Street Fighter 6/Mai/Strategy: Difference between revisions

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* '''{{clr|H|5HP}}''': ({{sf6-adv|P|+1}} OH, {{sf6-adv|M|-3}} OB)
* '''{{clr|H|5HP}}''': ({{sf6-adv|P|+1}} OH, {{sf6-adv|M|-3}} OB)
** Single hit confirmable.
** Single hit confirmable.
* '''{{clr|OD|236PP}}''': ({{sf6-adv|P|+3}} OH, {{sf6-adv|M|-3}} OB, {{sf6-adv|VP|+8}} or more on trade)
** Jab trade setup. Combos into {{clr|M|2MP}} against A.K.I. or {{clr|H|5HP}} against anyone else.
** Also combos on counter-hit into {{clr|L|5LP}}/{{clr|L|2LP}}.
** Jump or backdash on block to avoid getting thrown.
* '''Walk-up Throw'''
* '''Walk-up Throw'''
|-
|-
Line 355: Line 359:
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB)
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB)
** Links into {{clr|M|2MP}} on hit.
** Links into {{clr|M|2MP}} on hit.
* (Corner) Whiff {{clr|L|5LP}}~{{clr|L|5LP}}({{sf6-adv|VP|+8}}), Meaty {{clr|M|2MP}} ({{sf6-adv|VP|+8}} OH, {{sf6-adv|E|±0}} OB)
* (Corner) '''Whiff {{clr|M|2MP}}'''({{sf6-adv|VP|+4}}), Meaty {{clr|L|5LP}} ({{sf6-adv|VP|+6}} OH, {{sf6-adv|M|-1}} OB)
** Also sets up the ideal spacing for a shimmy.
** Links into {{clr|M|2MP}} on hit.
** Links into {{clr|M|2MP}} on hit.
* (Corner) Whiff {{clr|DR|DR}}~{{clr|L|5LK}}({{sf6-adv|VP|+5}}), Meaty {{clr|L|5LP}}/{{clr|L|2LP}}/Throw
** Safe against 10f reversals.
* (Corner) '''Whiff {{clr|DR|DR}}~{{clr|L|5LK}}'''({{sf6-adv|VP|+5}}), Meaty {{clr|L|2LP}} ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) or Throw
** Chain into {{clr|L|5LP}}/{{clr|L|2LP}} for a gapless blockstring.
** Links into {{clr|M|2MP}} on hit.
** Links into {{clr|M|2MP}} on hit.
** Safe against 9f reversals.
** Safe against 9f reversals.
* (Corner) '''Whiff {{clr|L|5LP}}~{{clr|L|5LP}}'''({{sf6-adv|VP|+8}}), Meaty {{clr|M|2MP}} ({{sf6-adv|VP|+8}} OH, {{sf6-adv|E|±0}} OB)
** Links into {{clr|M|2MP}} or {{clr|H|4HK}} on hit.
** Sets up several other options. Refer to {{sf6-adv|VP|+8}} for details.
* (Corner) ''' Backdash, {{clr|3|*.}}{{clr|OD|236PP}}
* (Corner) ''' Backdash, {{clr|3|*.}}{{clr|OD|236PP}}
** Loses to wake-up {{clr|DR|Drive Impact}}.
** Loses to wake-up {{clr|DR|Drive Impact}}.
Line 367: Line 377:
* '''{{clr|3|*.}}{{clr|H|623HK}}/{{clr|M|MK}}'''
* '''{{clr|3|*.}}{{clr|H|623HK}}/{{clr|M|MK}}'''
** Gains advantage as an anti-air.
** Gains advantage as an anti-air.
* '''(Crumple), {{clr|H|5HP}}/{{clr|M|2MP}} > {{clr|H|214HP}}, {{clr|L|236LK}}
|| +31 ||
|| +31 ||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+2}} OB)
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+2}} OB)

Revision as of 19:32, 12 February 2025


Neutral

Important Pokes

2MK is a fast low hitting attack with good range. Typically leads to a Drive Rush combo into 2MP or 4HK after either catching the opponent walking or whiff punishing them.

5MP is a good space controlling button with more range and damage potential than 2MK.

5HP adds even more range and damage potential, and it can be single hit confirmed into special moves. Make sure it actually connects with the opponent though, as it is fairly easy to whiff punish. Hits later against crouching opponents, making it easier to interrupt and more difficult to hit-confirm.

2LP is Mai's longest range 4 frame move, making it standard for checking the opponent at close range. Links into 2MP on counter-hit.

