|SA|SA3}} in a few more situations. The {{clr|OD|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, {{clr|OD|Flame 236KK}} gives Mai a fun and powerful way to end her juggles if she has extra Flame Stocks remaining. After {{clr|M|j.MP}}, she can land and juggle a high-connect {{clr|SA|Flame SA1}} followed by {{clr|SA|Flame SA2}}; nothing else has enough juggle potential to connect after the {{clr|SA|SA2}} launch. This is only worthwhile in a combo with relatively little damage scaling, as a cinematic {{clr|SA|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. |
| | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Hishou Ryuuenjin (623K)</font>===== | | =====<font style="visibility:hidden; float:right">Hishou Ryuuenjin (623K)</font>===== |
Line 739: |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hishou Ryuuenjin | | | title = Hishou Ryuuenjin |
| | subtitle = | | | subtitle = Uppercut Kicks |
| | input = {{classic_sf6}} 623K<br>{{Modern_sf6}} 623X or 6S (L) | | | input = {{classic_sf6}} 623K<br>{{Modern_sf6}} 623X or 6S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=250px|mai_623lk|caption=}} | | {{MoveDataCargoImage|imageHeight=250px|mai_623lk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_623lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|mai_623lk|4|caption=LK/MK Version}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_623lk|2|caption=}}
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_623lk|3|caption=}}
| |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_623kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|mai_623hk|4|caption=HK Version}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|mai_623kk|5|caption=OD Version<br>[[Street_Fighter_6/Mai/Data#Hishou_Ryuuenjin|Full Hitbox Data]]}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_623lk}} | | {{AttackDataCargo-SF6/Query|mai_623lk}} |
| * '''Anti-Air Invuln:''' 1-14f; '''Airborne''' 7-37f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-14f (cannot hit cross-up); '''Airborne''' 7-37f ({{FKD}} state) |
| | * 2nd hit whiffs on crouch block (except vs. crouching Dee Jay/JP/Marisa/Zangief) |
| {{AttackDataCargo-SF6/Query|mai_623mk}} | | {{AttackDataCargo-SF6/Query|mai_623mk}} |
| * '''Anti-Air Invuln:''' 1-10f; '''Airborne''' 8-37f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-10f (cannot hit cross-up); '''Airborne''' 8-37f ({{FKD}} state) |
| | * 2nd hit whiffs on crouch block |
| {{AttackDataCargo-SF6/Query|mai_623hk}} | | {{AttackDataCargo-SF6/Query|mai_623hk}} |
| * '''Anti-Air Invuln:''' 1-11f; '''Airborne''' 9-38f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 9-38f ({{FKD}} state) |
| | * 2nd hit whiffs on stand/crouch block (except vs. standing Dee Jay/JP/Marisa/Zangief) |
| {{AttackDataCargo-SF6/Query|mai_623kk}} | | {{AttackDataCargo-SF6/Query|mai_623kk}} |
| * '''Full Invuln:''' 1-8f; '''Anti-Air Invuln:''' 9-10f; '''Airborne''' 8-41f ({{FKD}} state) | | * '''Full Invuln:''' 1-8f; '''Anti-Air Invuln:''' 9-10f (cannot hit cross-up) |
| | * '''Airborne''' 8-41f ({{FKD}} state); 7f extra landing recovery on block |
| | * 2nd hit whiffs on crouch block |
| <br> | | <br> |
| | 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 {{clr|M|MK}}/{{clr|H|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 {{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}}. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Hishou Ryuuenjin (Flame) | | | title = Hishou Ryuuenjin (Flame) |
| | subtitle = | | | subtitle = Uppercut Kicks |
| | input = {{classic_sf6}} 623K<br>{{Modern_sf6}} 623X or 6S (L) | | | input = {{classic_sf6}} 623K<br>{{Modern_sf6}} 623X or 6S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|mai_623lk_flame|caption=}} | | {{MoveDataCargoImage|imageHeight=250px|mai_623lk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|mai_623lk_flame|8|caption=LK/MK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|mai_623kk_flame|caption=}}
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|mai_623hk_flame|8|caption=HK Version}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_623lk_flame|caption=}} | |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_623kk_flame|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|mai_623kk_flame|7|caption=OD Version<br>[[Street_Fighter_6/Mai/Data#Hishou_Ryuuenjin|Full Hitbox Data]]}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_623lk_flame}} | | {{AttackDataCargo-SF6/Query|mai_623lk_flame}} |
| * '''Anti-Air Invuln:''' 1-14f; '''Airborne''' 7-37f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-14f (cannot hit cross-up); '''Airborne''' 7-37f ({{FKD}} state) |
| | * 2nd/3rd hits whiff on crouch block (except vs. crouching Dee Jay/JP/Marisa/Zangief) |
| {{AttackDataCargo-SF6/Query|mai_623mk_flame}} | | {{AttackDataCargo-SF6/Query|mai_623mk_flame}} |
