< Street Fighter 6 | Mai
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 6 | | jugLimit = 6 | ||
| notes = Strike hitbox that can dissipate standard 1-hit projectiles during active frames; becomes KD +35 on Counter-hit/Punish Counter; leaves opponent standing on hit just outside throw range (must walk 1-2f to throw, or more if spaced far away); safe when well spaced in neutral; when canceled from a normal on block, its safe range is character-specific (max range 2MK offers the best pushback); useful oki tool that can be up to +9/+2 when meaty (e.g. 2HK, whiff 5LK, 214LP) and can also lead to a juggle on meaty Counter-hit | | notes = Strike hitbox that can dissipate standard 1-hit projectiles during active frames; becomes KD +35 on Counter-hit/Punish Counter; leaves opponent standing on hit just outside throw range (must walk 1-2f to throw, or more if spaced far away); safe when well spaced in neutral; when canceled from a normal on block, its safe range is character-specific (max range 2MK offers the best pushback); useful oki tool that can be up to +9/+2 when meaty (e.g. 2HK, whiff 5LK, 214LP) and can also lead to a juggle on meaty Counter-hit | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 6 | | jugLimit = 6 | ||
| notes = Enhanced version that costs 1 Flame Stock; strike hitbox that can dissipate standard 1-hit projectiles during active frames; always safe on block, and very effective at creating spacing traps against light normals (even when canceled from ranged pokes); when used as a meaty, can be up to +4 on block or KD +41 for a juggle | | notes = Enhanced version that costs 1 Flame Stock; strike hitbox that can dissipate standard 1-hit projectiles during active frames; always safe on block, and very effective at creating spacing traps against light normals (even when canceled from ranged pokes); when used as a meaty, can be up to +4 on block or KD +41 for a juggle | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1,2 | | jugLimit = 1,2 | ||
| atkRange = | | atkRange = 1.46 (1st) | ||
| notes = 2 hits, () refers to startup of 2nd hit from longer range; similar utility to LP version but grants a knockdown instead of a standing reset; combos from 5LP as a decent light chain ender; 1st hit can whiff when canceled from ranged pokes, making it unsafe; 2nd hit (frames 25-31) is a strike hitbox that can dissipate standard 1-hit projectiles; can be spaced relatively safely on block (only Ken SA2 can punish at max range); starter/combo scaling only applies when spaced out or used with meaty timing so that the 2nd hit starts the combo | | notes = 2 hits, () refers to startup of 2nd hit from longer range; similar utility to LP version but grants a knockdown instead of a standing reset; combos from 5LP as a decent light chain ender; 1st hit can whiff when canceled from ranged pokes, making it unsafe; 2nd hit (frames 25-31) is a strike hitbox that can dissipate standard 1-hit projectiles; can be spaced relatively safely on block (only Ken SA2 can punish at max range); starter/combo scaling only applies when spaced out or used with meaty timing so that the 2nd hit starts the combo | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1,2 | | jugLimit = 1,2 | ||
| atkRange = | | atkRange = 1.56 (1st) | ||
| notes = Enhanced version that costs 1 Flame Stock; 2 hits, () refers to startup of 2nd hit from longer range; similar utility to LP version (grants a combo from 5LP as a decent light chain ender); forward movement ensures both hits connect when canceled (except in some whiff punish scenarios); 2nd hit (frames 25-31) is a strike hitbox that can dissipate standard 1-hit projectiles; can be spaced relatively safely on block (max range can be -4 unlike the non-flame version due to forward movement during active frames); sets up a perfect KD +42 safe jump on grounded or juggled hit (unless spaced out at max range where it becomes +44); starter scaling only applies when spaced out or used with meaty timing so that the 2nd hit starts the combo | | notes = Enhanced version that costs 1 Flame Stock; 2 hits, () refers to startup of 2nd hit from longer range; similar utility to LP version (grants a combo from 5LP as a decent light chain ender); forward movement ensures both hits connect when canceled (except in some whiff punish scenarios); 2nd hit (frames 25-31) is a strike hitbox that can dissipate standard 1-hit projectiles; can be spaced relatively safely on block (max range can be -4 unlike the non-flame version due to forward movement during active frames); sets up a perfect KD +42 safe jump on grounded or juggled hit (unless spaced out at max range where it becomes +44); starter scaling only applies when spaced out or used with meaty timing so that the 2nd hit starts the combo | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1,2 | | jugLimit = 1,2 | ||
| atkRange = | | atkRange = 1.64(1.44) (1st) | ||
| notes = 2 hits, () refers to startup of 2nd hit from longer range; whiffs on crouching opponents; puts opponent into a limited juggle state; head hurtbox is anti-air invincible on frames 6-17 (slow but rewarding anti-air); 2nd hit (frames 27-36) is a strike hitbox that can dissipate standard 1-hit projectiles | | notes = 2 hits, () refers to startup of 2nd hit from longer range; whiffs on crouching opponents; puts opponent into a limited juggle state; head hurtbox is anti-air invincible on frames 6-17 (slow but rewarding anti-air); 2nd hit (frames 27-36) is a strike hitbox that can dissipate standard 1-hit projectiles | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1,2 | | jugLimit = 1,2 | ||
| atkRange = | | atkRange = 1.64(1.44) (1st) | ||
| notes = Enhanced version that costs 1 Flame Stock; 2 hits, () refers to startup of 2nd hit from longer range; whiffs on crouching opponents; puts opponent into a limited juggle state (higher launch gives more follow-up options like 236KK launch or Flame 214MP safe jump); head hurtbox is anti-air invincible on frames 6-17 (slow but rewarding anti-air); 2nd hit (frames 27-36) is a strike hitbox that can dissipate standard 1-hit projectiles; incurs no extra damage scaling, making it a significantly stronger combo tool than the non-flame version | | notes = Enhanced version that costs 1 Flame Stock; 2 hits, () refers to startup of 2nd hit from longer range; whiffs on crouching opponents; puts opponent into a limited juggle state (higher launch gives more follow-up options like 236KK launch or Flame 214MP safe jump); head hurtbox is anti-air invincible on frames 6-17 (slow but rewarding anti-air); 2nd hit (frames 27-36) is a strike hitbox that can dissipate standard 1-hit projectiles; incurs no extra damage scaling, making it a significantly stronger combo tool than the non-flame version | ||