5LP leads to better rewards when fishing for counter-hits. It doesn't quite have as much range as 2LP, but it has more hitstun which allows it to link into 2MK on counter-hit from quite far away.

5HK is fairly slow but has a lot of range and crumples on Punish Counter. Good for checking opponents trying to stand just outside the range of Mai's other buttons. Can not be canceled, which makes it vulnerable to Drive Impact.

5MK has similar range to 5HP, but works better against crouching opponents. It isn't cancelable so doesn't usually lead to combos when used at its best range, but can link into 2HK or SA2 on Punish Counter.

214LP has slightly more range than 5HK and can be used in a similar way. It can also be used to erase regular projectiles, but make sure to do it early enough that the opponent doesn't have time to whiff punish using Drive Rush. Another advantage that 214LP has over 5HK is that it can be canceled into SA3 to beat Drive Impact.

236P loses to other projectiles and can be knocked down by attacks, but putting it out there still controls space to an extent.

236[P] has a lot of startup which makes it easy to react to with most anti-projectile tools, but if you do manage to get it out then it lacks the above weaknesses. If it makes contact with the opponent then the delayed second hit can be extremely difficulty for them to deal with.

236PP is fast, plows through non-OD projectiles, and also has the delayed second hit if it makes contact. Just throw it at someone and react to whatever happens.

236[PP](6P) fills the screen with fans. It sets up a whiffed SA1 if the opponent blocks it at full screen, but be careful against characters with long range Super Arts like Cammy's SA3.

Offense

Frame Traps

TO-DO


Okizeme and Mixups

  • All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
  • With a large advantage it's possible to do any of the options listed for one of the shorter advantages above it, but a manual delay or a frame-kill setup is needed.
    e.g. It's possible to go for a throw after a +9 knockdown, but it needs to be delayed by 4 to 7 frames to be effective.
  • "Spaced" means the setup leaves the opponent out of throw range.
    • It's possible that a throw may still reach, but the opponent can walk backwards to make it whiff.
    • The extra distance also means that attacks may push the opponent too far away to combo.
    • Details of how this affects the various follow-up options will be included in the notes.
Setup Adv. Follow-ups
  • Most long range knockdowns

The following all work at any high frame advantage, manually timing the hit to the opponent's wakeup.
The advantage in parenthesis is the minimum needed for it to be effective (e.g. beating wakeup jab).

  • (+13) DR~dl.Throw
  • (+13) DR~dl.2MP: (+9~12 OH, +1~4 OB)
    • Links into 5HP on hit.
  • (+15) DR~dl.4HK: (+7~11 OH, +3~7 OB)
    • Links into 2MP on hit, or 5HP on meaty hit.
  • (+16) DR~dl.5HP > 236[PP]
    • Combos on hit and only leaves a 4 frame gap on block.
    • Trades badly with jabs, so works better when very slightly spaced, but not too far or it won't combo.
    • On hit, combo after the fans with walk-up 5HP.
    • Safe against Drive impact after 5HP, but loses to wake-up Drive Impact.
  • (+16) DR~dl.5HP > F.236[PP]
    • The Flame Enhanced version of the above. Combos into into j.HK on hit, or input 6P to launch the opponent for a fancy juggle combo.
    • This version trades extremely favorably with standing jabs, setting up a combo into 5HP or even DR~HP.
  • (+20) DR~5LP
    • Baits reversals. Loses to wake-up jab at +20 but is safe at anything higher.
  • (+27) DR~dl.6MP: (+6~8 OH, +1~3 OB)
    • Overhead

Fan setups:

  • (+16) *.236P
  • (+30) *.236[P]
    • The lowest advantage at which these are safe against Drive Impact.
  • (+8) *.236PP
  • (+23) *.236[PP]
    • The lowest advantage at which these are safe against forward jump from most characters. Still loses to dive kicks.
    • Anti-air with SA2 to knock the opponent into the fans for a Drive Rush combo.
±0

This is useful to set up against opponents that use reversal SA.
The freeze occurs during the first frame of your attack, allowing it to be canceled into a higher priority input.
This is not effective against grab supers (Lily, Manon, Zangief SA3).

