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
Committing to your fireball game to apply pressure safely
Lacking large damage cash outs without access to empowered specials
Lacking plus frames on block without Drive Rush
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
N/A
Shortcut-Only Specials
Hissatsu Shinobi Bachi (2S)
Light/OD Only
Assist Combos
A[L~L~L]: 2LK ~ 5LP ~ LK Hissatsu Shinobi Bachi
On Block: stops at 5LP
A[M~M~M]: 2MP ~ OD Ryuuenbu ~ SA1
No SA1: 2MP ~ OD Ryuuenbu ~ M Hissatsu Shinobi Bachi
On Block: stops at OD Ryuuenbu (very unsafe at -12)
Burnout: 2MP ~ L Ryuuenbu (relatively safe at -4 oB with high pushback)
A[H~H~H~H~H]: 5HP ~ OD Hissatsu Shinobi Bachi ~ j.MP ~ L Ryuuenbu ~ SA3
Burnout: 5HP ~ H Hissatsu Shinobi Bachi ~ SA3
On Block: stops at OD Ryuuenbu / H Hissatsu Shinobi Bachi
Miscellaneous Changes
5LP is only available as the 2nd hit of L Assist Combo
Flame Stocks
After activating her Level 1 Super Art, Mai builds 5 Flame Stocks. These stocks are automatically consumed when using a special move or SA1/SA2, giving Mai increased damage and improved move properties. Activating a Flame-enhanced SA1 will refill the stocks to 5 regardless of how many she started with. Flame Stocks do not carry over between rounds.
To take advantage of these Flame-enhanced attacks, your gameplan should consider how to incorporate her Super. Midscreen combo routes are very limited, requiring either OD Ryuuenbu or a direct cancel from close-range normals. Corner juggles can tack on SA1 without making major sacrifices, assuming you can win the screen position battle first. You can use SA1 defensively as an anti-air or a reversal, but this is a less solid strategy that depends entirely on your opponent's decisions. Note that if Mai's SA1 is interrupted before the active frames (such as with a meaty projectile), she will not build any Flame Stocks.
The most important Flame enhancements are to Mai's Kachousen projectile and her SA2. Kachousen becomes a 2-hit projectile that cannot be swatted away, making it much better in projectile wars. The held and OD versions become especially strong in combos and oki scenarios. Flame-enhanced SA2 is one of the game's best anti-projectile tools, and can single-handedly flip the script against characters like Guile and Akuma.
Mai
Vitals
Life Points
10000
Ground Movement
Forward Walk Speed
0.050
Backward Walk Speed
0.035
Forward Dash Speed
18
Backward Dash Speed
23
Forward Dash Distance
1.450
Backward Dash Distance
0.900
Drive Rush Min. Distance (Throw)
0.669
Drive Rush Min. Distance (Block)
2.383
Drive Rush Max Distance
2.977
Jumping
Jump Speed
4+38+3
Jump Apex
2.115
Forward Jump Distance
1.90
Backward Jump Distance
1.52
Throws
Throw Range
0.80
Throw Hurtbox
0.33
Frame Data Glossary - SF6
Hitbox Images
🟥 (Red): Attack hitbox
Appears pink for Throw hitboxes
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
If a move's hitbox and hurtbox overlap, the colors blend to appear orange
🟦 (Blue): Vulnerable throw hurtbox
Will be thrown if Pink throw hitbox touches Blue throw hurtbox
Active
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.
Cancel
Available options for canceling one move into another move.
"Chn": Chain cancel (Light normals; specific chain options listed in Description)
"TC": Target Combo
"Sp": Special move
"SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
"Jmp": Jump cancel (usually on hit only, if applicable)
"SS": Serenity Stream (Chun-Li's stance)
If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)
Cancel Hitconfirm Windows
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
Counts from the first frame the attack connects until the final cancelable frame
Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.
Damage
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
Damage Scaling
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.
Scaling Types:
Starter: When a move begins the combo, the next attack is scaled by X percent
e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
Immediate: When a move is comboed into, this attack is scaled by X percent
e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.
Drive Rush Cancel Advantage
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.
Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
Forced Knockdown
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.
As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.
Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
Guard
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
Juggles
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
Limited Juggle: only specific attacks with juggle potential may juggle
The following is a more detailed overview of the SF6 juggle system:
Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.
