Street Fighter 6/Mai/Combos: Difference between revisions

From SuperCombo Wiki
(→‎Medium/Heavy Confirm Combos: Make a start on flame combos.)
Line 626: Line 626:
== Medium/Heavy Confirm Combos ==
== Medium/Heavy Confirm Combos ==
* {{clr|M|M}}/{{clr|H|5HP}} means in addition to {{clr|H|5HP}}, a combo can be started from any cancelable medium attack: {{clr|M|5MP}}, {{clr|M|2MP}} or {{clr|M|2MK}}.
* {{clr|M|M}}/{{clr|H|5HP}} means in addition to {{clr|H|5HP}}, a combo can be started from any cancelable medium attack: {{clr|M|5MP}}, {{clr|M|2MP}} or {{clr|M|2MK}}.
<tabber> Flameless =
{{SF6-ComboTable
{{SF6-ComboTable
| Stock = Flame Stocks
| Stock = Flame Stocks
Line 641: Line 644:
   }}
   }}
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
   | Combo      = {{clr|H|4HK}}~{{clr|H|HK}}, {{clr|M|623MK}}/{{clr|OD|KK}}/{{clr|SA|SA1}}
   | Combo      = {{clr|H|4HK}}~{{clr|H|HK}}, {{clr|M|623MK}}/{{clr|OD|623KK}}/{{clr|SA|SA1}}
   | Position  = Corner
   | Position  = Corner
   | Damage    = 2660<br>{{clr|OD|2960}}<br>{{clr|SA|3200}}
   | Damage    = 2660<br>{{clr|OD|2960}}<br>{{clr|SA|3200}}
Line 648: Line 651:
   | Super      = 0<br>0<br>1
   | Super      = 0<br>0<br>1
   | Difficulty = {{clr|7|Easy}}
   | Difficulty = {{clr|7|Easy}}
   | Notes      = Single-hit confirmable.
   | Notes      = Knockdown advantage per combo ender: {{clr|M|623MK}} {{sf6-adv|VP|+30}} / {{clr|K|623KK}} {{sf6-adv|VP|+19}} / {{clr|SA|SA1}} {{sf6-adv|VP|+27}}
   | Video      =  
   | Video      =  
   }}
   }}
Line 659: Line 662:
   | Super      =  
   | Super      =  
   | Difficulty = {{clr|7|Easy}}
   | Difficulty = {{clr|7|Easy}}
   | Notes      = Safe on block so doesn't need to be hit-confirmed, but doesn't knock down.<br>Use {{clr|L|236LP}} to get the best frame advantage, or {{clr|H|236HP}} when further away to keep it gapless on block. Or forget all that and just toss {{clr|OD|236PP}} to try to get something started.
   | Notes      = Safe on block if spaced so doesn't need to be hit-confirmed, but doesn't knock down and is vulnerable to {{clr|DR|Drive Impact}} before the normal move.<br>Use {{clr|L|236LP}} to get the best frame advantage, or {{clr|H|236HP}} when further away to keep it gapless on block. Or forget all that and just toss {{clr|OD|236PP}} to try to get something started.
   | Video      =  
   | Video      =  
   }}
   }}
Line 850: Line 853:
   }}
   }}
}}
}}
|-| Flame Stocks =
{{SF6-ComboTable
| Stock = Flame Stocks
| Items =
  {{SF6-ComboTableItem
  | Combo      = {{clr|H|4HK}}~{{clr|H|HK}}, {{clr|3|F.}}{{clr|M|623MK}}/{{clr|3|F.}}{{clr|OD|623KK}}/{{clr|3|F.}}{{clr|SA|SA1}}
  | Position  = Corner
  | Damage    = 2720<br>{{clr|OD|3020}}<br>{{clr|SA|3380}}
  | Stocks    = 1+
  | Drive      = 0<br>2<br>0
  | Super      = 0<br>0<br>1
  | Difficulty = {{clr|7|Easy}}
  | Notes      = The same as flameless but with higher damage and advantage.<br>Knockdown advantage per combo ender: {{clr|3|F.}}{{clr|M|623MK}} {{sf6-adv|VP|+33}} / {{clr|3|F.}}{{clr|OD|623KK}} {{sf6-adv|VP|+28}} / {{clr|3|F.}}{{clr|SA|SA1}} {{sf6-adv|VP|+37}}
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = {{clr|M|M}}/{{clr|H|5HP}} > {{clr|3|F.}}236P/{{clr|OD|PP}}
  | Position  = Anywhere
  | Damage    = 1400
  | Stocks    = 1+
  | Drive      = 0 / 2
  | Super      =
  | Difficulty = {{clr|7|Easy}}
  | Notes      = Safe on block and gaining advantage when spaced, with the {{clr|OD|OD}} version in particular being {{sf6-adv|P|+1}} even when point-blank.<br>Also safe against {{clr|DR|Drive Impact}}. If the {{clr|OD|OD}} version breaks {{clr|DR|DI}} it leads to a {{sf6-adv|VP|+5}} counter-hit combo using any light attack.