  • 5LP
    - Trades with 4 frame moves.
    - Make safe against reversal SA by canceling into Drive Parry or SA during the freeze.
    - With no meter, make safe against Marisa's reversal SA1 by canceling into Throw during the freeze.
  • (+11)DR~5LP
    - Trades with 4 frame moves into 2LP combo against some characters.
    - Can be beaten by OD reversals on reaction.
    - Cannot cancel into Drive Parry, so reversal SA must be countered with 623KK or SA.
  • SA3, Dash
  • DR~2HP (Block, Spaced)
  • DR~5HP (Block, Spaced)
  • DR~6MP (Block, Spaced)
  • DR~2MP (Block, Spaced)
  • DR~5MP (Block, Spaced)
+1
  • 5LP/2LP
    • Confirm with a 3-hit light chain, or into 2MP on counter-hit (optionally 2MK after 5LP).
    • After DR~2HP/5HP/6MP it's only possible to chain 2 light attacks instead of 3.
    • After DR~2MP/5MP the opponent is too far for a light chain, but counter-hit confirms still work.
  • 5LK
    • Still reaches after DR~2HP/5HP/6MP, setting up 5LK~LK~LK > j.214P (+42) safe jump.
    • Does not reach after DR~2MP/5MP.
  • 2LK
    • Trades with 4 frame moves, but catches an opponent walking backwards or trying to jump.
  • Throw
    • Loses to 4 frame moves.
    • Reaches if the opponent doesn't move after DR~2HP/5HP/6MP, but whiffs if they walk backwards.
    • Does not reach after DR~2MP/5MP.
  • DR~5LP (Block)
  • DR~2LK (Block)
+2

Everything listed under +1 in addition to:

  • 2MP: (+5 OH, -3 OB, +6 or more on trade)
    • Links into 2LP on hit, or 2MP on trade or counter-hit.
    • Trades with 4 frame moves, linking into 2MP for a combo, or 5HP against some characters.
  • 2LK
    • Catches an opponent walking backwards or trying to jump.
  • Throw
    • DR~2LK has slightly more pushback, making it better for shimmy.
  • (Corner) Forward Throw, Dash
  • DR~2LP (Block)
  • DR~5LK (Block)
  • DR~4HK (Block, Spaced)
  • 214LP (Hit, No KD, Spaced)
+3
  • 2MP: (+5 OH, -3 OB)
    • Links into 2LP on hit, or 2MP on counter-hit.
    • Still works after 214LK and DR~4HK if they are done close enough to the opponent.
  • 2LK
    • Catches an opponent walking backwards or trying to jump.
    • Does not lead to a combo after 214LK or DR~4HK.
  • Throw
    • DR~5LK has slightly more pushback, making it better for shimmy.
    • Does not reach after 214LK or DR~4HK.
+4
  • 5LP: Meaty (+6 OH, -1 OB)
    • Links into 2MP on hit. Safe vs 10f reversal.
  • 2LP: Meaty (+5 OH, ±0 OB)
    • Slightly better for tick throws.
  • 2MP: (+5 OH, -3 OB)
    • Links into 2LP on hit, or 2MP on counter-hit.
  • Throw
  • *.236MK, Dash
  • (Corner) Drive Reversal, Dash
+5
  • 2LP: Meaty (+6 OH, +1 OB)
    • Links into 2MP on hit. Safe vs 9f reversal.
  • 2MP
    • Links into 2LP on hit, or 2MP on counter-hit.
  • 5HP: (+1 OH, -3 OB, +7 or more on trade)
    • Single hit confirmable.
    • Trades with 4 frame moves, linking into 2MP for a combo, or 5HP against some characters.
  • Throw
  • 214PP, 236MK, Dash
+6
  • 2MP: Meaty (+6 OH, -2 OB)
    • Links into 2MP on hit.
  • 5HP: (+1 OH, -3 OB)
    • Single hit confirmable.
  • Walk-up Throw
+7
  • 2MP: Meaty (+7 OH, -1 OB)
    • Links into 2MP or 2MK on hit.
  • 5HP: (+1 OH, -3 OB)
    • Single hit confirmable.
  • Walk-up Throw
  • (Corner) SA1, Dash
+8
  • 2MP: Meaty (+8 OH, ±0 OB)
    • Links into 2MP or 2MK or 4HK on hit.
  • 4HK: Meaty (+4 OH, ±0 OB)
    • Links into 5LP/2LP on hit.
  • 5HP: (+1 OH, -3 OB)
    • Single hit confirmable.
  • 236PP: (+3 OH, -3 OB, +8 or more on trade)
    • Jab trade setup. Combos into 2MP against A.K.I. or 5HP against anyone else.
    • Also combos on counter-hit into 5LP/2LP.
    • Jump or backdash on block to avoid getting thrown.
  • Walk-up Throw
  • (Corner) *.236LK, Dash
+9
  • 4HK: Meaty (+5 OH, +1 OB)
    • Links into 5LP/2LP on hit.
  • 5MK: Meaty (+6 OH, -3 OB)
    • Links into 2MP on hit.
  • dl.2MP: Meaty (+5~8 OH, -3~0 OB)
    • Must be manually delayed by at least 1 frame. Links into 2MP if timed meaty, otherwise 2LP.
  • Walk-up Throw
  • (Midscreen) *.236LK, Dash (Spaced)
+9 (Spaced)

214LK is a common combo ender with slightly finicky dash-up options when done away from the corner.