}} | }} | ||
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| jugIncrease = 0,0,2 | | jugIncrease = 0,0,2 | ||
| jugLimit = 1,2,3 | | jugLimit = 1,2,3 | ||
| atkRange = | | atkRange = 1.41 (1st) | ||
| notes = 3 hits; puts opponent into a limited juggle state (free juggle state if only the final hit connects); 2nd/3rd hits (frames 30-34 and 42-46) are strike hitboxes that can dissipate 1-hit OD projectiles; 8f extra recovery on block; Super cancels always whiff or give partial animation (should always manually link the juggle afterward unless the opponent is armoring through your attack) | | notes = 3 hits; puts opponent into a limited juggle state (free juggle state if only the final hit connects); 2nd/3rd hits (frames 30-34 and 42-46) are strike hitboxes that can dissipate 1-hit OD projectiles; 8f extra recovery on block; Super cancels always whiff or give partial animation (should always manually link the juggle afterward unless the opponent is armoring through your attack) | ||
}} | }} | ||
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| jugIncrease = 0,0,1 | | jugIncrease = 0,0,1 | ||
| jugLimit = 1,2,3 | | jugLimit = 1,2,3 | ||
| atkRange = | | atkRange = 1.41 (1st) | ||
| notes = Enhanced version that costs 1 Flame Stock; 3 hits; puts opponent into a limited juggle state (free juggle state if only the final hit connects); allows more lenient juggle routes than non-flame version (Juggle Increase of 1 instead of 2); 2nd/3rd hits (frames 30-34 and 42-46) are strike hitboxes that can dissipate 1-hit OD projectiles; 8f extra recovery on block; Super cancels always whiff or give partial animation (should always manually link the juggle afterward unless the opponent is armoring through your attack) | | notes = Enhanced version that costs 1 Flame Stock; 3 hits; puts opponent into a limited juggle state (free juggle state if only the final hit connects); allows more lenient juggle routes than non-flame version (Juggle Increase of 1 instead of 2); 2nd/3rd hits (frames 30-34 and 42-46) are strike hitboxes that can dissipate 1-hit OD projectiles; 8f extra recovery on block; Super cancels always whiff or give partial animation (should always manually link the juggle afterward unless the opponent is armoring through your attack) | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 3,4 | | jugLimit = 3,4 | ||
| atkRange = | | atkRange = 2.30~3.83 / 1.62 (1st) | ||
| notes = Can be enhanced with a Flame Stock for 100 extra damage; only the first 6 active frames of the 2nd hit are SA3 cancelable (Flame version: first 7 active frames); puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from any light normal, making it Mai's most consistent combo ender and a great corner carry tool; reaches about 80% screen length; can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-13 whiff on crouching opponents; this makes it more interruptible by crouching attacks at long range, but makes it at least +3 when crouch blocked | | notes = Can be enhanced with a Flame Stock for 100 extra damage; only the first 6 active frames of the 2nd hit are SA3 cancelable (Flame version: first 7 active frames); puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from any light normal, making it Mai's most consistent combo ender and a great corner carry tool; reaches about 80% screen length; can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-13 whiff on crouching opponents; this makes it more interruptible by crouching attacks at long range, but makes it at least +3 when crouch blocked | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 3,4 | | jugLimit = 3,4 | ||
| atkRange = | | atkRange = 2.45~4.42 / 1.78 (1st) | ||
| notes = Can be enhanced with a Flame Stock for 100 extra damage; only the first 3 active frames of the 2nd hit are SA3 cancelable (Flame version: first 7 active frames); puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter light normals, making it a solid combo ender and a great corner carry tool; reaches about 99% screen length (barely whiffs on fullscreen standing opponents); can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents; this makes it more interruptible by crouching attacks at long range, but makes it at least +3 when crouch blocked | | notes = Can be enhanced with a Flame Stock for 100 extra damage; only the first 3 active frames of the 2nd hit are SA3 cancelable (Flame version: first 7 active frames); puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter light normals, making it a solid combo ender and a great corner carry tool; reaches about 99% screen length (barely whiffs on fullscreen standing opponents); can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents; this makes it more interruptible by crouching attacks at long range, but makes it at least +3 when crouch blocked | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 3,4 | | jugLimit = 3,4 | ||
| atkRange = | | atkRange = 2.79~4.76 / 2.13 (1st) | ||
| notes = Can be enhanced with a Flame Stock for 100 extra damage; only the first 3 active frames of the 2nd hit are SA3 cancelable (Flame version: first 7 active frames); puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter 5LP, making it a solid combo ender and a great corner carry tool; reaches beyond full screen length; can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents; this makes it more interruptible by crouching attacks at long range, but makes it at least +2 when crouch blocked | | notes = Can be enhanced with a Flame Stock for 100 extra damage; only the first 3 active frames of the 2nd hit are SA3 cancelable (Flame version: first 7 active frames); puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter 5LP, making it a solid combo ender and a great corner carry tool; reaches beyond full screen length; can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents; this makes it more interruptible by crouching attacks at long range, but makes it at least +2 when crouch blocked | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 3,4 | | jugLimit = 3,4 | ||
| atkRange = | | atkRange = 2.34 (1.64) | ||
