No results
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | - | 30 | SA2 SA3 | 500,(200) | LH | +3 | -3 |
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Character breakdown in progress
Mai is a new character! This page is currently under construction and information might be inaccurate, incomplete, or missing entirely. 🤝 Want to help us out? Join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
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.
Gliding onto the stage with the elegance of a butterfly, Mai Shiranui plays as a midrange monster with a particular emphasis on tricky projectile mixups and a unique resource-based install. While Mai's kit can fly high, she's also a very straightforward and easily accessible character.
Mai's big claim to fame is her stellar neutral control. She has an arsenal of incredibly good buttons, chief among them her 5MP and 5HP. Her excellent 4HK anti-air doubles as a strong meaty pressure tool, and her 6MP overhead comes with all the standard benefits. In general, Mai has all the things a strong SF6 character wants in terms of buttons, but she really comes into her own with her special moves. Kachousen is one of the best fireballs in the game, thanks to the huge amount of utility packed into one move. It's uncharged variant is a decent projectile, but when charged up (or used with the OD variation) it bounces above the opponent on contact and falls onto them for an additional hit. If Mai is close, she can enforce a true high/low mixup by timing a strike alongside the fan fall, hitting them where it hurts the most. She also has a classic DP in Hishou Ryuuenjin, which lets her set up a mean zoning game if the opponent fails to stop her.
Kachousen's excellence informs the rest of Mai's kit, as the rest of her moves are all about getting the opponent nice and comfortable in the corner. Once she's ducked her way past the opponent's blows and found a hit, Mai's combos all give great corner carry thanks to Hissatsu Shinobi Bachi. Ryuuenbu is a disjointed poking special that's great for both counterpoking and setting up meaties, while Musasabi no Mai is an incredibly good divekick that causes Mai to hesitate before she launches downwards, which can easily mess up anti-air timings. Once the opponent is cornered, Mai uses Kachousen, the Drive System, her strong arsenal of pressure tools and her throw loop to break opponents down and send them packing. This is all standard shoto stuff, but what really lets Mai turn up the heat on her opponents is Kagerou no Mai, her install super.
Upon performing her Level 1, Mai gains Flame Stocks that enhance her special moves. Not only do all of her special moves gain better properties, but many of them also change their frame data. For example, Kachousen is much more advantaged on block, with charged flame Kachousen being very difficult to interrupt with a reversal. This gives Mai unique decision-making compared to the rest of the cast- does she spend Level 1 for a more consistent gameplan, but with less guaranteed return, or save for a Level 3 and be more dependent on the Drive System to enforce her offense? Mai's average damage is much lower than her contemporaries without Flame Stocks, meaning she has to make a very careful choice based on her opponent's life, her available Super meter, and even what round the match is currently on. Different matchups and situations call for different decisions, which gives Mai a lot to think about while she's running circles around her opponents.
To sum it all up, Mai's strong zoning and potent Flame Stocks allow her to control the neutral like few else on the roster. Her simple, strong kit gives her a lot of ways to play around with the opponent, while also rewarding strong fundamentals consistently. If you prize a consistent partner and don't juggling resources a bit more than normal, there's few else who can put on a show quite like Mai.
Pick if you like: | Avoid if you dislike: |
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Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Mai | |
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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 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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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.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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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.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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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.
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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.
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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.
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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:
The following is a more detailed overview of the SF6 juggle system:
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.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
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 example to tie everything together:
Drive Rush notes:
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:
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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.
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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.
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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.
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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.
