Street Fighter 6/Mai/Strategy

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Neutral

TO-DO


Offense

Frame Traps

TO-DO


Okizeme and Mixups

Knockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.

Knockdown KD Adv. Oki/Notes
  • 623LK, Dash, DR~
  • 214HP, 623LK, Dash, DR~
±0

This is useful to set up against opponents that use reversal SA.
The freeze occurs during the first frame of your attack, allowing it to be canceled into a higher priority input.
This is not effective against grab supers (Lily, Manon, Zangief SA3).

  • 5LP
    - Trades with 4 frame moves.
    - Make safe against reversal SA by canceling into Drive Parry or SA during the freeze.
    - With no meter, make safe against Marisa's reversal SA1 by canceling into Throw during the freeze.
  • (+11)DR~5LP
    - Trades with 4 frame moves into 2LP combo against some characters.
    - Can be beaten by OD reversals on reaction.
    - Cannot cancel into Drive Parry, so reversal SA must be countered with 623KK or SA.
  • SA3, Dash
+1
  • 2LP/5LP/5LK
  • Throw: Loses to 4 frame moves.
  • 623KK, Dash
  • CA, Dash
+2
  • 2LK: Same startup as throw to prevent fuzzy jump.
  • Throw
  • Forward Throw, Dash
+3
  • 2LK: Same startup as throw to prevent fuzzy jump.
  • 2MP: Links into 2LP on hit, or 2MP on counter-hit.
  • Throw
  • *.236HK, Dash
+4
  • 5LP: Meaty (+6 OH, -1 OB). Links into 2MP on hit. Safe vs 10f reversal.
  • 2LP: Meaty (+5 OH, ±0 OB). Slightly better for tick throws.
  • 2MP: Links into 2LP on hit, or 2MP on counter-hit.
  • Throw
  • *.236MK, Dash
  • Drive Reversal, Dash
+5
  • 2LP: Meaty (+6 OH, +1 OB). Links into 2MP on hit. Safe vs 9f reversal.
  • 2MP: Links into 2LP on hit, or 2MP on counter-hit.
  • Throw
  • 214PP, 236MK, Dash
+6
  • 2MP: Meaty (+6 OH, -2 OB). Links into 2MP on hit.
  • 5HP: Single hit confirmable.
  • F.j.SA2
+7
  • 2MP: Meaty (+7 OH, -1 OB). Links into 2MP or 2MK on hit.
  • 5HP: Single hit confirmable.
  • SA1, Dash
  • j.SA2
+8
  • 2MP: Meaty (+8 OH, ±0 OB). Links into 2MP or 2MK or 4HK on hit.
  • 5HP: Single hit confirmable.
  • *.236LK, Dash
+9
  • 4HK: Meaty (+5 OH, +1 OB). Links into 5LP on hit.
+10
  • 4HK: Meaty (+6 OH, +2 OB). Links into 2MP on hit.
  • 623LK, Dash
  • 214HP, 623LK, Dash
+11
  • 4HK: Meaty (+7 OH, +3 OB). Links into 2MP or 2MK on hit.
  • DR~5LP: See ±0 for more details.
+12

?

  • (Anything listed below)
+13 or greater

The following all work at any high frame advantage listed below, manually timing the hit to the opponent's wakeup.

  • (+13) DR~dl.Throw
  • (+13) DR~dl.2MP: (+9~12 OH, +1~4 OB). Links into 5HP on hit.
  • (+15) DR~dl.4HK: (+7~11 OH, +3~7 OB). Links into 2MP on hit, or 5HP on meaty hit.
  • (+16) DR~dl.5HP > 236[PP]: Combos on hit, only a 4 frame gap on block.
  • (+20) DR~5LP: Baits reversals.
  • Back Throw
+17

After Back Throw, particularly against backward recovery:

  • DR~5HP: Single hit confirm into special, or use 236P/PP for a blockstring.
  • DR~5MK: (+9~10 OH, +0~1 OB). Links into SA2 on hit.