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = {{clr|M|M}}/{{clr|H|5HP}} > {{clr|3|F.}}{{clr|M|214MP}}, ({{clr|3|*.}}{{clr|OD|623KK}}/{{clr|3|F.}}{{clr|SA|SA1}})
  | Position  = Anywhere
  | Damage    = 1900<br>{{clr|OD|3020}}{{clr|3|{3090} }}<br>{{clr|SA|3510}}
  | Stocks    = 1-2
  | Drive      = 0 / 2
  | Super      = 0-1
  | Difficulty = {{clr|2|Medium}}
  | Notes      = Knockdown advantage per combo ender: {{clr|3|F.}}{{clr|M|214MP}} {{sf6-adv|VP|+42}} / {{clr|OD|623KK}} {{sf6-adv|VP|+19}} / {{clr|3|F.}}{{clr|OD|623KK}} {{sf6-adv|VP|+28}} / {{clr|3|F.}}{{clr|SA|SA1}} {{sf6-adv|VP|+37}}<br>Safe jump setup when cut short. The follow-ups only work when fairly close to the opponent.
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = {{clr|M|M}}/{{clr|H|5HP}} > {{clr|3|F.}}{{clr|H|214HP}}, {{clr|L|236LK}}
  | Position  = Anywhere<br>Standing
  | Damage    = 2340
  | Stocks    = 1
  | Drive      =
  | Super      =
  | Difficulty = {{clr|2|Medium}}
  | Notes      = {{sf6-adv|VP|KD +35}}. In the corner this sets up frame-kill {{clr|L|5LK}} into meaty {{clr|M|6MP}} overhead.
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = {{clr|M|M}}/{{clr|H|5HP}} > {{clr|3|F.}}{{clr|H|214HP}}, {{clr|H|623HK}}/{{clr|M|214MP}}/{{clr|L|236LK}}
  | Position  = Anywhere<br>Standing
  | Damage    = 2660/2500/2340
  | Stocks    = 1
  | Drive      =
  | Super      =
  | Difficulty = {{clr|2|Medium}}
  | Notes      = Basic options when flame runs out after the launch. <br>Knockdown advantage per combo ender: {{clr|H|623HK}} {{sf6-adv|VP|+32}} / {{clr|M|214MP}} {{sf6-adv|VP|+38}} / {{clr|L|236LK}} {{sf6-adv|VP|+35}}<br>Use {{clr|H|623HK}} for damage, {{clr|M|214MP}} for advantage, {{clr|L|236LK}} for corner carry with the option of frame-kill {{clr|L|5LK}} into meaty {{clr|M|6MP}} overhead.
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = {{clr|M|M}}/{{clr|H|5HP}} > {{clr|3|F.}}{{clr|H|214HP}}, {{clr|3|F.}}{{clr|M|214MP}}, ({{clr|3|F.}}{{clr|H|623HK}})
  | Position  = Anywhere<br>Standing
  | Damage    = 2580{{clr|3|{3360} }}
  | Stocks    = 2-3+
  | Drive      =
  | Super      =
  | Difficulty = {{clr|2|Medium}}
  | Notes      = {{sf6-adv|VP|KD +42 / +39}}. Setting up mid-screen pressure with 2 or 3 stocks.<br>{{clr|3|F.}}{{clr|M|214MP}} sets up a 5f safe jump, and {{clr|3|F.}}{{clr|H|623HK}} sets up double dash into {{sf6-adv|P|+3}}.
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = {{clr|M|M}}/{{clr|H|5HP}} > {{clr|3|F.}}{{clr|H|214HP}}, {{clr|3|F.}}{{clr|L|236LK}}, {{clr|3|*.}}{{clr|L|623LK}}
  | Position  = Corner<br>Standing
  | Damage    = 3050{{clr|3|{3120} }}
  | Stocks    = 2-3+
  | Drive      =
  | Super      =
  | Difficulty = {{clr|2|Medium}}
  | Notes      = {{sf6-adv|VP|KD +29}} with 2 stocks, or {{sf6-adv|VP|+32}} with 3 stocks.<br>More useful with 2 stocks as there are better 3 stock routes.
  | Video      =
  }}
  {{SF6-ComboTableItem
  | Combo      = {{clr|M|M}}/{{clr|H|5HP}} > {{clr|3|F.}}{{clr|H|214HP}}, {{clr|3|*.}}{{clr|L|214LP}} > {{clr|SA|SA3}}
  | Position  = Anywhere<br>Standing
  | Damage    = 4340(4590){{clr|3|{+80} }}
  | Stocks    = 1-2+
  | Drive      =
  | Super      = 3
  | Difficulty = {{clr|2|Medium}}
  | Notes      = {{clr|L|214LP}} consistently juggles into {{clr|SA|SA3}} with or without flame, whereas other specials can be a bit finicky.
  | Video      =
  }}
}}
</tabber>


