Combo | Notes |
---|---|
5LP | Sample Text |
2LK | Sample Text |
2LP, | Sample Text |
5MK | Sample Text |
2MK | Sample Text |
< Street Fighter 6 | Mai
Orangeforce (talk | contribs) (→8f) |
Orangeforce (talk | contribs) (→9f) |
||
Line 189: | Line 189: | ||
| Drive = - | | Drive = - | ||
| Super = - | | Super = - | ||
| Difficulty = [ | | Difficulty = [2] {{clr|1|Easy}} | ||
| Notes = Good punish on reversals due to the longer reach of {{clr|M|5MK}}. {{clr|H|214HP}} will whiff on crouching opponents. | | Notes = Good punish on reversals due to the longer reach of {{clr|M|5MK}}. {{clr|H|214HP}} will whiff on crouching opponents. | ||
| Video = | | Video = | ||
Line 199: | Line 199: | ||
| Drive = - | | Drive = - | ||
| Super = - | | Super = - | ||
| Difficulty = [ | | Difficulty = [2] {{clr|1|Easy}} | ||
| Notes = Meterless and more versatile version of the combo above as it can be used midscreen. {{clr|H|214HP}} will whiff on crouching opponents. | | Notes = Meterless and more versatile version of the combo above as it can be used midscreen. {{clr|H|214HP}} will whiff on crouching opponents. | ||
| Video = | | Video = |
Revision as of 15:04, 6 February 2025
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
ExpandSF6 Combo Notation Guide |
---|
CollapseMai Additional Combo Notation | |
---|---|
Notation | Meaning |
F.X | The Flamewreathed version of the following special move is required. e.g. 5LP > F.236MK. |
*.X | Either the Flamewreathed OR the normal version of the following special move can be used. e.g. 5LP > *.236KK. The damage of the Flamewreathed version will be denoted in brackets {}. |
When both of the above are omitted, the normal non-Flamewreathed version of the special move should be used. |
Normal Hit Meterless
Light Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP~2LK~5LP > 623HK | Anywhere | 1390 | 0 | 0 | [1] Very Easy | Block pressure string and hit confirm string in one. | |
5LK~5LK~5LK > 214MP | Anywhere | 1570 | 0 | 0 | [1] Very Easy | Very short range confirm. If the 5LKs are blocked you can forego the 214MP to land -10f at a range that is almost impossible to punish for most characters. If 214MP hits, you are +41 oki for a safejump. | |
2LP~2LP > 236LK | Anywhere | 1290 | 0 | 0 | [1] Very Easy | Super easy BnB corner carry that gives you 28f oki. |
Medium Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2MK > 214HP, 623HK | Anywhere | 1860 | - | - | [2] Easy | Easy low poke confirm into simple meterless damage. 214HP will not connect if they are crouching. |
Heavy Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP > 214HP, 623HK | Anywhere | 2440 | 0 | 0 | [2] Easy | Relatively easy Stand HP confirm. The Combo is relatively easy, but confirming it is harder. If unsure, hold block as you are only -3f. | |
5HP > 236HK | Anywhere | 1800 | 0 | 0 | [1] Very Easy | Great meterless corner carry that leaves you with +22 oki. |
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 |
---|---|---|---|---|---|---|---|
2MP, 5HP > 214HP, 236LK | Anywhere | - | - | - | [2] Easy | Decent damage and corner carry that leaves you with good oki. 214HP will not connect if they are crouching. | |
2MP, 5HP > 214HP, 623HK | Anywhere | 2880 | - | - | [2] Easy | Higher damage for less corner carry that leaves you with 30f oki. Framekill 2MP to be +4 in their face if you are in the corner. 214HP will not connect if they are crouching. |
7f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
- | Anywhere | - | - | - | - |
8f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
4HK, 2MP > 214HP, 623HK | Anywhere | 2920 | - | - | [2] Easy | Easy to set up meaty to get CH on grabs and wake up buttons on opponents in the corner after oki from 236LK, f~f. |
9f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5MK, 5HP > 214HP, 236236P | Corner | 3480 | - | - | [2] Easy | Good punish on reversals due to the longer reach of 5MK. 214HP will whiff on crouching opponents. | |
5MK, 5HP > 214HP, 623HK | Anywhere | 3000 | - | - | [2] Easy | Meterless and more versatile version of the combo above as it can be used midscreen. 214HP will whiff on crouching opponents. |
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 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 |