| * '''Anti-Air Invuln:''' 1-10f; '''Airborne''' 8-37f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-10f (cannot hit cross-up); '''Airborne''' 8-37f ({{FKD}} state) |
| | * 2nd/3rd hits whiff on crouch block |
| {{AttackDataCargo-SF6/Query|mai_623hk_flame}} | | {{AttackDataCargo-SF6/Query|mai_623hk_flame}} |
| * '''Anti-Air Invuln:''' 1-11f; '''Airborne''' 9-38f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-11f (cannot hit cross-up); '''Airborne''' 9-38f ({{FKD}} state) |
| | * 2nd/3rd hits whiff on stand/crouch block (except vs. standing Dee Jay/JP/Marisa/Zangief) |
| {{AttackDataCargo-SF6/Query|mai_623kk_flame}} | | {{AttackDataCargo-SF6/Query|mai_623kk_flame}} |
| * '''Full Invuln:''' 1-8f; '''Anti-Air Invuln:''' 9-10f; '''Airborne''' 8-41f ({{FKD}} state) | | * '''Full Invuln:''' 1-8f; '''Anti-Air Invuln:''' 9-10f (cannot hit cross-up) |
| | * '''Airborne''' 8-41f ({{FKD}} state); 7f extra landing recovery on 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. |
|
| |
|
| | {{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|OD|OD Ryuuenjin}} gets the most benefit from the extra knockdown advantage, allowing her to get true strike/throw oki from {{clr|DR|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 + {{clr|H|5HP}} for safe, semi-confirmable block pressure. |
| }} | | }} |
| </tabber> | | </tabber> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Musasabi no Mai | | | title = Musasabi no Mai |
| | subtitle = | | | subtitle = Divekick |
| | input = {{classic_sf6}} j.214P<br>{{Modern_sf6}} j.214X or j.S | | | input = {{classic_sf6}} j.214P<br>{{Modern_sf6}} j.214X or j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|mai_j214p|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|mai_j214p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|mai_j214pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_j214p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_j214p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_j214pp|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_j214p}} | | {{AttackDataCargo-SF6/Query|mai_j214p}} |
| * {{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 grounded opponents into {{sf6-jug|limited juggle}} state |
| | * 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) |
| | * Mai is in a crouching state during landing recovery from frame 4 onward |
| {{AttackDataCargo-SF6/Query|mai_j214pp}} | | {{AttackDataCargo-SF6/Query|mai_j214pp}} |
| * {{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 grounded opponent into {{sf6-jug|limited juggle}} state | | * Puts grounded opponents into {{sf6-jug|limited juggle}} state |
| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents (brief OTG state that can juggle into {{clr|OD|236[PP]}} or late {{clr|SA|Air SA2}} cancel) |
| * '''Cancel Hitconfirm Window:''' ?f (SA2) | | * 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...) |
| <br> | | <br> |
| | 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 {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} Target Combo, this is Mai's simple hitconfirm ender. If you start from a spaced-out {{clr|L|5LK}}, this will set up a safe jump for easy pressure. It also combos from an air-to-air {{clr|M|j.MP}}, and is an important ender for Mai's {{clr|OD|236KK}} launching juggles. The juggle state on the meterless divekick is very difficult to take advantage of; only allowing a {{clr|L|623LK}} in the corner when perfectly spaced. If the opponent tries to jump over your {{clr|OD|Held OD Kachousen}} and you meet them with {{clr|M|j.MP}}, you might be able to bounce them into the projectile and pick up a 236K or {{clr|SA|SA2}} juggle. |
| | |
| | {{clr|OD|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 {{clr|H|623HK}} or {{clr|SA|SA2}} juggle. After an air-to-air {{clr|M|j.MP}}, you can get about 600 extra damage by canceling into {{clr|OD|j.214PP}} > {{clr|SA|Air SA2}} instead of going straight for the Super cancel. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Musasabi no Mai (Flame) | | | title = Musasabi no Mai (Flame) |
| | subtitle = | | | subtitle = Divekick |
| | input = {{classic_sf6}} j.214P<br>{{Modern_sf6}} j.214X or j.S | | | input = {{classic_sf6}} j.214P<br>{{Modern_sf6}} j.214X or j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|mai_j214p_flame|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|mai_j214p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|mai_j214pp_flame|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_j214p_flame|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_j214p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|mai_j214pp_flame|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_j214p_flame}} | | {{AttackDataCargo-SF6/Query|mai_j214p_flame}} |
| * {{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 grounded opponents into {{sf6-jug|limited juggle}} state |