After Back Throw into the corner:

  • 214LP: Meaty (+7 OH, ±0 OB)
    • Links into SA2 only on regular hit, or 623MK/KK only on counter-hit.
  • F.214LP: Meaty (+2 OB)
    • Links into *.623MK/KK or F.SA1 on hit.
  • DR~2MP: Meaty (+10 OH, +2 OB). Links into 5HP on hit.
  • DR~4HK: (+7 OH, +3 OB). Links into 2MP on hit.
  • DR~dl.Throw

Note that Drive Rush can be punished on reaction with an invincible reversal. Some OD reversals can be baited with DR~Drive Impact.

+18
  • Dash: ±0
  • 214LP: Meaty (+8 OH, +1 OB)
  • SA3
+19
  • Dash: +1 (2LP / Throw)
  • 214LP: Meaty (+9 OH, +2 OB)
    • After SA3 in the corner, links into 623KK on any hit, 2HK on regular hit, 623HK on counter-hit.
  • 623KK
  • CA
+20
  • Dash: +2 (2LK / Throw)
    • Midscreen CA leaves Mai just out of Dash Throw range.
  • DR~4HK: Meaty (+9 OH, +5 OB). Links into 5HP on hit.
  • 214PP > 623KK
  • F.214HP, 623KK
+21
  • Dash: +3 (2MP / Throw)
  • 6MP: Meaty (+4 OH, -1 OB). Links into 5LP or 5LK~LK~LK on hit.
  • DR~4HK: Meaty (+10 OH, +6 OB). Links into 5HP on hit.
  • Forward Throw
+21

After Forward Throw, particularly against backward recovery:

  • DR~5HK: (+7 OH, +1 OB). Links into SA2 on counter-hit.

After Forward Throw into the corner:

  • Dash: +3 (2MP / Throw)
  • DR~4HK: Meaty (+10 OH, +6 OB). Links into 5HP on hit.
  • *.236HK
+22
  • Dash: +4 (2MP / Throw)
  • DR~4HK: Meaty (+11 OH, +7 OB). Links into 5HP on hit.
  • *.236MK
  • Drive Reversal
+23
  • Dash: +5 (2MP / Throw)
  • 214PP, 236MK
+24
  • Dash: +6 (2MP)
  • 236[PP]: Trades with 4 frame moves into 2MP combo, or 5HP against some characters.
+25
  • Dash: +7 (2MP)
  • 236[PP]
  • SA1
+26
  • Dash: +8 (2MP)
  • 236[PP]
  • *.236LK
  • 214HK, SA1
  • F.623KK
+27
  • Dash: +9 (4HK)
  • 236[PP]
  • DR~6MP: (+6 OH, +1 OB): Links into 2MP on hit. Trades into 5HP combo against 4 frame moves.
+28
  • Dash: +10 (4HK)
  • 236[P]
  • DR~6MP: (+6 OH, +1 OB): Links into 2MP on hit.
  • 623LK
  • 214HP, 623LK
+29
  • Dash: +11 (4HK)
  • 236[P]
  • DR~6MP: (+6 OH, +1 OB): Links into 2MP on hit.
  • 214HP, 236LK
  • 214HP, 623HK
  • 214PP, SA1
+30
  • 236[P]
  • DR~6MP: (+6 OH, +1 OB): Links into 2MP on hit.
  • (Corner) Backdash, 236PP
  • 623MK
  • 623HK
  • F.623LK
+31
  • 236[P]
  • DR~6MP: Meaty (+7 OH, +2 OB): Links into 2MP on hit.
  • (Corner) Backdash, 236PP
  • 214PP > 623K
  • F.623MK
  • F.623HK
  • F.214HP, 623HK
+32
  • 236[P]
  • DR~6MP: Meaty (+8 OH, +3 OB): Links into 2MP or 4HK on hit.
  • (Corner) Backdash, 236PP
  • 2HK (HKD)
  • SA2
+33
  • 236[P]
  • (Corner) Backdash, 236PP
  • 214HK, SA2
  • (Corner) *.214PP, *.236KK, j.MP, SA1
+34
  • (Corner) Backdash, 236PP
  • 214MP
  • CH 214LP
  • F.214LP
  • F.214HP, F.623HK
  • Drive Impact
+35
  • (Corner) Backdash, 236PP
+36
  • (Corner) Backdash, 236PP
  • 214PP, 236LK
+37
  • (Corner) Backdash, 236PP: Meaty (+6 OH, ±0) OB. Links into 2MP on hit.
  • F.SA2
  • (Corner) F.214HP, F.214MP, F.SA1
+38
  • (Corner) Backdash, 236PP: Meaty (+7 OH, +1) OB. Links into 2MP or 2MK on hit.
  • F.SA1
+40
  • 7f Safe Jump
  • (Corner) Backdash, 236PP: Meaty (+9 OH, +3) OB. Links into 5HP on hit.
  • 5LK~LK~LK > j.214P
  • F.214HP, F.623MK
+41
  • 6f Safe Jump
  • (Corner) Backdash, 236PP: Meaty (+10 OH, +4) OB. Links into 5HP on hit.
  • (Far) 5LK~LK~LK > j.214P
  • F.214MP
  • (corner) F.236KK, j.MP, F.SA1
+42
  • 5f Safe Jump
  • (Corner) Backdash, 236PP: Meaty (+11 OH, +5) OB. Links into 5HP on hit.
  • 214HP
+43
  • (Corner) Backdash, 236PP: Meaty (+12 OH, +6) OB. Links into 5HP on hit.
  • F.214HP
+47
  • (Corner) Backdash, 236PP: Meaty (+16 OH, +9) OB. Links into 5HP on hit.
  • PC 2HK (HKD)
  • 214PP
  • F.214PP
+48 ?
  • *.236KK, j.MP
+49 ?
  • *.214PP, *.236KK, j.MP
+51~58 More advantage for late j.MP.

