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| 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}}. | | 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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| 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. | | 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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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
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| After a corner side switch, Mai can only pressure with a spaced meaty normal or a {{clr|DR|Drive Rush}}. Attempting a {{clr|DR|DR~}}Throw requires strict timing to beat reversal normals, and allows the opponent to react with an invincible reversal that Mai cannot block.
| | Midscreen, Mai's oki is very limited; {{clr|DR|DR~}}{{clr|H|5HP}} can be hitconfirmed while {{clr|DR|DR~}}{{clr|M|5MK}} links to {{clr|SA|SA2}} on hit. Neither option is very powerful on block, and runs the risk of being Perfect Parried. |
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| {{clr|DR|DR~}}{{clr|L|2LK}} is probably Mai's strongest option for oki, as it leaves her {{sf6-adv|VP|+8 oH}} / {{sf6-adv|VP|+4 oB}}; Mai has several options afterward, including {{clr|H|4HK}} which sets up a TC corner juggle on hit, and a strong trade combo if the opponent mashes a 4f on block. {{clr|DR|DR~}}{{clr|L|2LK}} is also an auto-timed safejab setup vs. 10f or slower reversals, making it very hard to deal with for some characters. | | After a corner side switch, Mai's only meterless options are spaced-out pokes or {{clr|L|LP Ryuuenbu}}. {{clr|DR|Drive Rush}} can give better pressure, but allows the opponent to react with an {{clr|OD|OD}} reversal for a punish. The following are Mai's most common oki tools after a corner side switch: |
| | * {{clr|DR|DR~}}Throw: requires strict timing to beat 4f jabs |
| | * {{clr|DR|DR~}}{{clr|L|2LK}} ({{sf6-adv|VP|+8 oH}} / {{sf6-adv|VP|+4 oB}}): links to {{clr|H|4HK}} on hit, setting up a strong corner juggle |
| | ** Auto-timed safejab vs. 10f or slower reversals |
| | ** On block, hit {{clr|H|4HK}} anyway; single-hit confirmable and will link into itself if it trades with a 4f jab |
| | ** Only {{sf6-adv|VM|-7}} vs. wakeup Perfect Parry, potentially resulting in a weaker punish |
| | * {{clr|DR|DR~}}{{clr|H|4HK}} ({{sf6-adv|VP|+7 oH}} / {{sf6-adv|P|+3 oB}}): links to {{clr|M|2MP}} on hit and guarantees a {{clr|H|214HP}} juggle |
| | ** Hits slightly later, making it less likely to be Perfect Parried; leaves Mai in Throw range |
| | * {{clr|DR|DR~}}{{clr|M|2MP}} ({{sf6-adv|VP|+10 oH}} / {{sf6-adv|P|+2 oB}}): links to {{clr|H|5HP}} on hit |
| | ** Mai is left outside her Throw range and has generally weaker frame trap options |
| | * {{clr|L|LP Ryuuenbu}} ({{sf6-adv|VP|+7 oB}} / {{sf6-adv|E|0 oB}}): high pushback and safe, but can only link to {{clr|SA|SA2}} on hit |
| | ** Flame Stock version can juggle into {{clr|OD|623KK}} or {{clr|3|F.}}{{clr|SA|SA1}} instead |
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| * {{clr|PC|Punish Counter}}: HKD +20 | | * {{clr|PC|Punish Counter}}: HKD +20 |
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| A great air-to-air option against close range jumps, especially attempted corner escapes. Mai does not get any meaningful oki midscreen, but in the corner she can dash to become {{sf6-adv|P|+2}} or {{clr|DR|Drive Rush}} for stronger pressure options. | | A great air-to-air option against close range jumps, especially attempted corner escapes. Mai can pressure with {{clr|DR|DR~}}{{clr|H|4HK}}, which just barely reaches midscreen leaving her {{sf6-adv|VP|+9}}/{{sf6-adv|VP|+5}}. On hit, this links to {{clr|H|5HP}}, while on block you can frame trap with another {{clr|H|4HK}} (or stick with {{clr|H|5HP}} for a potential trade combo). In the corner, Mai can forward dash to become {{sf6-adv|P|+2}} for simple strike/throw oki. |
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| A unique projectile that requires Flame Stocks or charge time to become a real threat. Kachousen is unsafe on block, so fireball cancels must be spaced out to avoid giving the opponent a free turn. The default version of Kachousen has the lowest possible priority, meaning it loses completely to other standard projectiles, and can even be swatted away with any strike hitbox. If an airborne opponent is about to land on a fan, they can come down with an air normal to harmlessly destroy it. Swatting the fan counts as whiffing the attack, so the opponent cannot cancel a clashed normal (with the exception of light normals canceled into a 3-bar {{clr|DR|Drive Rush}}). | | A unique projectile that requires Flame Stocks or charge time to become a real threat. Kachousen is unsafe on block, so fireball cancels must be spaced out to avoid giving the opponent a free turn. The default version of Kachousen has the lowest possible priority, meaning it loses completely to other standard projectiles, and can even be swatted away with any strike hitbox. If an airborne opponent is about to land on a fan, they can come down with an air normal to harmlessly destroy it. Swatting the fan counts as whiffing the attack, so the opponent cannot cancel a clashed normal (with the exception of light normals canceled into a 3-bar {{clr|DR|Drive Rush}}). |
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| {{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. | | {{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. |
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| Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. | | Holding the button for 19 frames results in a fully charged version with improved properties. If the button is released early, Mai throws the uncharged version but with extra startup time. The maximum startup for a partially held Kachousen is {{clr|L|23f (L)}} / {{clr|M|22f (M)}} / {{clr|H|20f (H)}} / {{clr|OD|21f (OD)}}. |
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| The held version of Kachousen acts as a true projectile, interacting normally with other fireballs and losing its weakness to strikes. The increased startup time makes it easier for the opponent to react, making it especially risky in cancels or against characters with good anti-projectile tools. | | The held version of Kachousen acts as a true projectile, interacting normally with other fireballs and losing its weakness to strikes. The increased startup time makes it easier for the opponent to react, making it especially risky in cancels or against characters with good anti-projectile tools. |
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| 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. | | 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. |
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| {{clr|OD|Held OD Kachousen}} works a bit differently; Mai throws two single-hit fans which do NOT bounce on contact with the opponent. These fans grant massive frame advantage on their own, and can lead to a powerful Midare Kachousen follow-up at no additional cost. At close range, this has an interruptible gap, so it may be better to skip the follow-up if the opponent has a reversal. | | {{clr|OD|Held OD Kachousen}} works a bit differently; Mai throws two single-hit fans which do NOT bounce on contact with the opponent. These fans grant massive frame advantage on their own, and can lead to a powerful Midare Kachousen follow-up at no additional cost. At close range, this has an interruptible gap, so it may be better to skip the follow-up if the opponent has a reversal. |
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| * '''Cancel Hitconfirm Window:''' 17f (Super) | | * '''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) | | * 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. 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. | | 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. |
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| 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. | | 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. |