| | * 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) |
| | * 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}} |
| * {{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 opponent into {{sf6-jug|limited juggle}} state (grounded or airborne) | | * Puts opponents into {{sf6-jug|limited juggle}} state (high OTG bounce if airborne) |
| * '''Cancel Hitconfirm Window:''' ?f (SA2) | | * 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...) |
| <br> | | <br> |
| | 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 {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} when starting from point blank range, though it no longer works from farther ranges. |
|
| |
|
| | The biggest enhancement applies to the {{clr|OD|OD Flame version}}; even airborne opponents will OTG bounce on hit, giving her juggles like the grounded connect. After {{clr|OD|Flame 236KK}}, {{clr|M|j.MP}} > {{clr|OD|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 {{clr|SA|Flame SA2}} into {{clr|H|Flame 623HK}}; if you run out of Flame, skip the ender or choose something with more juggle potential. |
| }} | | }} |
| </tabber> | | </tabber> |
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| == Super Arts == | | == Super Arts == |
| =====<font style="visibility:hidden; float:right">Level 1 Super (236236P)</font>===== | | =====<font style="visibility:hidden; float:right">Level 1 Super (236236P)</font>===== |
| | <tabber> Regular = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Kagerou no Mai | | | title = Kagerou no Mai |
Line 848: |
Line 1,189: |
| | input = {{classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS | | | input = {{classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=220px|mai_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|mai_236236p|caption=Regular Version}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=220px|mai_236236p_flame|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_236236p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_236236p|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=280px|mai_236236p|2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=280px|mai_236236p|2|caption=[[Street_Fighter_6/Mai/Data#236236P|Full Hitbox Data]]}} |
| ---- | | | info = |
| | {{AttackDataCargo-SF6/Query|mai_236236p}} |
| | * '''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 |
| | <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. |
| | |
| | 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. |
| | |
| | The utility of Flame Stocks means that Mai has to put more thought into her use of {{clr|SA|Super}} meter than most characters. Instead of saving 3 bars for the damage and Drive properties of {{clr|SA|SA3}}, Mai often has more to gain from a full set of enhanced moves. This is especially true in matchups where her enhanced {{clr|SA|SA2}} can shut down projectile zoners. On the other hand, ending a round with {{clr|SA|SA1}} can feel like a waste since the stocks don't carry over between rounds. |
| | |
| | Because {{clr|SA|SA1}} has a projectile hitbox, it can lose or trade with some projectile invuln attacks. For example, Lily can use a meaty {{clr|OD|Windclad OD Condor Spire}} for plus frames on block while being completely immune to a reversal {{clr|SA|SA1}}. |
| | }} |
| | |-| |
| | Flame Enhanced = |
| | {{MoveDataCargo |
| | | title = Kagerou no Mai (Flame) |
| | | subtitle = Level 1 Super Art |
| | | input = {{classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=220px|mai_236236p_flame|caption=Flame Stock Version}} |
| | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|mai_236236p_flame|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|mai_236236p_flame|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=240px|mai_236236p_flame|2|caption=[[Street_Fighter_6/Mai/Data#236236P_Flame|Full Hitbox Data]]}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=240px|mai_236236p_flame|2|caption=[[Street_Fighter_6/Mai/Data#236236P_Flame|Full Hitbox Data]]}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_236236p}}
| |
| {{AttackDataCargo-SF6/Query|mai_236236p_flame}} | | {{AttackDataCargo-SF6/Query|mai_236236p_flame}} |
| * '''Strike/Throw Invuln:''' 1-?f; Armor Break | | * '''Strike/Throw Invuln:''' 1-6f; '''Upper Body Anti-Air Invuln''' 7-77f; Armor Break |
| * Mai builds up to 5 Flame Stocks upon activation (if not interrupted) that enhance her special moves and Supers | | * Mai refills up to 5 Flame Stocks on frame 6 that enhance her special moves and Supers |
| ** Flame Stocks do not carry over between rounds | | * 12-hit Super projectile (but Perfect Parry only incurs 1 recovery frame per hit) |
| | * Puts the opponent into a {{sf6-jug|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) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| <br> | | <br> |