| notes = Can be enhanced with a Flame Stock for 100 extra damage and no extra damage scaling; stops after the 2nd hit on block; on hit, puts opponent into a limited juggle state (can follow up with air normals/specials/supers on frames 54-74); canceling the 2nd hit into SA2 whiffs (partial connect in the corner); Mai still performs the jump animation on whiff, allowing her to come down with an air normal (mostly a gimmick during charged Kachousen pressure); only the first active frame of the 2nd hit can connect on grounded opponents (the remaining 16 active frames only hit airborne); combos from 5LP, making it a useful damage/corner carry option even from light starters | | notes = Can be enhanced with a Flame Stock for 100 extra damage and no extra damage scaling; stops after the 2nd hit on block; on hit, puts opponent into a limited juggle state (can follow up with air normals/specials/supers on frames 54-74); canceling the 2nd hit into SA2 whiffs (partial connect in the corner); Mai still performs the jump animation on whiff, allowing her to come down with an air normal (mostly a gimmick during charged Kachousen pressure); only the first active frame of the 2nd hit can connect on grounded opponents (the remaining 16 active frames only hit airborne); combos from 5LP, making it a useful damage/corner carry option even from light starters | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 4,5 | | jugLimit = 4,5 | ||
| atkRange = | | atkRange = 0.60 (1st) | ||
| notes = Close range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | | notes = Close range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | ||
}} | }} | ||
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| jugIncrease = 1,1,10 | | jugIncrease = 1,1,10 | ||
| jugLimit = 10,11,12 | | jugLimit = 10,11,12 | ||
| atkRange = | | atkRange = 0.60 (1st) | ||
| notes = Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; close range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | | notes = Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; close range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 4,5 | | jugLimit = 4,5 | ||
| atkRange = | | atkRange = 1.097 (1st) | ||
| notes = Close/mid range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | | notes = Close/mid range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | ||
}} | }} | ||
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| jugIncrease = 1,1,10 | | jugIncrease = 1,1,10 | ||
| jugLimit = 10,11,12 | | jugLimit = 10,11,12 | ||
| atkRange = | | atkRange = 1.097 (1st) | ||
| notes = Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; close/mid range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | | notes = Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; close/mid range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 4,5 | | jugLimit = 4,5 | ||
| atkRange = | | atkRange = 1.217 (1st) | ||
| notes = Mid/farther range anti-air and juggle ender (slower startup limits its use in some juggle routes); cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | | notes = Mid/farther range anti-air and juggle ender (slower startup limits its use in some juggle routes); cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | ||
}} | }} | ||
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| jugIncrease = 1,1,10 | | jugIncrease = 1,1,10 | ||
| jugLimit = 10,11,12 | | jugLimit = 10,11,12 | ||
| atkRange = | | atkRange = 1.217 (1st) | ||
| notes = Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; mid/farther range anti-air and juggle ender (slower startup limits its use in some juggle routes); cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | | notes = Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; mid/farther range anti-air and juggle ender (slower startup limits its use in some juggle routes); cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 10,11 | | jugLimit = 10,11 | ||
| atkRange = | | atkRange = 1.197 (1st) | ||
| notes = Mai's primary reversal, as well as an anti-air and strong juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage; 7f extra landing recovery on block | | notes = Mai's primary reversal, as well as an anti-air and strong juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage; 7f extra landing recovery on block | ||
}} | }} | ||
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| jugIncrease = 1,1,10 | | jugIncrease = 1,1,10 | ||
| jugLimit = 10,11,12 | | jugLimit = 10,11,12 | ||
| atkRange = | | atkRange = 1.197 (1st) | ||
| notes = Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; Mai's primary reversal, as well as an anti-air and strong juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage; 7f extra landing recovery on block | | notes = Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; Mai's primary reversal, as well as an anti-air and strong juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage; 7f extra landing recovery on block | ||
}} | }} | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 5.26 (1.54) | ||
| notes = 11f extra recovery on block; solid range, but a short invincibility window that makes it difficult to use against slower projectiles; deals less damage from long range due to earlier hits whiffing; good reversal and juggle ender; generally should not be canceled into from OD specials (214PP: manually juggle afterward, 236KK: juggle j.MP > Air SA2) | | notes = 11f extra recovery on block; solid range, but a short invincibility window that makes it difficult to use against slower projectiles; deals less damage from long range due to earlier hits whiffing; good reversal and juggle ender; generally should not be canceled into from OD specials (214PP: manually juggle afterward, 236KK: juggle j.MP > Air SA2) | ||
}} | }} | ||
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| jugIncrease = 0x11,1 | | jugIncrease = 0x11,1 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 8.63 (1.69) | ||
| notes = Enhanced version for 1 Flame Stock; 6f extra recovery on block; moves forward much more quickly and has extra projectile invincibility compared to the standard version, making it an incredible anti-fireball and whiff punish tool; good reversal and juggle ender; deals less damage from long range due to earlier hits whiffing; puts opponents into limited juggle state (can juggle 623LK in the corner, and higher juggle/anti-air connects can give better juggles (e.g. midscreen Flame 214PP, juggle Flame SA2 + Flame 623KK); generally should not be canceled into from OD specials (214PP: manually juggle afterward, 236KK: juggle j.MP > Air SA2) | | notes = Enhanced version for 1 Flame Stock; 6f extra recovery on block; moves forward much more quickly and has extra projectile invincibility compared to the standard version, making it an incredible anti-fireball and whiff punish tool; good reversal and juggle ender; deals less damage from long range due to earlier hits whiffing; puts opponents into limited juggle state (can juggle 623LK in the corner, and higher juggle/anti-air connects can give better juggles (e.g. midscreen Flame 214PP, juggle Flame SA2 + Flame 623KK); generally should not be canceled into from OD specials (214PP: manually juggle afterward, 236KK: juggle j.MP > Air SA2) | ||