== Punish Counter Combos ==
== Punish Counter Combos ==

Revision as of 05:56, 20 March 2025


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
CollapseMai Additional Combo Notation
Notation Meaning
F.X The Flame Enhanced version of the following special move is required. e.g. 5LP > F.236MK.
*.X Either the Flame Enhanced OR the normal version of the following special move can be used. e.g. 5LP > *.236KK.
The damage of the Flame Enhanced version will be denoted in brackets ().
When both of the above are omitted, the normal non-Flame Enhanced version of the special move should be used.

Light Confirm Combos

Mai doesn't necessarily need to use her chainable light attacks in the same order.

  • 5LP has the least pushback and the most hitstun. It is required in order for certain special moves to combo.
  • 2LP has slightly more pushback but also more range. Using it as the last hit in a chain lets combos work from further away.
  • 2LK has the most pushback but hits low, meaning it can catch opponents trying to walk or jump away. Avoid using it when too far away to connect with 2LP afterwards.

The following shorthand notation is used to indicate which light attacks a combo can be adjusted to work with.

  • L ~ means any chainable light attack can be used. Note that this does not include 5LK.
  • LP means either of 5LP or 2LP can be used.
Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
L ~ L ~ LP > 236LK (> SA3) Anywhere 1230
3230(3480)
  0 / 3 Easy KD +27. Leaves the opponent close enough to dash up to even when mid-screen.
Also allows for an easy albeit heavily scaled conversion into SA3.
L ~ L ~ 5LP > 214MP (> SA3) Anywhere 1350
3350(3600)
  0 / 3 Easy KD +35. Less corner carry than the above, and less confirm range due to needing to end with 5LP.
This knockdown advantage makes charged fan setups safer against Drive Impact and forward jump, and in the corner sets up frame-kill 5LK into meaty 6MP overhead.
L ~ L ~ LP > 623HK Anywhere 1470  0 / 3 Easy KD +31. A more damaging route that knocks the opponent further away, so while this does work mid-screen it is better suited for the corner.
L ~ L ~ 5LP > 214LP (> SA3) Anywhere 1230  0 Easy +3 on hit, leaving the opponent standing so they cannot use Wake-up Drive Reversal.
Technically also cancels into SA3, but other specials do that job better.
(LP,) 5LK~LK~LK > j.214P Anywhere 1570  Easy KD +41, or +42~43 if spaced. Sets up a 5f safe jump if spaced correctly to be +42.
Short range confirm. Linking from 5LP or 2LP is interruptible on block so it's usually better to immediately start with 5LK.
(LP,) 5LK~LK~LK > j.214PP, 623HK/KK/SA2 Anywhere 2290
2490
3090
  2 Medium Burning resources after confirming the target combo.
Knockdown advantage per combo ender: 623HK +30 / 623KK +19 / SA2 +34
(LP,) 5LK~LK~LK > j.214PP, SA1 Corner 2690(+5) 2 1 Medium KD +26. A very useful way to stock up near the corner.
L ~ L ~ 5LP > 236KK, j.MP > j.214P Anywhere 1770  2 Medium KD +33, or +32 in the corner. Spending resources for corner carry.
L ~ L ~ 5LP > 236KK, j.MP, 623HK Anywhere 1830  2 0 Medium KD +32. More damage, but not as effective mid-screen due to the longer range knockdown.
L ~ L ~ 5LP > 236KK, j.MP, SA1 Corner 2070(+5) 2 1 Medium KD +31. A fairly inexpensive way to get stocks when close enough to the corner.
L ~ L ~ 5LP > 236KK, j.MP, dl.SA2 Anywhere 2590  2 2 Medium KD +34~37. Exact advantage depends on the timing of the delay after landing.
Performing SA2 immediately upon landing whiffs a hit for 200 less damage but will always be +35, which in the corner sets up frame-kill 5LK into meaty 6MP overhead.
L ~ L ~ 5LP > 236KK, j.MP, j.214PP > j.SA2 Anywhere 2950  4 2 Medium KD +9. A way to burn more drive, but at a significant cost to knockdown advantage.
L ~ L ~ 5LP > 236KK, dl.j.MP, 214LP > SA3 Anywhere 3710(3960)  2 3 Hard 3 frame timing window on the delay for 214LP to work. Too late and j.MP doesn't connect, too early and 214LP doesn't connect.
L ~ LP > SA1 Anywhere 1940(+5) 1 Medium KD +26. The only way to get SA1 from light attacks without spending Drive Gauge is to go straight into it.
L ~ L ~ LP > SA2 Anywhere 2430  2 Medium KD +33. Useful for taking away the last bit of an opponent's Drive Gauge.
Also provides a lot of corner carry but doesn't lead to the best follow-ups if the opponent doesn't make it to the corner.
L ~ L ~ LP > DRC~5LP, (Drive Rush Combo) Anywhere 1647+  3+ Medium Links into any of 5HP, 4HK or 2MP.