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Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 7 | Chn Sp SA | 300 | LH | +5 | -2 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 4 | 15 | Sp SA | 600 | LH | +2 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 21 | Sp SA | 800 | LH | +1(+3) | -3(-1) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 8 | Sp SA TC | 300 | LH | +1 | -1 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 18 | - | 700 | LH | +5 | -4 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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14 | 3 | 19(22) | - | 900 | LH | +3 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -1 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 15(17) | Sp SA | 600 | LH | +5 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 2(8)3 | 19 | - | 400x2 | LH,LH | +4 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 8 | Chn | 200 | L | +2 | -2 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 19 | Sp SA | 500 | L | -2 | -6 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 22(23/25) | - | 900 | L | KD +38 | -11 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 9 | 3 land | - | 300 | H | +6(+9) | +3(+6) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 5 | 3 land | Sp SA2 | 600 | H | +7(+11) | +3(+7) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 5 | 3 land | - | 800 | H | +7(+15) | +3(+11) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 7 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 5 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 6 | 3 land | - | 800 | H | +11(+15) | +7(+11) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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20 | 3 | 18 | - | 600 | H | +2 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 5 | 20 | TC | 800 | LH | +3(+7)) | -1(+3) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 2 | 20 | TC | 400(320) | LH | -2 | -10 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 2 | 24+4 land | Sp* SA2* | 500(350) | LH | +3 | -10 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 1(3) | 30(38) | - | 600x2 | LH | KD +48 | -11 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 23 | - | 1200 (2040) | T | KD +21 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 23 | - | 1200 (2040) | T | KD +17 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 3 land | - | 1200 (2040) | T | KD +20 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
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
Against the following characters in Burnout:
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.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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18 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal on the Gauges page for more details.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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3+8 | - | 15(37) | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | - | 15(37) | - | - | - | - | - |
See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes
Distance:
No results
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | - | 30 | SA2 SA3 | 500,(200) | LH | +3 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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32 | - | 30 | SA3 | 500,(200) | LH | +1 | -1 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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28(48) | - | 10 | SA2 SA3 (1st) | 300x2 | LH | +14 | +12 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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57+15 | - | 24 | - | 150x2,(300x2) | LH | KD +61~ | 0 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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14 | 7 | 15 | SA3 | 800 | LH | +3 | -4 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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14(25) | 2(9)7 | 16 | SA3 (2nd) | 200,800 | LH | KD +35 | -6 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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15(27) | 3(9)10 | 12 | SA3 (2nd) | 200,600 | LH | KD +43 | -6 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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16 | 2(12)5(7)5 | 16(24) | SA2 SA3 (3rd) | 200,400x2 (1000) | LH | KD +48 | -12 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 2(11)17 | 16 | SA3 (2nd) | 400x2 | LH | KD +27(+43) | -10(+6) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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15 | 2(11)17 | 20 | SA3 (2nd) | 450x2 | LH | KD +23(+39) | -12(+4) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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18 | 2(11)17 | 21 | SA3 (2nd) | 500x2 | LH | KD +22(+38) | -13(+3) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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14 | 2(13)17 | 29+3 land | SA2 SA3 (2nd) | 400x2 | LH | KD +27 | -12 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 5,13 | 15+15 land | - | 400,500 | LH | KD +29 | -29(-32) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 5,13 | 14+15 land | - | 500,600 | LH | KD +31 | -28(-31) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 5,13 | 14+15 land | - | 600x2 | LH | KD +31 | -28(-31) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 5,12 | 19+16(23) land | - | 800x2 | LH | KD +20 | -40(-47) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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21 | until land | 18(25~28) land | - | 1000 | LH | KD +38(+45) | -8(-1) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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21 | until land | 18(25~28) land | SA2 | 1200 | LH | KD +44(+51) | -8(-1) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4x6,7,3 (34 total) |
51 | - | 250x8 (2000) | LH | KD +26 | -31 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 2(3)2(12) 2(4)2(6)3 |
26(37) | - | 500x4,800 (2800) | LH | KD +33 | -24 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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3 | 2(2)2(2) 2(3)2(2)3 |
24 land | - | 500x4,800 (2800) | LH | KD +6(+11) | -50~ |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10(3) | 2(4)2(15)4(8)4 | 46 | - | 4000 (400,300,2300) |
LH | HKD +19 (KD +52) |
-33 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10(3) | 2(4)2(15)4(8)4 | 46 | - | 4500 (400,300,2300) |
LH | HKD +20 (KD +52) |
-33 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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279 (total) | - | - | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
405 (total) | - | - | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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430 | 121 | 213 | - | 100x8 | LH | KD -171 | -234 |
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