}} | }} | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 4.79 (1.08) | ||
| notes = Can be input during forward or neutral jump; good air-to-air and combo tool; no invincibility of any kind, but can be very effective against projectiles when input at minimum height with a Tiger Knee motion (2362369K); deals less damage from long range due to earlier hits whiffing; frame advantage varies drastically depending on the height and distance it connects; very likely to fly over the opponent on block unless they are fully cornered; cannot hit cross-up | | notes = Can be input during forward or neutral jump; good air-to-air and combo tool; no invincibility of any kind, but can be very effective against projectiles when input at minimum height with a Tiger Knee motion (2362369K); deals less damage from long range due to earlier hits whiffing; frame advantage varies drastically depending on the height and distance it connects; very likely to fly over the opponent on block unless they are fully cornered; cannot hit cross-up | ||
}} | }} | ||
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| jugIncrease = 0x11,1 | | jugIncrease = 0x11,1 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 5.33 (1.32) | ||
| notes = Enhanced version that costs 1 Flame Stock; can be input during forward or neutral jump; good air-to-air and combo tool; no invincibility of any kind, but can be very effective against projectiles when input at minimum height with a Tiger Knee motion (2362369K); deals less damage from long range due to earlier hits whiffing; frame advantage varies drastically depending on the height and distance it connects; very likely to fly over the opponent on block unless they are fully cornered; cannot hit cross-up | | notes = Enhanced version that costs 1 Flame Stock; can be input during forward or neutral jump; good air-to-air and combo tool; no invincibility of any kind, but can be very effective against projectiles when input at minimum height with a Tiger Knee motion (2362369K); deals less damage from long range due to earlier hits whiffing; frame advantage varies drastically depending on the height and distance it connects; very likely to fly over the opponent on block unless they are fully cornered; cannot hit cross-up | ||
}} | }} | ||
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| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 2.67 (1.80) | ||
| notes = 1st hit causes cinematic; non-cinematic version does less damage (varies based on how many hits connect), but can juggle into 623K to recover some lost damage; cinematic time regenerates ~2 Drive bars for Mai; 3f startup when canceled from 236K/KK only; slower startup makes it risky as a reversal (many light normals can be safe with meaty timing) | | notes = 1st hit causes cinematic; non-cinematic version does less damage (varies based on how many hits connect), but can juggle into 623K to recover some lost damage; cinematic time regenerates ~2 Drive bars for Mai; 3f startup when canceled from 236K/KK only; slower startup makes it risky as a reversal (many light normals can be safe with meaty timing) | ||
}} | }} | ||
Line 2,609: | Line 2,607: | ||
| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = | | atkRange = 2.67 (1.80) | ||
| notes = 1st hit causes cinematic; non-cinematic version does less damage (varies based on how many hits connect), but can juggle into 623K to recover some lost damage; available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Mai; 3f startup when canceled from 236K/KK only; slower startup makes it risky as a reversal (many light normals can be safe with meaty timing) | | notes = 1st hit causes cinematic; non-cinematic version does less damage (varies based on how many hits connect), but can juggle into 623K to recover some lost damage; available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Mai; 3f startup when canceled from 236K/KK only; slower startup makes it risky as a reversal (many light normals can be safe with meaty timing) | ||
}} | }} |
Revision as of 05:07, 23 February 2025
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
6MP
4HK
Target Combos
5LK~LK
5LK~LK~LK
4HK~HK
Throws
Forward Throw
Back Throw
Air Throw
Drive Moves
HPHK
Mai
mai_hphk
|
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---|---|---|---|---|---|
HPHK Botan Ichige
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.541 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Mai
mai_6hphk
|
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---|---|---|---|---|---|
6HPHK Yusura Ume (Block)
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.457 (1.393) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Mai
mai_6hphk_recovery
|
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6HPHK Yusura Ume (Recovery)
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.457 (1.393) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Mai
mai_mpmk
|
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MPMK Drive Parry
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
Mai
mai_mpmk_66_pdr
|
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---|---|---|---|---|---|
MPMK~66 Parry Drive Rush
|
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![]() File:SF6 Mai 66 hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.669 (min/throw), 2.383 (min/block), 2.977 (max/final DR frame) |
Mai
mai_mpmk_66_drc
|
|||||
---|---|---|---|---|---|
MPMK or 66 Drive Rush Cancel
|
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![]() File:SF6 Mai 66 hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Kachousen
236LP
236LP Flame
Mai
mai_236lp_flame
|
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---|---|---|---|---|---|
236LP Kachousen (Flame)
|
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File:SF6 Mai 236p flame.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2 | 75x2 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | - | 29 | 31 total | 27 total | 8,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,0 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.04 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+5 | -8 | ||||
Hit Advantage | Block Advantage | ||||
+1 | -3 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; slowest travel speed; 2-hit standard projectile (cannot be dissipated by strikes); can hold the button for 19f to charge to a stronger version; only the first hit is cancelable to SA3; puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f) |