Medium/Heavy Confirm Combos

  • M/5HP means in addition to 5HP, a combo can be started from any cancelable medium attack: 5MP, 2MP or 2MK.
Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
4HK~HK Anywhere 20000 Easy Single-hit confirmable.
4HK~HK, 623MK/623KK/SA1 Corner 2660
2960
3200
0 0
2
0
0
0
1
Easy Knockdown advantage per combo ender: 623MK +30 / 623KK +19 / SA1 +27
M/5HP > 236P/PP Anywhere 13000 0/2 Easy Safe on block if spaced so doesn't need to be hit-confirmed, but doesn't knock down and is vulnerable to Drive Impact before the normal move.
Use 236LP to get the best frame advantage, or 236HP when further away to keep it gapless on block. Or forget all that and just toss 236PP to try to get something started.
M/5HP > 623HK/236HK/SA1/SA2/SA3 Anywhere 1800/2000
2800
3600
4800(5300)
0 0
1
2
3
Medium Single-hit confirming 5HP into an unsafe special. The combo is easy but confirming it is not.
Use 236HK for corner carry or 623HK for damage.
Useful in situations where the hit has already confirmed such as after a jump attack or Drive Rush, particularly to go into SA1.
M/5HP > 214HP, 236LK > (SA3) Anywhere
Standing
2160
4160(4410)
0 0
3
Medium More difficult to confirm due to only connecting against standing opponents.
More practical as a combo ender after already confirming the opponent to be standing.
+30 knockdown after 236LK.
M/5HP > 214HP, 623HK Anywhere
Standing
24400 Medium Better damage than 236LK, but less corner carry makes this better suited for the corner.
+30 knockdown.
M/5HP > 214PP, SA1 Anywhere 34000(+5) 2 1 Medium One of the simplest ways to combo into SA1 mid-screen.
M/5HP > 214PP, DR~5LP > 236LK, SA1 Corner 34920(+5) 3 1 Medium Corner carry into SA1.
M/5HP > 214PP, 236KK, j.MP, SA1 Corner 38000(+5) 4 1 Medium A slightly more expensive way to get slightly more corner carry into SA1.
M/5HP > 214PP, 236KK, dl.j.MP, 6~SA1 Anywhere 38000(+5) 4 1 Very Hard Using manual delays and a micro-walk to make the previous combo work mid-screen.
2MP, 2LP > (Light Combo) Anywhere 1540+  Medium Must be close to the opponent. Typically confirms into 236LK or Drive Rush.
Goes well with throw setups due to preventing jump and backdash at the same advantage.
2HP, 5LP/2LP > (Light Combo) Anywhere 1900+  Medium Typically confirms into 5LP > 214MP or 5LP > 236KK.
M/5HP > DRC~4HK/2MP, (Drive Rush Combo) Anywhere 0 3 Medium DR~4HK forces stand and links back into 2MP.
DR~2MP links into 5HP for slightly different combo options.
5MP/2MP/5HP > DRC~5HP, (Drive Rush Combo) Anywhere 0 3 Medium Typically used to initiate OD Fan combos.
2MP/5HP > DRC~5HK/2HP, (Drive Rush Combo) Anywhere 0 3 Medium DR~5HK links into 2MP, dealing more damage than 4HK in cases where the opponent doesn't need to be forced to stand up for 214HP.
DR~2HP links into 4HK~HK which is sometimes better in the corner.
CH 2MP/5MK, 2MP/2MK > (Medium Combo) Anywhere 2120+  Medium A fairly straightforward counter-hit confirm into one of the other combos listed above.
CH 2HP, 2MP > (Medium Combo) Anywhere 2360+  Medium Not something to particularly aim for since 2HP is a little slow for counter-hit fishing, but something to be aware of just in case it happens.
CH 5HK, 2LP > (Light Combo) Anywhere 1880+  Medium Another slow counter-hit confirm to be aware of just in case it happens. Must be close to the opponent, typically confirming directly into 236LK or Drive Rush.
Meaty 2MP/4HK, 2MP > (Medium Combo) Anywhere 2000+  Hard 2MP after a +6-8 setup, or 4HK after +10-11 setup, the latter also being advantageous on block.
It's practical to manually time Meaty 2MP, recovering with a 2LP confirm if mistimed too late.
The second 2MP combos into one of the other combos listed above.
Meaty 6MP, 5LK/5LP/2LP > (Light Combo) Anywhere 2170+  Hard Meaty after a +21 setup, or more commonly +34 to +36 using a whiffed light attack to frame kill.
Typically confirms into 5LK~LK~LK, but LP routes have better reach and are sometimes better for routing into SA3 or mid-screen SA1.