| | Functions just like a regular {{clr|SA|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 {{clr|SA|Flame SA2}} for huge damage. The juggle potential of {{clr|SA|Flame SA1}} itself is lower than the original in order to prevent looping juggles. |
| | |
| | If the attack whiffs, {{clr|SA|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. |
| }} | | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Level 2 Super (236236K)</font>===== | | =====<font style="visibility:hidden; float:right">Level 2 Super (236236K)</font>===== |
| | <tabber> Regular = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Chou Hissatsu Shinobi Bachi | | | title = Chou Hissatsu Shinobi Bachi |
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| | input = {{classic_sf6}} 236236K (AIR OK)<br>{{Modern_sf6}} 236236M or 4HS | | | input = {{classic_sf6}} 236236K (AIR OK)<br>{{Modern_sf6}} 236236M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|mai_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|mai_236236k|caption=Regular Version}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|mai_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|mai_236236k|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|mai_236236k|6|caption=Grounded Version<br>[[Street_Fighter_6/Mai/Data#236236K|Full Hitbox Data]]}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_j236236k|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_j236236k|3|caption=Aerial Version<br>[[Street_Fighter_6/Mai/Data#j.236236K|Full Hitbox Data]]}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|mai_236236k}} |
| | * '''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 {{clr|SA|Flame version}} is much more consistent at this). |
| | |
| | {{clr|SA|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 {{clr|SA|Super}} stocked. It's important to juggle manually into {{clr|SA|SA2}} rather than canceling from {{clr|OD|OD}} specials, as it will usually whiff or lose several hits of damage. Just be aware that some juggle starters, such as {{clr|H|4HK}}~{{clr|H|HK}}, don't launch high enough to juggle into 7-frame moves. |
| | {{AttackDataCargo-SF6/Query|mai_j236236k}} |
| | * Armor Break; no invincibility; {{FKD}} 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) |
| | {{clr|SA|Air SA2}} is primarily used as a combo tool from {{clr|M|j.MP}} as an air-to-air or after a {{clr|OD|236KK}} launch. It also links after {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|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, {{clr|SA|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 {{clr|SA|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 {{clr|SA|Air SA2}}), she will land close enough that most characters can reach with one forward dash. |
| | }} |
| | |-| |
| | Flame Enhanced = |
| | {{MoveDataCargo |
| | | title = Chou Hissatsu Shinobi Bachi (Flame) |
| | | subtitle = Level 2 Super Art |
| | | input = {{classic_sf6}} 236236K (AIR OK)<br>{{Modern_sf6}} 236236M or 4HS |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=120px|mai_236236k_flame|caption=Flame Stock Version}} |
| | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|mai_236236k_flame|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|mai_236236k_flame|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_236236k_flame|3|caption=Grounded Flame Version<br>[[Street_Fighter_6/Mai/Data#236236K_Flame|Full Hitbox Data]]}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|mai_j236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|mai_j236236k_flame|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|mai_j236236k_flame|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|mai_j236236k_flame|2|caption=Aerial Flame Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_236236k}}
| |
| {{AttackDataCargo-SF6/Query|mai_236236k_flame}} | | {{AttackDataCargo-SF6/Query|mai_236236k_flame}} |
| * '''Full Invuln:''' 1-?f; Armor Break | | * '''Full Invuln:''' 1-8f; '''Projectile Invuln''' 9-12f ; Armor Break |
| | * Puts opponents into a {{sf6-jug|limited juggle}} state |
| | * 6f extra recovery on block |
| * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| {{AttackDataCargo-SF6/Query|mai_j236236k}} | | * 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 {{clr|SA|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 {{clr|SA|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. |
| | |
| | {{clr|SA|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 {{clr|L|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 {{clr|OD|214PP}}, {{clr|SA|Flame SA2}}, {{clr|OD|623KK}} for big damage. Just like the non-Flame version, it's always better to manually juggle into this {{clr|SA|Super}} rather than canceling into it from {{clr|OD|OD}} specials, as it will usually whiff most or all of its hits. |
| {{AttackDataCargo-SF6/Query|mai_j236236k_flame}} | | {{AttackDataCargo-SF6/Query|mai_j236236k_flame}} |
