Street Fighter 6/Mai/Strategy

From SuperCombo Wiki


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
+1
  • 2LP/5LP/5LK
  • Throw: Loses to 4 frame moves.
+2
  • 2LK: Same startup as throw to prevent fuzzy jump.
  • Throw
+3
  • 2MP: Links into 2LP on hit, or 2MP on counter-hit.
  • Throw
+4
  • 5LP: Meaty (+6 OH, -1 OB). Links into 2MP on hit. Safe vs 10f reversal.
  • 2MP: Links into 2LP on hit, or 2MP on counter-hit.
  • Throw
+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
+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.
  • j.SA2
+8
  • 2MP: Meaty (+8 OH, ±0 OB). Links into 2MP or 2MK or 4HK on hit.
  • 5HP: Single hit confirmable.
+9
  • 4HK: Meaty (+5 OH, +1 OB). Links into 5LP on hit.
+10
  • 4HK: Meaty (+6 OH, +2 OB). Links into 2MP on hit.
+11
  • 4HK: Meaty (+7 OH, +3 OB). Links into 2MP or 2MK on hit.
+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 ?
  • 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
  • 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.
  • SA1
+26
  • Dash: +8 (2MP)
  • 236[PP]
  • *.236LK
  • 236KK
  • F.623KK
+27
  • Dash: +9 (4HK)
  • 236[PP]
  • 623LK
  • 214HP, 623LK
+29
  • Dash: +11 (4HK)
  • 236[P]
  • 214HP, 236LK
  • 214HP, 623HK
+30
  • 236[P]
  • (Corner) Backdash, 236PP
  • 623MK
  • 623HK
  • F.623LK
  • F.214HP, 623LK
+31
  • 236[P]
  • (Corner) Backdash, 236PP
  • *.236KK, j.MP > *.j.214P
  • 214PP > 623K
  • F.623MK
  • F.623HK
  • F.214HP, 623HK
+32
  • 236[P]
  • (Corner) Backdash, 236PP
  • 2HK (HKD)
    SA2
+33
  • 236[P]
  • (Corner) Backdash, 236PP
  • 236KK, j.MP > j.214PP
  • *.214PP, *.236KK
+34
  • (Corner) Backdash, 236PP
  • CH 214LP
  • 214MP
  • *.214PP, *.236KK, j.MP > *.j.214P
  • F.214LP
  • F.214HP, F.623HK
  • Drive Impact
+35
  • (Corner) Backdash, 236PP
  • 214PP, 236LK
  • *.214PP, *.236KK, j.MP > j.214PP
+37
  • (Corner) Backdash, 236PP: Meaty (+6 OH, ±0) OB. Links into 2MP on hit.
  • F.SA2
+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
+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.
  • 5LK~LK~LK > j.214PP
  • F.214HP
+47
  • (Corner) Backdash, 236PP: Meaty (+16 OH, +9) OB. Links into 5HP on hit.
  • PC 2HK (HKD)
  • 214PP
  • (Far) 5LK~LK~LK > j.214PP
  • F.214PP
+48 ?
  • *.236KK, j.MP
+49 ?
  • *.214PP, *.236KK, j.MP
+51 ?
  • F.236KK, j.MP > F.j.214PP
+53 ?
  • F.214PP, F.236KK, j.MP > F.j.214PP
+56 ?


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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