  • dl.2MP: Meaty (+5~8 OH, -3~0 OB)
    • Must be manually delayed by at least 1 frame, and must hit meaty to link into 2MP.
  • Walk up 5LP/2LP/2LK
    • Can get close enough to chain 2 light attacks and confirm into combo.
  • Walk-up Throw
+10
  • 4HK: Meaty (+6 OH, +2 OB)
    • Links into 2MP on hit.
  • Walk-up Throw
+11
  • 4HK: Meaty (+7 OH, +3 OB)
    • Links into 2MP or 2MK on hit.
  • DR~5LP
    • Trade setup that baits wake-up SA. See ±0 for more details.
  • Walk-up Throw
+12
  • dl.4HK: (+3~7 OH, -1~+3 OB)
    • Must be manually delayed by at least 1 frame. Links into 2MP if timed meaty enough.
  • Walk-up Throw
  • Back Throw
+17

After Back Throw, particularly against backward recovery:

  • DR~5HP
    • Single hit confirm into special, or use 236P/PP for a blockstring.
  • DR~5MK: (+9~10 OH, +0~1 OB)
    • Links into SA2 on hit.

After Back Throw into the corner:

  • 214LP: Meaty (+7 OH, ±0 OB)
    • Links into SA2 only on regular hit, or 623MK/KK only on counter-hit.
  • F.214LP: Meaty (+2 OB)
    • Links into *.623MK/KK or F.SA1 on hit.
  • DR~2MP: Meaty (+10 OH, +2 OB)
    • Links into 5HP on hit.
  • DR~4HK: (+7 OH, +3 OB)
    • Links into 2MP on hit.
  • DR~dl.Throw

Note that Drive Rush can be punished on reaction with an invincible reversal. Some OD reversals can be baited with DR~Drive Impact.

+18
  • Dash: ±0
  • 214LP: Meaty (+8 OH, +1 OB)
  • SA3
+19
  • Dash: +1 (5LP / 2LP / Throw)
  • 214LP: Meaty (+9 OH, +2 OB)
    • After SA3 in the corner, links into 623KK on any hit, 2HK on regular hit, 623HK on counter-hit.
  • CA
  • 623KK
    • Gains advantage as an anti-air.
+20
  • Dash: +2 (2LK / {clr|M|2MP}} / Throw)
    • Midscreen CA leaves Mai just out of Dash Throw range.
  • DR~4HK: Meaty (+9 OH, +5 OB)
    • Links into 5HP on hit.
+21
  • Dash: +3 (2MP / Throw)
  • 6MP: Meaty (+4 OH, -1 OB)
    • Links into 5LP or 5LK~LK~LK on hit.
  • DR~4HK: Meaty (+10 OH, +6 OB)
    • Links into 5HP on hit.
  • Forward Throw
+21

After Forward Throw, particularly against backward recovery:

  • DR~5HK: (+7 OH, +1 OB)
    • Links into 2MP if the opponent recovers in place.
    • Links into SA2 on counter-hit against backward recovery.
  • *.236[PP]
    • The non-OD version is punishable by forward jump, but the OD version recovers in time.
    • Anti-air with SA2 to knock the opponent into the fans for a Drive Rush combo.

After Forward Throw into the corner:

