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| {{AttackDataCargo-SF6/Query|mai_236lk}} | | {{AttackDataCargo-SF6/Query|mai_236lk}} |
| | * ~80% screen length; Mai's primary combo ender from {{clr|L|Light}} normals |
| | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups depend on 2nd hit timing) |
| * '''Cancel Hitconfirm Window:''' 41f both hits / 15-20f 2nd hit (Super) | | * '''Cancel Hitconfirm Window:''' 41f both hits / 15-20f 2nd hit (Super) |
| * Only the first 6 active frames of 2nd hit are cancelable | | * Only the first 6 active frames of 2nd hit are cancelable |
| ** If 1st hit connects, 2nd hit cancel can occur on whiff (useful in some juggles) | | * 2nd hit: active frames 7-13 whiff vs. crouching (at least {{sf6-adv|P|+3}} vs. crouch block) |
| Mai's primary cancel route from light normals. In some juggle routes, {{clr|L|236LK}} hits very late on the 2nd hit, popping the opponent high in the air for a follow-up juggle.
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| {{AttackDataCargo-SF6/Query|mai_236mk}} | | {{AttackDataCargo-SF6/Query|mai_236mk}} |
| | * ~99% screen length; combos from {{clr|M|Medium}}/{{clr|H|Heavy}} normals and {{clr|PC|Punish Counter}} {{clr|L|Lights}} |
| | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups depend on 2nd hit timing) |
| * '''Cancel Hitconfirm Window:''' 38f both hits / 15-17f 2nd hit (Super) | | * '''Cancel Hitconfirm Window:''' 38f both hits / 15-17f 2nd hit (Super) |
| * Only the first 3 active frames of 2nd hit are cancelable | | * Only the first 3 active frames of 2nd hit are cancelable |
| ** If 1st hit connects, 2nd hit cancel can occur on whiff (useful in some juggles) | | * 2nd hit: active frames 7-15 whiff vs. crouching (at least {{sf6-adv|P|+3}} vs. crouch block) |
| * Dash + {{clr|L|5LP}}/{{clr|L|2LP}} is a safejab setup vs. 9f or slower reversals (after close range grounded hit)
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| {{AttackDataCargo-SF6/Query|mai_236hk}} | | {{AttackDataCargo-SF6/Query|mai_236hk}} |
| | * > 100% screen length; combos from {{clr|M|Medium}}/{{clr|H|Heavy}} normals and {{clr|PC|Punish Counter}} {{clr|L|5LP}} |
| | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups depend on 2nd hit timing) |
| * '''Cancel Hitconfirm Window:''' 38f both hits / 15-17f 2nd hit (Super) | | * '''Cancel Hitconfirm Window:''' 38f both hits / 15-17f 2nd hit (Super) |
| * Only the first 3 active frames of 2nd hit are cancelable | | * Only the first 3 active frames of 2nd hit are cancelable |
| ** If 1st hit connects, 2nd hit cancel can occur on whiff (useful in some juggles) | | * 2nd hit: active frames 7-15 whiff vs. crouching (at least {{sf6-adv|P|+2}} vs. crouch block) |
| {{AttackDataCargo-SF6/Query|mai_236kk}} | | {{AttackDataCargo-SF6/Query|mai_236kk}} |
| * '''Airborne''' 31-74f ({{FKD}} state) on hit/whiff; stops at 2nd hit on block | | * '''Airborne''' 31-74f ({{FKD}} state) on hit/whiff; stops at 2nd hit on block |
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| * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| (TO-DO)
| | Mai performs a cartwheel, hitting once at close range before launching herself across the screen. A great combo tool for its corner carry. {{clr|L|236LK}} is the most important, as it gives Mai a consistent light ender even from her max {{clr|L|2LP}} range. It also juggles after any {{clr|H|214HP}} launch. {{clr|M|236MK}} juggles after any {{clr|OD|214PP}} launch, improving the damage and corner carry a bit. {{clr|H|236HK}} is a great meterless buffer tool from ranged pokes, but has much less juggle utility. |
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| The {{clr|OD|OD Carthweel}} is a good combo tool for its corner carry and damage potential. It combos from {{clr|L|5LP}}, making it Mai's strongest light string ender, although this will combine light starter scaling with 2-hit combo scaling to keep her damage reasonable. After the launch, she can end the juggle with {{clr|M|j.MP}} into: | | In some juggle routes, the opponent can be popped up higher than usual, causing the 2nd hit to occur much later. This is especially common with the {{clr|L|LK}} version. This can set up extra juggle follow-ups, particularly in the corner. As long as the first cartwheel kick connects, the 2nd hit can be whiff canceled into {{clr|SA|SA3}} to ensure that it can still connect on this staggered juggle. |