236MP
Mai
mai_236mp
|
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---|---|---|---|---|---|
236MP Kachousen
|
|||||
File:SF6 Mai 236mp.png File:SF6 Mai 236mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 | 125 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 34 | 32 | 26 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+1 | -24 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -9 | ||||
Notes | |||||
Medium travel speed; low-priority 1-hit projectile that disappears when interacting with another strike or projectile hitbox (does not dissipate any hits of a standard projectile); clashing with a fan is considered a whiff (no extra hitstop or cancelability); can hold the button for 19f to charge to a stronger version; puts airborne opponents into a limited juggle state; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f) |
236MP Flame
Mai
mai_236mp_flame
|
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---|---|---|---|---|---|
236MP Kachousen (Flame)
|
|||||
File:SF6 Mai 236p flame.png File:SF6 Mai 236p flame hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2 | 75x2 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 31 | 31 total | 27 total | 8,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,0 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+3 | -10 | ||||
Hit Advantage | Block Advantage | ||||
-1 | -5 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; medium travel speed; 2-hit standard projectile (cannot be dissipated by strikes); can hold the button for 19f to charge to a stronger version; only the first hit is cancelable to SA3; puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f) |
236HP
Mai
mai_236hp
|
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---|---|---|---|---|---|
236HP Kachousen
|
|||||
File:SF6 Mai 236hp.png File:SF6 Mai 236hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 | 125 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 36 | 32 | 26 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.07 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
-1 | -26 | ||||
Hit Advantage | Block Advantage | ||||
-5 | -11 | ||||
Notes | |||||
Fastest travel speed; low-priority 1-hit projectile that disappears when interacting with another strike or projectile hitbox (does not dissipate any hits of a standard projectile); clashing with a fan is considered a whiff (no extra hitstop or cancelability); can hold the button for 19f to charge to a stronger version; puts airborne opponents into a limited juggle state; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f) |
236HP Flame
Mai
mai_236hp_flame
|
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---|---|---|---|---|---|
236HP Kachousen (Flame)
|
|||||
File:SF6 Mai 236p flame.png File:SF6 Mai 236p flame hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2 | 75x2 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 33 | 31 total | 27 total | 8,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,0 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.07 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+1 | -12 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -7 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; fastest travel speed; 2-hit standard projectile (cannot be dissipated by strikes); can hold the button for 19f to charge to a stronger version; only the first hit is cancelable to SA3; puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f) |
236PP
Mai
mai_236pp
|
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---|---|---|---|---|---|
236PP Kachousen
|
|||||
File:SF6 Mai 236pp.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500,(200) | 125,(50) | 20% Starter; Combo (2 hits) | LH | SA2 SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 30 | 34,(30) | 28,(26) | 8,(8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
42 | 2500,1000 | [3000,2500] | -20000 | 600,300 (420,210) | 300,150 (150,75) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 5,6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -20 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -3 | ||||
Notes | |||||
1-hit OD projectile (cannot be dissipated by strikes); bounces upward on contact with the opponent, then drops downward for a follow-up hit; () refers to damage/hitstun values of the bouncing fan follow-up on hit or block; can hold the button for 19f for a charged version that throws 2 fans; only the first hit is cancelable to SA2/SA3; puts airborne opponents into a limited juggle state; Mai has an extended hurtbox vulnerable to strikes on her leg (12-37f) and upper body (15-27f); frame gap before follow-up bounce: 16f stand / 22f crouch (on hit), 22f stand / 28f crouch (on block); all gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief |
236PP Flame
Mai
mai_236pp_flame
|
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---|---|---|---|---|---|
236PP Kachousen (Flame)
|
|||||
File:SF6 Mai 236pp flame.png![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2,(200) | 75x2,(50) | 20% Starter; Combo (2 hits) | LH | SA2 SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 30 | 34 total,(30) | 32 total,(26) | 8,8,(8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
42 | 1250x2,1000 | [1500x2,2500] | -20000 | 300x3 (210x3) | 150x3 (75x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1,1 | 1,0,1 | 5,6,6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -8 | ||||
Hit Advantage | Block Advantage | ||||
+3 | +1 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; 2-hit OD projectile (cannot be dissipated by strikes); bounces upward on contact with the opponent, then drops downward for a follow-up hit; () refers to damage/hitstun values of the bouncing fan follow-up on hit or block; can hold the button for 19f for a charged version that throws 2 fans; only the first hit is cancelable to SA2/SA3; puts airborne opponents into a limited juggle state; Mai has an extended hurtbox vulnerable to strikes on her leg (12-37f) and upper body (15-27f); frame gap before follow-up bounce: 24f stand / 30f crouch (on hit), 26f stand / 32f crouch (on block); all gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief |
Kachousen (Hold)
236[P]
236[P] Flame
Mai
mai_236p_flame_hold
|
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---|---|---|---|---|---|
236[P] Kachousen (Flame+Hold)
|
|||||
File:SF6 Mai 236p flame hold.png File:SF6 Mai 236p flame hold hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2,(200) | 75x2,(50) | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
