Combo | Notes |
---|---|
5LP | Sample Text |
2LK | Sample Text |
2LP, | Sample Text |
5MK | Sample Text |
2MK | Sample Text |
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
---|---|
Notation | Meaning |
> | Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |
~ | Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |
, | Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing) |
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super | |
j.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do either X move or Y move. e.g. end a combo with 214K/623P |
[X] | Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle |
dl.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent. |
Y xN {Y} xN |
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3 |
Y > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP |
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) |
Normal Hit Meterless
Light Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2LP~2LK~5LP > 623HK | Anywhere | 1390 | 0 | 0 | [1] Very Easy | Pressure string and confirm string in one. | |
5LK~5LK~5LK > 214MP | Anywhere | 1570 | 0 | 0 | [1] Very Easy | Very short range confirm. If the 5LKs are blocked you can forego the 214MP to land -10f at a range that is almost impossible to punish for most characters. If 214MP, you are +41 oki for a safejump. |
Medium Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2MK > 214HP, 623HK | Anywhere | 1860 | - | - | [2] Easy | Easy low poke confirm into simple meterless damage. |
Heavy Confirm Combos
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5HP > 214HP, 623HK | Anywhere | 2440 | 0 | 0 | [2] Easy | Relatively easy Stand HP confirm. The Combo is relatively easy, but confirming it is harder. If unsure, hold block as you are only -3f. | |
5HP > 236HK | Anywhere | 1800 | 0 | 0 | [1] Very Easy | Great meterless corner carry that leaves you with +22 oki. |
Punish Counter Combos
4f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
- | Anywhere | - | - | - | - |
5f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
- | Anywhere | - | - | - | - |
6f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
- | Anywhere | - | - | - | - |
7f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
- | Anywhere | - | - | - | - |
8f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
4HK, 2MP > 214HP, 623HK | Anywhere | 2920 | - | - | [2] Easy | Easy to set up meaty to get CH on grabs and wake up buttons on opponents in the corner after oki from 236LK, f~f. |
9f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
- | Anywhere | - | - | - | - |
10f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
- | Anywhere | - | - | - | - |
26f / Crumple DI
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
- | Anywhere | - | - | - | - |
Links & Chains
A non-comprehensive list of important links and chains Mai has access to.
Combo | Notes |
---|---|
CH 2LP/5LP, | Sample Text |
CH 5MP | Sample Text |
CH 2MP | Sample Text |
CH 5MK | Sample Text |
CH 2MK | Sample Text |
CH 5HP | Sample Text |
PC 5HP | Sample Text |
PC 5HK | Sample Text |
Combo | Notes |
---|---|
DR 5LP | Sample Text |
DR 2LK | Sample Text |
DR 5MP | Sample Text |
DR 2MP | Sample Text |
DR 5HP | Sample Text |
Combo Theory
Picking an Ender
Generic combo ender.
Drive Rush Cancel Extensions
Mai can arbitrarily extend her combos after a cancelable button by drive rush canceling. This may be a good option if the opponent's health is low and Mai is able to finish them off by extending her combos for a bit longer. She can also extend her combos to gain access to better setups, or just for better corner carry.
For a single drive rush cancel extension,
For a single drive rush cancel extension, it is better to cancel into the second half of the combo SAMPLE for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a medium starter.
For a single drive rush cancel extension, it is better to cancel into the second half of the combo SAMPLE for better damage and corner carry. Otherwise, this is the optimal full drive gauge dump route from a heavy starter.
Day 1 Combo Dump
Combo | Position | Damage | Drive | Super | Difficulty | Notes |
---|---|---|---|---|---|---|
5LP | Anywhere | 1000 | 0 | 0 | Easy | A simple light confirm. |
5LP | Anywhere | 1000 | 0 | 0 | Easy | |
5MP | Anywhere | 1000 | 0 | 0 | Very Easy | Simple Combo starting with 5MP |
2MK | Anywhere | 1000 | 0 | 0 | Easy | Simple combo starting with 2MK |
5HP | Anywhere | 1000 | 0 | 0 | Medium | Simple Combo starting with 5HP |
j.HP | Anywhere | 1000 | 0 | 0 | Easy | Simple combo starting with a jump-in j.HP |
Drive Impact | Anywhere | 1000 | 1 | 0 | Easy | Simple combo starting with Drive Impact |