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| | When spaced well, all meterless cartwheels can be plus on block; however, the reactable startup makes this hard to do in neutral or as a meaty against characters with reversals. There is a dead zone in the 2nd hit's active frames that whiffs on crouching opponents; this makes it easier for a crouching opponent to stuff Mai's approach on reaction when used at a safe distance, but also guarantees she will have frame advantage if the opponent stays crouch blocking. It's usually best to stick with planned meaty setups, or to only attempt a blocked Cartwheel when the opponent is locked down with Fan pressure. |
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| | The {{clr|OD|OD Carthweel}} is a good combo tool for its corner carry and damage potential, though it can't be spaced on block like the meterless versions. It combos from {{clr|L|5LP}}, making it Mai's strongest light string ender, although this will combine light starter scaling with 2-hit combo scaling to keep her damage reasonable. It also juggles after {{clr|H|Flame 214HP}}, but this is a very expensive extension if you spent Drive meter to set up the launch. After Mai recovers mid-air, she can end the juggle with {{clr|M|j.MP}} into: |
| * j.214P (solid damage/oki for no extra meter) | | * j.214P (solid damage/oki for no extra meter) |
| * {{clr|SA|Air SA2}} (land closer to the opponent, but generally worse oki) | | * {{clr|SA|Air SA2}} (land closer to the opponent, but generally worse oki) |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|mai_236lk_flame}} | | {{AttackDataCargo-SF6/Query|mai_236lk_flame}} |
| | * ~80% screen length; Mai's primary combo ender from {{clr|L|Light}} normals |
| | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups depend on 2nd hit timing) |
| * '''Cancel Hitconfirm Window:''' 42f both hits / 15-20f 2nd hit (Super) | | * '''Cancel Hitconfirm Window:''' 42f both hits / 15-20f 2nd hit (Super) |
| * Only the first 7 active frames of 2nd hit are cancelable | | * Only the first 7 active frames of 2nd hit are cancelable |
| ** If 1st hit connects, 2nd hit cancel can occur on whiff (useful in some juggles) | | * 2nd hit: active frames 7-13 whiff vs. crouching (at least {{sf6-adv|P|+3}} vs. crouch block) |
| Mai's primary cancel route from light normals. In some juggle routes, {{clr|L|236LK}} hits very late on the 2nd hit, popping the opponent high in the air for a follow-up juggle.
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| {{AttackDataCargo-SF6/Query|mai_236mk_flame}} | | {{AttackDataCargo-SF6/Query|mai_236mk_flame}} |
| | * ~99% screen length; combos from {{clr|M|Medium}}/{{clr|H|Heavy}} normals and {{clr|PC|Punish Counter}} {{clr|L|Lights}} |
| | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups depend on 2nd hit timing) |
| * '''Cancel Hitconfirm Window:''' 42f both hits / 15-21f 2nd hit (Super) | | * '''Cancel Hitconfirm Window:''' 42f both hits / 15-21f 2nd hit (Super) |
| * Only the first 7 active frames of 2nd hit are cancelable | | * Only the first 7 active frames of 2nd hit are cancelable |
| ** If 1st hit connects, 2nd hit cancel can occur on whiff (useful in some juggles) | | * 2nd hit: active frames 7-15 whiff vs. crouching (at least {{sf6-adv|P|+3}} vs. crouch block) |
| * Dash + {{clr|L|5LP}}/{{clr|L|2LP}} is a safejab setup vs. 9f or slower reversals (after close range grounded hit)
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| {{AttackDataCargo-SF6/Query|mai_236hk_flame}} | | {{AttackDataCargo-SF6/Query|mai_236hk_flame}} |
| | * > 100% screen length; combos from {{clr|M|Medium}}/{{clr|H|Heavy}} normals and {{clr|PC|Punish Counter}} {{clr|L|5LP}} |
| | * Puts opponents into {{sf6-jug|limited juggle}} state (follow-ups depend on 2nd hit timing) |
| * '''Cancel Hitconfirm Window:''' 42f both hits / 15-21f 2nd hit (Super) | | * '''Cancel Hitconfirm Window:''' 42f both hits / 15-21f 2nd hit (Super) |
| * Only the first 7 active frames of 2nd hit are cancelable | | * Only the first 7 active frames of 2nd hit are cancelable |
| ** If 1st hit connects, 2nd hit cancel can occur on whiff (useful in some juggles) | | * 2nd hit: active frames 7-15 whiff vs. crouching (at least {{sf6-adv|P|+2}} vs. crouch block) |
| {{AttackDataCargo-SF6/Query|mai_236kk_flame}} | | {{AttackDataCargo-SF6/Query|mai_236kk_flame}} |
| * '''Airborne''' 31-74f ({{FKD}} state) on hit/whiff; stops at 2nd hit on block | | * '''Airborne''' 31-74f ({{FKD}} state) on hit/whiff; stops at 2nd hit on block |