JC0: free juggle state - any attack that can hit an airborne opponent will work
JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles
An example to tie everything together:
An attack (JS3) launches opponent into the air (Opponent now at JC3)
Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)
Drive Rush notes:
DR normals have a Juggle Start/Increase value of 0
DR normals have +3 added to their usual Juggle Limit
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
Combo Count Initial Value
Combo Count Additional Value
Combo Count Upper Limit
On Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).
Recovery
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.
IASA / Actionable Recovery
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.
Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
Normals
Standing Normals
5LP
Standing Light Punch
5LP A[L~L]
Hitboxes Off
Hitboxes On
5LP
Standing Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
3
7
Chn Sp SA
300
LH
+5
-2
Chains into 5LP/2LP/2LK
Cancel Hitconfirm Window: 13f
Drive Rush cancel advantage:+5 oH / -2 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A jab with less range and worse block advantage than 2LP. It has 1 extra frame of hitstun, however, giving it better combo utility. It cancels into LP/MP Ryuuenbu, the latter of which can often set up safely charged projectiles. 5LP can link to 2MK for a max range Counter-hit conversion, and importantly it links to 5HP on Punish Counter or from Drive Rush for optimal damage.
5MP
Standing Medium Punch
5MP --
Active Frame 1
Active Frame 2
Active Frame 3~4
Hitboxes Off
Hitboxes On
5MP
Standing Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
4
15
Sp SA
600
LH
+2
-3
Cancel Hitconfirm Window: 16f
Drive Rush cancel advantage:+11 oH / +6 oB
A special cancelable poke with excellent range. Has a disjointed hitbox, but extends a large hurtbox on her arms and feet during the entire recovery animation. Important combo tool after a max range Punish Counter2LP, canceling into 214MP, 236HK, or 236KK.
5HP
Standing Heavy Punch
5HP A[H]
Active Frame 1~2
Active Frame 3
Hitboxes Off
Hitboxes On
5HP
Standing Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
21
Sp SA
800
LH
+1(+3)
-3(-1)
Cancel Hitconfirm Window: 17f
Drive Rush cancel advantage:+15 oH / +11 oB
Shoto-style 5HP and one of the best in the game. When spaced out, a cancel into 236LP keeps Mai plus on block and in harassment range.
5LK
Standing Light Kick
5LK 5L
Hitboxes Off
Hitboxes On
5LK
Standing Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
3
8
Sp SA TC
300
LH
+1
-1
Cancel Hitconfirm Window: 14f (Special/TC)
Drive Rush cancel advantage:+2 oH / 0 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A knee with extremely short range, making it hard to use in hitconfirms or defensive situations; it can only combo naturally after a single 5LP or 2LP. Primarily used for its Target Combo extension.
Spacing this button out near its max range allows the Target Combo into j.214P to set up an auto-timed KD +42 safe jump (e.g. DR~6MP, 5LK or DR~5LP, 5LP, 5LK). At closer ranges, the divekick hits earlier (+41) and loses to 5f anti-air specials unless you empty jump.
5MK
Standing Medium Kick
5MK 5M
Hitboxes Off
Hitboxes On
5MK
Standing Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
18
-
700
LH
+5
-4
Front leg hurtbox is raised on frames 4-17 (useful vs. low pokes)
A solid poke due to its range, hitbox, and pushback, though it cannot be canceled like 5MP. Gives Mai a useful whiff punish into SA2 from extremely far out.
At closer ranges, you can get Counter-hit links like 2MP or 2MK, but you're better off pressing 2MP at this range for the same reward.
5HK
Standing Heavy Kick
5HK 5H
Hitboxes Off
Hitboxes On
5HK
Standing Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14
3
19
-
900
LH
+3
-3
Punish Counter (ground): KD +61 Crumple (+22 before opponent falls to the ground)
Opponent is in an airborne state for all follow-up hits
Punish Counter (air): puts opponent into a limited juggle state
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Front leg hurtbox is raised on frames 10-16 (useful vs. low pokes)
Extends a hurtbox 1f before active that is vulnerable to projectiles
Mai's best long-range poke with great reward when used as a whiff punish. Mai can combo 5HP up close, DR~5HP from farther out, or a meterless Dash + 2LP from certain ranges.
5HK is useful for covering the range between 5HP and the ideal Kachousen range, making it likely for opponents to walk right into her foot as they try to walk her down.
