Street Fighter 6/Mai/Introduction

From SuperCombo Wiki

Introduction

The successor of Shiranui-style ninja arts. A charming kunoichi who is as dedicated to love as she is to training. Loves cooking, Japanese dressmaking, flower arrangement, and traditional Japanese dance.


Pick if you like: Avoid if you dislike:
  • A zoning game that can be converted into a strong offense when executed correctly
  • Oppressive and simple damage routes that can be generally started halfway through any given round
  • Forcing opponents to respect your fireball game when you have a chance to charge them up
  • A fast divekick for clearing fireballs and changing midair trajectory
  • Easy-to-manage multipurpose normal moves
  • Low-resource corner carry off of hitconfirms or otherwise, and even better corner carry when you're willing to dump resources
  • Powerful anti-projectile tools, particularly via enhanced SA2
  • Committing to your fireball game to apply pressure safely
  • Lacking large damage cashouts without access to empowered specials
  • Lacking plus frames on block without Drive Rush
  • Risking a punish on a blocked divekick due to not being able to make it safe


Classic & Modern Versions Comparison

List of differences with Modern Mai
Missing Normals
  • Standing Medium Punch (5MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
Shortcut-Only Specials
  • Hissatsu Shinobi Bachi (2S)
    • Light/OD Only
Miscellaneous Changes

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