Street Fighter 6/Mai/Combos: Difference between revisions

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   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [2] {{clr|2|Easy}}
   | Notes      = Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, hold block as you are only -3f.
   | Notes      = Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, hold block as you are only -3f.
  | Video      =
  }}
}}
== Punish Counter Combos ==
=== 4f ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = -
  | Position  = Anywhere
  | Damage    = -
  | Drive      = -
  | Super      = -
  | Difficulty = -
  | Notes      =
  | Video      =
  }}
}}
=== 5f ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = -
  | Position  = Anywhere
  | Damage    = -
  | Drive      = -
  | Super      = -
  | Difficulty = -
  | Notes      =
  | Video      =
  }}
}}
=== 6f ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = -
  | Position  = Anywhere
  | Damage    = -
  | Drive      = -
  | Super      = -
  | Difficulty = -
  | Notes      =
  | Video      =
  }}
}}
=== 7f ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = -
  | Position  = Anywhere
  | Damage    = -
  | Drive      = -
  | Super      = -
  | Difficulty = -
  | Notes      =
  | Video      =
  }}
}}
=== 8f ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = -
  | Position  = Anywhere
  | Damage    = -
  | Drive      = -
  | Super      = -
  | Difficulty = -
  | Notes      =
  | Video      =
  }}
}}
=== 9f ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = -
  | Position  = Anywhere
  | Damage    = -
  | Drive      = -
  | Super      = -
  | Difficulty = -
  | Notes      =
  | Video      =
  }}
}}
=== 10f ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = -
  | Position  = Anywhere
  | Damage    = -
  | Drive      = -
  | Super      = -
  | Difficulty = -
  | Notes      =
  | Video      =
  }}
}}
=== 26f / Crumple DI ===
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = -
  | Position  = Anywhere
  | Damage    = -
  | Drive      = -
  | Super      = -
  | Difficulty = -
  | Notes      =
   | Video      =  
   | Video      =  
   }}
   }}

Revision as of 20:14, 5 February 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)

Normal Hit Meterless

Light Confirm Combos

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

Medium Confirm Combos

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

Heavy Confirm Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5HP > 214HP, 623HK Anywhere 2440 0 0 [2] Easy Stand HP easier confirm. Combo should be relatively easy, confirming it is harder. If unsure, hold block as you are only -3f.

Punish Counter Combos

4f

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

5f

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

6f

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

7f

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

8f

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

9f

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

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
- Anywhere - - - -

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 Cancel Extensions

Mai can arbitrarily extend her combos after a cancelable button by drive rush canceling. This may be a good option if the opponent's health is low and Mai is able to finish them off by extending her combos for a bit longer. She can also extend her combos to gain access to better setups, or just for better corner carry.

5LP starter


DRC > Ender

For a single drive rush cancel extension,


Day 1 Combo Dump

Combo Position Damage Drive Super Difficulty Notes
5LP Anywhere 1000 0 0 Easy A simple light confirm.
5LP Anywhere 1000 0 0 Easy
5MP Anywhere 1000 0 0 Very Easy Simple Combo starting with 5MP
2MK Anywhere 1000 0 0 Easy Simple combo starting with 2MK
5HP Anywhere 1000 0 0 Medium Simple Combo starting with 5HP
j.HP Anywhere 1000 0 0 Easy Simple combo starting with a jump-in j.HP
Drive Impact Anywhere 1000 1 0 Easy Simple combo starting with Drive Impact



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