  • Dash: +3 (2MP / Throw)
  • DR~4HK: Meaty (+10 OH, +6 OB)
    • Links into 5HP on hit.
  • *.236HK
+22
  • Dash: +4 (2MP / Throw)
  • DR~4HK: Meaty (+11 OH, +7 OB)
    • Links into 5HP on hit.
  • *.236MK
  • Drive Reversal
+23
  • Dash: +5 (2MP / Throw)
  • 214PP, 236MK
+24
  • Dash: +6 (2MP / Walk-up Throw)
+25
  • Dash: +7 (2MP / Walk-up Throw)
  • SA1
+26
  • Dash: +8 (2MP / Walk-up Throw)
  • *.236LK
  • (Corner) 214HP, SA1
  • F.623KK
    • Gains advantage as an anti-air.
+27
  • Dash: +9 (dl.2MP / 4HK / Walk-up Throw)
    • Midscreen *.236LK leaves the opponent just out of range of 4HK confirms, so use delayed 2MP instead.
  • DR~6MP: (+6 OH, +1 OB)
    • Links into 2MP on hit. Trades into 5HP combo against 4 frame moves.
+28
  • Dash: +10 (4HK / Walk-up Throw)
  • DR~6MP: (+6 OH, +1 OB)
    • Links into 2MP on hit.
  • 623LK
    • Gains advantage as an anti-air.
+29
  • Dash: +11 (4HK / Walk-up Throw)
  • DR~6MP: (+6 OH, +1 OB)
    • Links into 2MP on hit.
  • 214HP, 236LK
  • 214HP, 623HK/MK
  • 623HK/MK (Low anti-air)
  • (Corner) 214PP, SA1
+30
  • DR~6MP: (+6 OH, +1 OB)
    • Links into 2MP on hit.
  • (Corner) Whiff 2MP(+4), Meaty 5LP (+6 OH, -1 OB)
    • Also sets up the ideal spacing for a shimmy.
    • Links into 2MP on hit.
    • Safe against 10f reversals.
  • (Corner) Whiff DR~5LK(+5), Meaty 2LP (+6 OH, +1 OB) or Throw
    • Chain into 5LP/2LP for a gapless blockstring.
    • Links into 2MP on hit.
    • Safe against 9f reversals.
  • (Corner) Whiff 5LP~5LP(+8), Meaty 2MP (+8 OH, ±0 OB)
    • Links into 2MP or 4HK on hit.
    • Sets up several other options. Refer to +8 for details.
  • (Corner) Backdash, *.236PP
    • Loses to wake-up Drive Impact.
  • F.623LK
  • *.623HK/MK
    • Gains advantage as an anti-air.
  • (Crumple), 5HP/2MP > 214HP, 236LK
+31
  • DR~6MP: Meaty (+7 OH, +2 OB)
    • Links into 2MP on hit.
  • (Corner) Backdash, *.236PP
    • Loses to wake-up Drive Impact.
  • 214PP > 623K
  • F.214HP, 623HK
+32
  • DR~6MP: Meaty (+8 OH, +3 OB)
    • Links into 2MP or 4HK on hit.
  • (Corner) Backdash, *.236PP
    • Loses to wake-up Drive Impact.
  • 2HK (HKD)
  • SA2
+33
  • (Corner) Backdash, *.236PP
  • 214HK, SA2
  • (Corner) *.214PP, *.236KK, j.MP, SA1
+34
  • (Corner) Backdash, *.236PP
  • 214MP
  • CH 214LP
  • F.214LP
  • F.214HP, F.623HK
  • Drive Impact
+35
  • (Corner) Backdash, *.236PP
+36
  • (Corner) Backdash, *.236PP
  • 214PP, 236LK
+37
  • 10f Safe Jump (Ed, M.Bison SA1/SA3)
  • (Corner) Backdash, *.236PP: Meaty (+6 OH, ±0) OB
    • Links into 2MP on hit.
  • F.SA2
  • (Corner) F.214HP, F.214MP, F.SA1
+38
  • 9f Safe Jump
  • (Corner) Backdash, *.236PP: Meaty (+7 OH, +1) OB
    • Links into 2MP or 2MK on hit.
  • F.SA1
+40
  • 7f Safe Jump (Blanka, Dhalsim SA2, Manon SA2)
  • (Corner) Backdash, *.236PP: Meaty (+9 OH, +3) OB
    • Links into 5HP on hit.
  • 5LK~LK~LK > j.214P
  • F.214HP, F.623MK
+41
  • 6f Safe Jump (Dee Jay, Jamie, Kimberly, Rashid)
  • (Corner) Backdash, *.236PP: Meaty (+10 OH, +4) OB
    • Links into 5HP on hit.
  • 5LK~LK~LK > F.j.214P
  • (Far) 5LK~LK~LK > j.214P
  • F.214MP
  • (Corner) F.236KK, j.MP, F.SA1
+42
  • 5f Safe Jump
  • (Corner) Backdash, *.236PP: Meaty (+11 OH, +5) OB
    • Links into 5HP on hit.
  • 214HP
  • (Far) 5LK~LK~LK > F.j.214P
+43
  • (Corner) Backdash, *.236PP: Meaty (+12 OH, +6) OB
    • Links into 5HP on hit.
    • Use 2MP for a gapless blockstring.
  • F.214HP
+47
  • (Corner) Backdash, *.236PP: Meaty (+16 OH, +9) OB
    • Links into 5HP or 5HK on hit.
  • PC 2HK (HKD)
  • 214PP
  • F.214PP
+48 ?
  • *.236KK, j.MP
+49 ?
  • *.214PP, *.236KK, j.MP
+51~58 More advantage for late j.MP.