32 | - | 30 | 32 total,(30) | 30 total,(26) | 8,8,(8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 1250x2,1000 | [1500x2,2500] | 500x2,1000 | 300x3 (210x3) | 150x3 (75x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1,1 | 1,0,1 | 1,2,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | LP 0.04 / MP 0.05 / HP 0.07 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+5 | -8 | ||||
Hit Advantage | Block Advantage | ||||
+1 | -1 | ||||
Notes | |||||
Charged/Enhanced version acts as a standard 2-hit projectile (does not dissipate on contact with strike hitboxes); bounces upward on contact with the opponent, then drops downward for a follow-up hit (this bounce is higher/slower than the non-flame version); () refers to damage/hitstun values of the bouncing fan follow-up on hit or block; the listed frame advantage refers to the first hit at point blank range before the follow-up connects; any hit that connects after the follow-up bounce overwrites the fan's hitstun/blockstun; projectile speed depends on button strength (LP slow / MP medium / HP fast); bounce height depends on button strength (LP low / MP medium / HP high); the time difference between the first and second fan on hit or block varies based on this bounce height; puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits; Mai has an extended hurtbox vulnerable to strikes on her leg (32-62f) and arm (32-48f); LP Version frame gap before follow-up bounce: 10f stand / 16f crouch (on hit), 12f stand / 18f crouch (on block); MP Version frame gap before follow-up bounce: 27f stand / 33f crouch (on hit), 29f stand / 35f crouch (on block); HP Version frame gap before follow-up bounce: 39f stand / 45f crouch (on hit), 41f stand / 47f crouch (on block); all gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief |
236[PP]
236[PP] Flame
Mai
mai_236pp_flame_hold
|
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---|---|---|---|---|---|
236[PP] Kachousen (Flame+Hold)
|
|||||
File:SF6 Mai 236pp flame hold.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x2,150x2 (700) | 50x2,37x2 (174) | - | LH | SA2 SA3 (1st) | 4 SA / 31 (~6P) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28(48) | - | 10 | 32,25,26,25 (76 total) | 30,23,26x2 (77 total) | 8,8,(8,8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
58 | 1000x4 | [2000x2,2500x2] | -20000 | 300x4 (210x4) | 150x4 (75x4) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | [1,1]x2 | [0,0]x2 | [2,6]x2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+45(+52) | +11(+44) | ||||
Hit Advantage | Block Advantage | ||||
+45(+52) | +46(+53) | ||||
Notes | |||||
Throws 2 fans that bounce on contact with the opponent for up to 4 hits total; has OD priority and cannot be dissipated by a strike; all 4 fan hits form a true combo or blockstring after the first one connects; the listed frame advantage is for point blank standing(crouching) characters (slightly less advantage taller characters like Dee Jay/JP/Marisa/Zangief); cancelable into a follow-up (~6P) that throws 2 additional fans at no extra cost; puts airborne opponents into a limited juggle state (does not affect any existing juggle state); only the first hit is cancelable to SA2/SA3; Mai has an extended hurtbox vulnerable to strikes on her arm and head (28-58f) |
236[PP]~6P
Ryuuenbu
214LP
214LP Flame
Mai
mai_214lp_flame
|
|||||
---|---|---|---|---|---|
214LP Ryuuenbu (Flame)
|
|||||
File:SF6 Mai 214lp flame.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
900 | 225 | 20% Starter; Combo (2 hits) | LH | SA3 | 17 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 7 | 15 | 25 | 20 | 9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
35 | 2000 | [2500] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +35 | -20 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 | -2 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; strike hitbox that can dissipate standard 1-hit projectiles during active frames; always safe on block, and very effective at creating spacing traps against light normals (even when canceled from ranged pokes); when used as a meaty, can be up to +4 on block or KD +41 for a juggle |
214MP
214MP Flame
Mai
mai_214mp_flame
|
|||||
---|---|---|---|---|---|
214MP Ryuuenbu (Flame)
|
|||||
File:SF6 Mai 214mp flame.png![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,900 | 50,225 | Combo (2 hits); 2nd hit only: 20% starter | LH | SA3 (2nd) | 34(17) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14(25) | 2(9)7 | 16 | - | 28(17) | 6,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
47 | 2000x2 | [2500x2] | 1000x2 | 600x2 (420x2) | 300x2 (150x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.56 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42(+44) | -21(-19) | ||||
Hit Advantage | Block Advantage | ||||
KD +42(+44) | -6(-4) | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; 2 hits, () refers to startup of 2nd hit from longer range; similar utility to LP version (grants a combo from 5LP as a decent light chain ender); forward movement ensures both hits connect when canceled (except in some whiff punish scenarios); 2nd hit (frames 25-31) is a strike hitbox that can dissipate standard 1-hit projectiles; can be spaced relatively safely on block (max range can be -4 unlike the non-flame version due to forward movement during active frames); sets up a perfect KD +42 safe jump on grounded or juggled hit (unless spaced out at max range where it becomes +44); starter scaling only applies when spaced out or used with meaty timing so that the 2nd hit starts the combo |
214HP
214HP Flame
Mai
mai_214hp_flame
|
|||||
---|---|---|---|---|---|
214HP Ryuuenbu (Flame)
|
|||||
File:SF6 Mai 214hp flame.png![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,700 | 50,175 | - | LH | SA3 (2nd) | 37(19) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
15(27) | 3(9)10 | 12 | - | 28(16) | 6,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | 2000x2 | [2500x2] | 1000x2 | 600x2 (420x2) | 300x2 (150x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.64(1.44) (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +47 | -20 | ||||
Hit Advantage | Block Advantage | ||||
KD +47 | -6 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; 2 hits, () refers to startup of 2nd hit from longer range; whiffs on crouching opponents; puts opponent into a limited juggle state (higher launch gives more follow-up options like 236KK launch or Flame 214MP safe jump); head hurtbox is anti-air invincible on frames 6-17 (slow but rewarding anti-air); 2nd hit (frames 27-36) is a strike hitbox that can dissipate standard 1-hit projectiles; incurs no extra damage scaling, making it a significantly stronger combo tool than the non-flame version |