Crouching Normals
2LP
Crouching Light Punch
2LP 2L
Hitboxes Off
Hitboxes On
2LP
Crouching Light Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
4
3
7
Chn Sp SA
300
LH
+4
-1
Chains into 5LP/2LP/2LK
Cancel Hitconfirm Window: 13f
Drive Rush cancel advantage:+4 oH / -1 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
2LP is a good mash option and has great frame advantage on block when used from Drive Rush.
2MP
Crouching Medium Punch
2MP A[M]
Hitboxes Off
Hitboxes On
2MP
Crouching Medium Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
6
4
15(17)
Sp SA
600
LH
+5
-3
2f extra recovery on whiff
Cancel Hitconfirm Window: 16f
Drive Rush cancel advantage:+14 oH / +6 oB
Advancing 6f normal. Important as a combo tool as it links into 5HP from Drive Rush and combos into her best special move options when linked into.
2HP
Crouching Heavy Punch
2HP 2H
Hitboxes Off
Hitboxes On
2HP
Crouching Heavy Punch
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
2(8)3
19
-
400x2
LH,LH
+4
-3
2 hits; first hit pulls opponent inward on hit/block
Somewhat strange, but useful as a long-range Drive Rush option and benefits heavily from the added frame advantage. Less useful than 4HK overall in combos as that normal is faster and forces stand.
2LK
Crouching Light Kick
2LK A[L]
Hitboxes Off
Hitboxes On
2LK
Crouching Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
8
Chn
200
L
+2
-2
Chains into 5LP/2LP/2LK
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Long reaching and fast low, chains and easily converts into a knockdown except for max range.
2MK
Crouching Medium Kick
2MK 2M
Hitboxes Off
Hitboxes On
2MK
Crouching Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
3
19
Sp SA
500
L
-2
-6
Cancel Hitconfirm Window: 13f
Drive Rush cancel advantage:+8 oH / +4 oB
Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Faster than average with good reach. Stops opponents from walking out of Mai's pressure and synergizes well with HP Ryuuenbu.
2HK
Crouching Heavy Kick
2HK 3H
Hitboxes Off
Hitboxes On
2HK
Crouching Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
3
22(23)
-
900
L
HKD +33
-11
Counter-hit/Punish Counter: HKD +48
1f extra recovery on block
Does not have juggle potential like most sweeps; not a Hard Knockdown when juggled into from free juggle state
Raised hurtbox can Low Crush against most other low pokes
Has enough frame advantage to safely set a Held Kachousen on the opponent.
Good downward-reaching hitbox for vertical approaches
j.LK
Jumping Light Kick
j.LK j.L
Hitboxes Off
Hitboxes On
j.LK
Jumping Light Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
7
3 land
-
300
H
+5(+10)
+1(+6)
Can hit cross-up
Can be used as an instant overhead
j.MK
Jumping Medium Kick
j.MK --
Hitboxes Off
Hitboxes On
j.MK
Jumping Medium Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
5
3 land
-
500
H
+8(+13)
+4(+9)
Can hit cross-up
j.HK
Jumping Heavy Kick
j.HK j.H
Hitboxes Off
Hitboxes On
j.HK
Jumping Heavy Kick
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
6
3 land
-
800
H
+11(+15)
+7(+11)
Longest horizontal range of Mai's jump-in attacks
Shifts Mai's hurtbox upward during startup
Command Normals
6MP
Senkotsu Uchi
Overhead
6MP 6M
Hitboxes Off
Hitboxes On
6MP
Senkotsu Uchi
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
3
18
-
600
H
+2
-3
Spike knockdown vs. airborne opponents
A fast overhead that can combo out of Drive Rush or with perfect meaty timing. Has great mix-up applications when pressuring with a fully held Kachousen.
To get perfect meaty timing, you need to be +21 at the moment you input 6MP; unfortunately, a Forward Throw leaves you too far for this to reach, but you can manually create this timing by whiffing certain moves after various knockdowns. For example, at +35 (214MP, Flame 214LP or CH/PC214LP), you can whiff 5LK into immediate 6MP, then link into 4f light normals.
4HK
Hoshi Kujaku 1
4HK 4H
Hitboxes Off
Hitboxes On
4HK
Hoshi Kujaku 1
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
8
5
20
TC
800
LH
+3(+7))
-1(+3)
Anti-Air Invuln: 8-12f (legs/lower body); cannot hit cross-up
Forces stand on hit
Cancel Hitconfirm Window: 28f (TC)
Strong anti-air that covers angles that her DPs struggle against. While most of her body is anti-air invincible during the active frames, her hurtbox remains tall during the entire startup, so it must be used a bit early against stronger air normals. In rare cases, a shallow-angled air attack (like a Divekick) could reach Mai's vulnerable hurtbox near the ground, even during the active frames.