Punish Counter Combos

4f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 5LP, 5HP > (Heavy Combo) Anywhere 2160+0 Medium Generally the best option if in range for 5LP.
PC 2LP, 2MK > (Medium Combo) Anywhere 1920+0 Medium Slightly more reach than 5LP.
Can use 5MP instead of 2MK for a tiny bit more damage when slightly closer.
PC 2LP, 236MK/214MP (> SA3) Anywhere 1160
3560(3860)
0 Medium For when to far to link 2MK.
Unsafe on block so only do it when the punish is guaranteed.
236MK deals slightly less damage but has more corner carry.
PC 2LP, 214HP > (Combo Ender) Anywhere
Standing
1720+0 Medium Leads to better combos but does not work against crouching opponents.
PC 2LP, 236KK, j.MP > (Combo Ender) Anywhere 1960+0 2 Medium
PC 2LP, DRC~4HK > (Drive Rush Combo) Anywhere 2074+0 3 Medium Works at a significantly longer distance than other options.

5f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
- Anywhere - - - -

6f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 2MP, 5HP/4HK > (Heavy Combo) Anywhere 2880+  Medium Standard punish for a blocked Drive Reversal.
4HK has less reach but sometimes leads to better damage in the corner.

7f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 2MK > (Medium Combo) Anywhere 1960+  Less potent than 2MP but has more reach. Combo by canceling into a Special Move or Drive Rush.
Combos into mostly the same things as a regular hitting 2MP, with the exception that it does not combo into DRC~5HK.

8f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 4HK, 2MP/2MK > (Medium Combo) Anywhere 2920+  Forces stand on hit.
2MP leads to better combo options but 2MK has more reach.