Frame Kills

This section covers move sequences that can be used to take up a specific amount of frames to set up the perfect timing for Lily's various mixup options.

The following chart is split into columns of 18 frames, which is the duration of Mai's forward dash.
Performing a sequence before or after a forward dash will increase the total duration to the value directly to the right.
For example, 32 frames can be killed with 5HP, and also with Dash 5LK or 5LK Dash.

Sequences ending with "~" mean a chain cancel is required. Such sequences are only compatible with setting up meaty 5LP, 2LP or 2LK.
Other sequences that end with a chain cancelable light attack are not compatible with setting up meaty light attacks except for 5LK.

Frames Sequence Frames Sequence Frames Sequence
1 19 5LP~2LP~ 37 2LP~LP, 5LK
2 20 2LP~2LP~ 38 2LK~LP, 5LK
3 J.X 21 2LK~2LP~ 39 2LP~2LK, 5LK
LP, MP*
4 22 5LP~LP 40 6MP
5 23 2LP~LP
Backdash*
41 2HP*
6 24 2LK~LP 42 5LK, 5LK, 5LK
7 25 2LP~2LK 43 Empty Jump
LP, Throw
8 26 2LK~2LK
MP*
44
9 5LP~ 27 LP, 5LK 45 LP, 5HP
10 2LP~ 28 5LK, 5LK
2MK*
46 Jump J.X
11 2LK~
DR
29 2LK, 5LK
5MK*
47
12 30 Throw 48
13 5LP
2LP
31 49
14 5LK 32 5HP 50
15 2LK 33 2HK* 51
16 5LP~DR
2LP~DR
34 5LP~2LP~2LK 52
17 5LK~DR 35 2LP~2LP~2LK
5HK*
53
18 Dash 36 54

There are some move specific quirks to take account of when setting up a frame kill.

  • Using certain moves (*) will cause Mai to move away from the opponent during the recovery.
    • 2HK always leaves Mai outside her throw range. A 2 frame micro-walk makes normal throw reach.
    • From longest to shortest distance, 5MK, 2MP, 5MP, 2MK, 5HK, 4HK and 2HP also push Mai back while still leaving her in throw range.
    • If the pushback is causing an issue, try to use Light chains or end the frame kill with Dash.
      • e.g. For 41 frames, perform Backdash then Dash. This ends up closer to the opponent than 2HP.
  • Empty Jump is stricter than other frame kills. There is a 3 frame timing window on the followup to get the optimal 43 frame delay.
    • Inputting the followup too early results in an air attack, resulting in 3 frames of non-cancelable landing recovery.
    • Empty Jump into a movement action (Jump, Dash, Backdash) is subject to a 2 frame delay.

vs. Burnout

TO-DO


Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP/5LK/2LP 2LK 2MP 2MK 5MP/4HK 5MK/5HP/2HK 2HP 6MP
5LP~DRC 6 7 8 9 10 11 12 22
2LP~DRC 5 6 7 8 9 10 11 21
5LK~DRC 4 5 6 7 8 9 10 20
2MK~DRC 0 1 2 3 4 5 6 16
5MP~DRC 0 0 0 1 2 3 4 14
2MP~DRC 0 0 0 1 2 3 4 14
5HP~DRC 0 0 0 0 0 0 0 9


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LK~DRC +2 No combo without Counter-hit or Punish Counter
2LP~DRC +4 DRC~5LP, 5HP
5LP~DRC +5
2MK~DRC +8 DRC~2MP, 5HP
DRC~4HK, 2MP
DRC~4HK, 5LK~LK~LK
5MP~DRC +11 DRC~5HP > 236[PP], 5HP
DRC~5HP > F.236[PP], j.HK
DRC~2HP, 4HK~HK
2MP~DRC +14 DRC~5HK, 2MP
5HP~DRC +15


Defense

Reversals

TO-DO


Anti-Airs

TO-DO


Anti-Projectile

TO-DO


Fighting vs. Mai

TO-DO



SF6 Navigation

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