Important as a combo tool as it enables HP Ryuuenbu extensions on crouching opponents, and gives Mai a 623K or SA1 corner juggle. With 5 active frames, it's also a great meaty option, becoming up to +7 oH / +3 oB. Even without meaty timing, the hitconfirm timing into the 4HK~HK Target Combo is extremely lenient.
Target Combos
5LK~LK
Hien Ren Kyaku
5LK~LK~LK 5L~L~L
Hitboxes Off
Hitboxes On
5LK~LK
Hien Ren Kyaku 1
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
7
2
20
TC
400(320)
LH
-2
-10
Cancel Hitconfirm Window: 31f (TC)
() refers to scaled damage from 5LK combo starter
Forces stand on hit
5LK~LK~LK
Hien Ren Kyaku 2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
10
2
24+4 land
Sp* SA2*
500(350)
LH
+3
-10
Cancel Hitconfirm Window: 59f
Refers to the latest cancel timing that still combos into j.214P on hit
() refers to scaled damage from 5LK combo starter
4HK~HK
Hoshi Kujaku 2
4HK~HK 4H~H
Hitboxes Off
Hitboxes On
4HK~HK
Hoshi Kujaku 2
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
9
1(3)
30(38)
-
600x2
LH
KD +48
-11
On hit, Mai performs a second kick that is fully invincible immediately after the first kick connects
Always a true blockstring from 4HK
() refers to active/recovery frames on whiff (e.g. if attempted on a high-juggled opponent)
Counts as 3 hits for damage scaling when comboed into (applies to next hit)
An easy hitconfirm extension from 4HK. Leads to juggles in the corner, most notably SA1 and 623MK. In a higher juggle scenario, it's possible to land 623HK or SA2 instead.
Throws
Forward Throw (LPLK)
Forward Throw
LPLK LM
Hitboxes Off
Hitboxes On
LPLK
Shiranui Gourin
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +21
-
Punish Counter: HKD +21
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Back Throw (4LPLK)
Back Throw
4LPLK 4LM
Hitboxes Off
Hitboxes On
4LPLK
Fuusha Kuzushi
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
23
-
1200 (2040)
T
KD +17
-
Side switches
Punish Counter: HKD +17
Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Air Throw (LPLK Air)
Air Throw
LPLK (air) LM (air)
Hitboxes Off
Hitboxes On
j.LPLK
Yume Zakura
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
5
3
3 land
-
1200 (2040)
T
KD +20
-
Punish Counter: HKD +20
Drive System
Drive Impact (HPHK)
Drive Impact
HPHK DI
Hitboxes Off
Hitboxes On
HPHK
Botan Ichige
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
26
2
35
-
800
LH
KD +35 / Wall Splat KD +65
-3 / Wall Splat HKD +72
Armor (2-hit): 1-27f; Range: 2.541 (1.781 movement + 0.76 hitbox)
On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
Combos when canceled from Punish Counter5HP/2MP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
This happens because a blocked DI is not considered a "hit" for combo purposes
Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
5HP: 6[2]
5MP, 2MP, 2MK: 11[7]
Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
JP (22K), frame 3 counter
Marisa (214K), frame 3 armor
Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. * Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
5HP* > DI: 2f blockstring gap prevents opponent from absorbing the hit
DR~2MP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
DR~5MP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]
Drive Reversal (6HPHK)
Drive Reversal
6HPHK 6DI
Hitboxes Off
Hitboxes On
6HPHK
Yusura Ume (Block)
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
20
3
26(31)
-
500 recoverable
LH
KD +23
-6
Full Invuln: 1-22f; Armor Break
5f extra recovery on hit; 4f screen freeze during startup
Safe when spaced and clashes with projectiles, but difficult to space after light normal strings due to how Mai moves forwards.
214MP
Ryuuenbu
Startup
Active
Recovery
Cancel
Damage
Guard
On Hit
On Block
14(25)
2(9)7
16
SA3 (2nd)
200,800
LH
KD +35
-6
Typically outclassed by Mai's 236Ks when available in terms of corner carry. Has enough frame advantage on hit to safely set up a meaty hold Kachousen.