| * '''Full Invuln:''' 1-?f; Armor Break | | * Armor Break; no invincibility; {{FKD}} 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) | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| <br>
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | The enhanced {{clr|SA|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 {{clr|SA|Flame SA2}} works just as well. |
|
| |
|
| | {{clr|SA|Flame Air SA2}} can still be worthwhile after air-to-air {{clr|M|j.MP}} or {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}}, but the grounded version is a better use of a Flame Stock in any scenario that allows it. |
| }} | | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Level 3 Super (214214P)</font>===== | | =====<font style="visibility:hidden; float:right">Level 3 Super (214214P)</font>===== |
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| {{MoveDataCargoImage|imageHeight=120px|mai_214214p(ca)|caption= Critical Art adds 500 more damage}} | | {{MoveDataCargoImage|imageHeight=120px|mai_214214p(ca)|caption= Critical Art adds 500 more damage}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|mai_214214p|caption=[[Street_Fighter_6/Mai/Data#214214P|Full Hitbox Data]]}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=220px|mai_214214p|caption=[[Street_Fighter_6/Mai/Data#214214P|Full Hitbox Data]]}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_214214p}} | | {{AttackDataCargo-SF6/Query|mai_214214p}} |
| * '''Full Invuln:''' 1-?f; Armor Break | | * '''Full Invuln:''' 1-11f; Armor Break |
| | * 2nd-4th hits are non-cinematic (less damage/Drive depletion) and put opponent into {{sf6-jug|limited juggle}} state |
| | * 3f startup only when canceled from 236K/{{clr|OD|236KK}} for juggle consistency |
| * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) | | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| ** Cinematic time regenerates ~? Drive bars for Mai | | ** 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 | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|mai_214214p(ca)}} | | {{AttackDataCargo-SF6/Query|mai_214214p(ca)}} |
| * '''Full Invuln:''' 1-?f; Armor Break | | * '''Full Invuln:''' 1-11f; Armor Break |
| | * 2nd-4th hits are non-cinematic (less damage/Drive depletion) and put opponent into {{sf6-jug|limited juggle}} state |
| | * 3f startup only when canceled from 236K/{{clr|OD|236KK}} for juggle consistency |
| | * Available at 25% HP or below |
| * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) | | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| ** Cinematic time regenerates ~? Drive bars for Mai | | ** 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 | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <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. |
|
| |
|
| | Like most {{clr|SA|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 {{clr|SA|Super Gauge}} is one of the main factors that differentiates Mai players. |
| | |
| | At 10 frames of startup, {{clr|SA|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 {{clr|SA|SA3}}/{{clr|SA|CA}} even midscreen. At KD +19, {{clr|SA|SA3}} + Forward Dash leaves her {{sf6-adv|P|+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 {{clr|H|5HP}}, chasing with {{clr|DR|DR~}}{{clr|M|2MP}} ({{sf6-adv|VP|+12}}/{{sf6-adv|VP|+4}} out of throw range), or {{clr|DR|DR~}}{{clr|H|4HK}} ({{sf6-adv|VP|+8}}/{{sf6-adv|VP|+4}} in throw range). |
| | |
| | After {{clr|SA|CA}}, Mai is left {{sf6-adv|P|+2}} after a Forward Dash but slightly farther away. She can still pressure with {{clr|L|2LK}}, {{clr|L|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 {{clr|DR|DR~}}{{clr|H|4HK}} leaves Mai at {{sf6-adv|VP|+9}}/{{sf6-adv|VP|+5}}, setting up a frame trap or microwalk throw on block or a {{clr|H|5HP}} confirm on hit. |
| }} | | }} |
| <br> | | <br> |
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| {{MoveDataCargoImage|imageHeight=190px|mai_4pppkkk|caption= '' "Hey everyone, get ready to feast your eyes on... the strongest Shiranui fighter around!" ''}} | | {{MoveDataCargoImage|imageHeight=190px|mai_4pppkkk|caption= '' "Hey everyone, get ready to feast your eyes on... the strongest Shiranui fighter around!" ''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|mai_4pppkkk|caption= '' "Hey everyone, get ready to feast your eyes on... the strongest Shiranui fighter around!" ''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|mai_4pppkkk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|mai_4pppkkk_hold|caption=Fully Held Taunt}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_4pppkkk}} | | {{AttackDataCargo-SF6/Query|mai_4pppkkk}} |
| | * 8-hit projectile at ground-level that launches on the final hit |
| | * Fireworks can be delayed by holding any button |
| | {{AttackDataCargo-SF6/Query|mai_4pppkkk_hold}} |
| | * 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!"'' |
| }} | | }} |
| <br> | | <br> |