9f

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
PC 5MK, 5HP > (Heavy Combo) Corner 3000+  Medium A good meterless punish even for things much worse than -9.
Needs to be slightly closer than 2MP does for the combo to work.
PC 5HP > 236[PP], 5HP > (Heavy Combo) Anywhere 3360+0 2 Medium Cashout combo starter.
PC 5HP > F.236[PP], j.HK, 5HP > (Heavy Combo) Anywhere 4340+1 2 Medium Cashout combo starter when Flame Stocks are available.
PC 5HP > 236[PP],
5HP > DRC~5HK, 2MP > DRC~5HK,
2MP > 214HP, 236LK > SA3
Anywhere 5883(6133)0 7 3 Hard Full cashout combo.
PC 5HP > F.236[PP],
j.HK, 5HP > DRC~5HK, 2MP > DRC~5HK,
2MP > *.214HP, (F.236MP), *.236LK > SA3
Anywhere 6227(6477)1-3 7 3 Hard Full cashout combo with Flame Stocks.
F.236MP only works if the opponent gets carried to the corner before the end.
PC 5HP > F.236[PP],
Walk DR~5HP > F.236[PP],
Walk DR~5HP > F.236[PP],
j.HK, 5HP > *.214HP, (F.236MP), *.236LK > SA3
Anywhere 5990(6240)3-5 8 3 Very Hard Full cashout combo that builds an entire SA Bar midscreen.
At least one forward walk is needed to build enough Drive to avoid burning out.
Drive Rush late to avoid pushing the opponent away from the fans.
F.236MP only works if the opponent gets carried to the corner before the end.
PC 5HP > F.236[PP],
j.HK, 5HP > DRC~5HP > F.236[PP],
j.HK, 5HP > F.214HP, (F.236MP), *.236LK > SA3
Corner 6307(6557)4-5 7 3 Hard Full cashout combo that builds an entire SA Bar.
Works midscreen if F.236MP is skipped but no longer builds a full SA Bar.

10f

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
- Anywhere - - - -

26f / Crumple DI

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
Drive Impact, Dash x2, 5HP > 214PP, 236HK Anywhere 2900 3 - [3] Medium Great corner carry and oki from a crumple. Drive regeneration resumes quickly, making the meter cost less impactful. Strict timing on the 5HP after dashing twice; dashes are not required, but are useful for timing and for extra corner carry.

Links & Chains

A non-comprehensive list of important links and chains Mai has access to.

Combo Notes
5LP Sample Text
2LK Sample Text
2LP, Sample Text
5MK Sample Text
2MK Sample Text


Combo Theory

Picking an Ender


Generic combo ender.

Drive Rush Combos

Mai can extend her combos after a cancelable normal move with a Drive Rush Cancel. This can be a good option when trying to carry the opponent to the corner for better mixups, finishing off an opponent at low health, or when trying to route a combo into SA1 in order to replenish Flame Stocks.

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
(LP/M/5HP >) DR~5LP, 5HP > (Heavy Combo) Anywhere 25750 3/1 Medium Basic drive rush extension from any cancelable normal move except for 5LK.
(LP/M/5HP >) DR~LP, 4HK~HK > 623MK/KK/SA1 Corner 2681
2851
2987
0 3/1
5/3
3/1
0
0
1
Medium Alternative basic route for better damage in the corner.
(LP/M/5HP >) DR~L ~ LP, 5LK~LK~LK > j.214P Anywhere 25750 3/1 Medium +42 knockdown for a 5f safe jump setup.
(LP/M/5HP >) DR~2LK, 2MP > (Medium Combo) Anywhere 23450 3/1 Medium Low hit attack to catch the opponent standing up.
2MP combos on hit and frame-traps on block.
(M/5HP >) DR~2MP, 5HP > (Heavy Combo) Anywhere 28300 3/1 Medium Consistent way to loop back into a BnB from any Medium hit.
(MP/5HP >) DR~5MK, 5HP > (Heavy Combo) Anywhere 29150 3/1 Medium Slightly more damage but doesn't work from 2MK.
5MK is worse than 2MP on block.
(M/5HP >) DR~4HK, 2MP > (Medium Combo) Anywhere 28640 3/1 Medium Forces the opponent to stand up for a 214HP combo ender.
4HK is more vulnerable to Drive Impact and Drive Reversal than 2MP.
(M/5HP >) DR~4HK, 5LK~LK~LK > j.214P Anywhere 25950 3/1 Medium +42 knockdown for a 5f safe jump setup.
(MP/5HP >) DR~5HP > 236[PP], 5HP > (Heavy Combo) Anywhere 31760 5/3 Medium Using 236[PP] instead of a second Drive Rush to avoid burning out.
(2MP/5HP >) DR~5HK, 2MP > (Medium Combo) Anywhere 29490 3/1 Medium Using 5HK instead of 4HK deals more damage than 4HK in cases where the opponent doesn't need to be forced to stand up for 214HP.
(2MP/5HP >) DR~2HP, 4HK~HK > 623MK/KK/SA1 Corner 3106
3276
3412
0 3/1
5/3
3/1
0
0
1
Medium
DR~6MP, 2MP > (Medium Combo) Anywhere 21600 1 Medium Overhead into BnB combo.
DR~6MP, 5LK~LK~LK > j.214P Anywhere 21700 1 Medium Overhead into +42 knockdown for a 5f safe jump setup.



SF6 Navigation