Frame Kills

This section covers move sequences that can be used to take up a specific amount of frames to set up the perfect timing for Lily's various mixup options.

The following chart is split into columns of 18 frames, which is the duration of Mai's forward dash.
Performing a sequence before or after a forward dash will increase the total duration to the value directly to the right.
For example, 33 frames can be killed with 2HK, and also with Dash 2LK or 2LK Dash.

Sequences ending with "~" mean a chain cancel is required. Such sequences are only compatible with setting up meaty light attacks.
Other sequences that end with a light normal are not compatible with setting up meaty light attacks.

Frames Sequence Frames Sequence Frames Sequence
1 19 5LP~2LP~ 37 2LP~LP, 5LK
2 20 2LP~2LP~ 38 2LK~LP, 5LK
3 J.X 21 2LK~2LP~ 39 LP, MP
4 22 5LP~LP 40 6MP
5 23 Backdash
2LP~LP
41 2HP
6 24 2LK~LP 42 236PP
7 25 2LP~2LK 43 Empty Jump
8 26 MP
2LK~2LK
44
9 5LP~ 27 5LP, 5LK 45
10 2LP~ 28 2MK 46 Jump J.X
11 2LK~
DR
29 5MK 47 214MP
12 30 Throw 48 214HP
236P
13 LP 31 5LP~5LP~LP 49
14 5LK 32 5HP
4HK
50
15 2LK 33 2HK 51
16 5LP~DR
2LP~DR
34 5LP~5LP~2LK 52 623LP
623MP
17 5LK~DR 35 214LP 53 623HP
18 Dash
36 5LP~LP, 5LK 54

vs. Burnout

TO-DO


Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP/5LK/2LP 2LK 2MP 2MK 5MP/4HK 5MK/5HP/2HK 2HP 6MP
5LP~DRC 6 7 8 9 10 11 12 22
5MP~DRC 0 0 0 1 2 3 4 14
5HP~DRC 0 0 0 0 0 0 0 9
5LK~DRC 4 5 6 7 8 9 10 20
2LP~DRC 5 6 7 8 9 10 11 21
2MP~DRC 0 0 0 1 2 3 4 14
2MK~DRC 0 1 2 3 4 5 6 16


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LK~DRC +2 No combo without Counter-hit or Punish Counter
2LP~DRC +4 ?
5LP~DRC +5
2MK~DRC +8 ?
5MP~DRC +11 ?
2MP~DRC +14 ?
5HP~DRC +15


Defense

Reversals

TO-DO


Anti-Airs

TO-DO


Anti-Projectile

TO-DO


Fighting vs. Mai

TO-DO



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