214PP
214PP Flame
Mai
mai_214pp_flame
|
|||||
---|---|---|---|---|---|
214PP Ryuuenbu (Flame)
|
|||||
File:SF6 Mai 214pp flame.png![]() ![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,450x2 (1100) | 50,112x2 (274) | - | LH | SA2 SA3 (3rd) | 53(33/15) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 2(12)5(7)5 | 16(24) | - | 43/29/17 | 6,6,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62(70) | 1000,1500x2 | [1000,2000x2] | -20000 | 400x3 (280x3) | 200x3 (100x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0,0,0 | 0,0,1 | 1,2,3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.41 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +48 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +48 | -12 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; 3 hits; puts opponent into a limited juggle state (free juggle state if only the final hit connects); allows more lenient juggle routes than non-flame version (Juggle Increase of 1 instead of 2); 2nd/3rd hits (frames 30-34 and 42-46) are strike hitboxes that can dissipate 1-hit OD projectiles; 8f extra recovery on block; Super cancels always whiff or give partial animation (should always manually link the juggle afterward unless the opponent is armoring through your attack) |
Hissatsu Shinobi Bachi
236LK
236MK
Mai
mai_236mk
|
|||||
---|---|---|---|---|---|
236MK Hissatsu Shinobi Bachi
|
|||||
File:SF6 Mai 236mk.png File:SF6 Mai 236mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
450x2 [450,550] |
112x2 [112,137] |
- | LH | SA3 (2nd) | 38(15-17) / Flame: 42(15-21) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
15 | 2(11)17 | 20 | - | 38(25) | 8,13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
64 | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 3,4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.45~4.42 / 1.78 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23(+39) | -35(-19) | ||||
Hit Advantage | Block Advantage | ||||
KD +23(+39) | -12(+4) | ||||
Notes | |||||
Can be enhanced with a Flame Stock for 100 extra damage; only the first 3 active frames of the 2nd hit are SA3 cancelable (Flame version: first 7 active frames); puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter light normals, making it a solid combo ender and a great corner carry tool; reaches about 99% screen length (barely whiffs on fullscreen standing opponents); can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents; this makes it more interruptible by crouching attacks at long range, but makes it at least +3 when crouch blocked |
236HK
Mai
mai_236hk
|
|||||
---|---|---|---|---|---|
236HK Hissatsu Shinobi Bachi
|
|||||
File:SF6 Mai 236hk.png File:SF6 Mai 236hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 [500,600] |
125x2 [125,150] |
- | LH | SA3 (2nd) | 38(15-17) / Flame: 42(15-21) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 2(11)17 | 21 | - | 38(25) | 8,13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
68 | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 3,4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.79~4.76 / 2.13 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +22(+38) | -36(-20) | ||||
Hit Advantage | Block Advantage | ||||
KD +22(+38) | -13(+3) | ||||
Notes | |||||
Can be enhanced with a Flame Stock for 100 extra damage; only the first 3 active frames of the 2nd hit are SA3 cancelable (Flame version: first 7 active frames); puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter 5LP, making it a solid combo ender and a great corner carry tool; reaches beyond full screen length; can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents; this makes it more interruptible by crouching attacks at long range, but makes it at least +2 when crouch blocked |
236KK
Hishou Ryuuenjin
623LK
623LK Flame
Mai
mai_623lk_flame
|
|||||
---|---|---|---|---|---|
623LK Hishou Ryuuenjin (Flame)
|
|||||
File:SF6 Mai 623lk flame.png![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,300x2 (1000) | 100,(75) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5 | 5,2,11 | 15+15 land | - | 19(16) | 12,4,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
52 | 4000,2000 | [5000] | 1000,500x2 | 500,250x2 (350,175x2) | 250,125 (125,62) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-14 Air | - | 7-37 (FKD) | 1,1,1 | 1,1,10 | 10,11,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 0.60 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +31 | -46 | ||||
Hit Advantage | Block Advantage | ||||
KD +31 | -29(-32) | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; close range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage |
623MK
623MK Flame
Mai
mai_623mk_flame
|
|||||
---|---|---|---|---|---|
623MK Hishou Ryuuenjin (Flame)
|
|||||
File:SF6 Mai 623mk flame.png![]() ![]() ![]() ![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500,350x2 (1200) | 125,(87) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 5,2,12 | 13+15 land | - | 19(16) | 12,4,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
52 | 4000,2000 | [5000] | 1000,500x2 | 500,250x2 (350,175x2) | 250,125 (125,62) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-10 Air | - | 8-37 (FKD) | 1,1,1 | 1,1,10 | 10,11,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.097 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +32 | -45 | ||||
Hit Advantage | Block Advantage | ||||
KD +32 | -28(-31) | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; close/mid range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage |
623HK
623HK Flame
Mai
mai_623hk_flame
|
|||||
---|---|---|---|---|---|
623HK Hishou Ryuuenjin (Flame)
|
|||||
File:SF6 Mai 623hk flame.png![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500,400x2 (1300) | 125,(100) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 5,2,11 | 14+15 land | - | 16 | 12,4,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
53 | 4000 | [5000] | 1000,500x2 | 500,250x2 (350,175x2) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-11 Air | - | 9-38 (FKD) | 1,1,1 | 1,1,10 | 10,11,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.217 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +32 | -45 | ||||
Hit Advantage | Block Advantage | ||||
KD +32 | -28(-31) | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; mid/farther range anti-air and juggle ender (slower startup limits its use in some juggle routes); cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage |
623KK
Mai
mai_623kk
|
|||||
---|---|---|---|---|---|
623KK Hishou Ryuuenjin
|
|||||
File:SF6 Mai 623kk.png![]() ![]() ![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800x2 | 200,(200) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 5,12 | 19+16(23) land | - | 19(12) | 12,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
57(64) | 2000x2 | - | -20000 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Full, 9-10 Air | - | 8-41 (FKD) | 1,1 | 1,1 | 10,11 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.197 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +20 | -57 | ||||
Hit Advantage | Block Advantage | ||||
KD +20 | -40(-47) | ||||
Notes | |||||
Mai's primary reversal, as well as an anti-air and strong juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage; 7f extra landing recovery on block |
623KK (Flame)
Mai
mai_623kk_flame
|
|||||
---|---|---|---|---|---|
623KK Hishou Ryuuenjin (Flame)
|
|||||
File:SF6 Mai 623kk flame.png![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800,500,400 (1700) | 200,(125) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 5,2,11 | 18+16(23) land | - | 19(12) | 12,4,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
57(64) | 2000,1000 | - | -20000 | 500,250x2 (350,175x2) | 250,125 (125,62) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Full, 9-10 Air | - | 8-41 (FKD) | 1,1,0 | 1,1,10 | 10,11,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.197 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +27 | -57 | ||||
Hit Advantage | Block Advantage | ||||
KD +27 | -40(-47) | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; Mai's primary reversal, as well as an anti-air and strong juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage; 7f extra landing recovery on block |
Musasabi no Mai
j.214P
j.214P Flame
Mai
mai_j214p_flame
|
|||||
---|---|---|---|---|---|
j.214P Musasabi no Mai (Flame)
|
|||||
File:SF6 Mai j214p flame.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1100 | 275 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21 | until land | 18(25) land | - | 21 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 | 1 | 7 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +39(+46) | -24(-17) | ||||
Hit Advantage | Block Advantage | ||||
KD +39(+46) | -5(+2) | ||||
Notes | |||||
Can only be performed during Forward Jump or after 5LK~LK~LK; enhanced version with better frame advantage and damage; 7f extra landing recovery on whiff; puts grounded opponents into limited juggle state; spike knockdown vs. airborne opponents that causes a very quick OTG bounce state (allows juggle into held 236PP with specific air-to-air timing); Mai is in a crouching state from frame 4 onward during landing recovery; cannot hit cross-up; solid hitbox for a divekick but very unsafe if whiffed |
j.214PP
Mai
mai_j214pp
|
|||||
---|---|---|---|---|---|
j.214PP Musasabi no Mai
|
|||||
File:SF6 Mai j214pp.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | 30% Starter | LH | SA2 | 11 + until land |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21 | until land | 18(25) land | - | 18 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 | 1 | 7 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +44(+51) | -24(-17) | ||||
Hit Advantage | Block Advantage | ||||
KD +44(+51) | -8(-1) | ||||
Notes | |||||
Can only be performed during Forward Jump or after 5LK~LK~LK; 7f extra landing recovery on whiff; puts grounded opponents into limited juggle state; spike knockdown vs. airborne opponents that causes a very quick OTG bounce state (allows juggle into held 236PP with specific air-to-air timing, or more consistent Air SA2 juggles); Mai is in a crouching state from frame 4 onward during landing recovery; SA2 cancelable until the 2nd to last airborne active frame on the way down (TK version vs. grounded opponents can hit too late for cancel); cannot hit cross-up; solid hitbox for a divekick but very unsafe if whiffed |
j.214PP Flame
Mai
mai_j214pp_flame
|
|||||
---|---|---|---|---|---|
j.214PP Musasabi no Mai (Flame)
|
|||||
File:SF6 Mai j214pp flame.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1300 | 325 | 30% Starter | LH | SA2 | 11 + until land |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21 | until land | 18(25) land | - | 21 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 | 1 | 7 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +53(+60) | -24(-17) | ||||
Hit Advantage | Block Advantage | ||||
KD +53(+60) | -5(+2) | ||||
Notes | |||||
Can only be performed during Forward Jump or after 5LK~LK~LK; enhanced version with better frame advantage and damage; 7f extra landing recovery on whiff; puts grounded opponents into limited juggle state and causes a high OTG bounce vs. airborne opponents; does not cause spike knockdown vs. airborne like the non-flame version, making it better in juggles; Mai is in a crouching state from frame 4 onward during landing recovery; SA2 cancelable until the 2nd to last airborne active frame on the way down (TK version vs. grounded opponents can hit too late for cancel); cannot hit cross-up; solid hitbox for a divekick but very unsafe if whiffed |
Super Arts
236236P
236236P Flame
236236K
236236K Flame
j.236236K
j.236236K Flame
Mai
mai_j236236k_flame
|
|||||
---|---|---|---|---|---|
j.236236K Air Chou Hissatsu Shinobi Bachi (Flame)
|
|||||
File:SF6 Mai j236236k flame.png![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x11,800 (3000) | 50x11,200 (750) | 40% Minimum; Combo (2 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3 | 2x12 | 24 land | - | 16~38 total | 1x11,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 410x11,490 (5000) | 820x11,980 (10000) | - | -20000 | -20000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | Break | Until Land (FKD) | 1 | 0x11,1 | 99 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 5.33 (1.32) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +7(+17) | -60~ | ||||
Hit Advantage | Block Advantage | ||||
KD +7(+17) | -50~ | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; can be input during forward or neutral jump; good air-to-air and combo tool; no invincibility of any kind, but can be very effective against projectiles when input at minimum height with a Tiger Knee motion (2362369K); deals less damage from long range due to earlier hits whiffing; frame advantage varies drastically depending on the height and distance it connects; very likely to fly over the opponent on block unless they are fully cornered; cannot hit cross-up |
214214P
214214P (CA)
Taunts
5PPPKKK
5PPPKKK~2PPPKKK
6PPPKKK
4PPPKKK
4[PPPKKK]