Street Fighter 6/Mai/Combos

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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)
Mai Additional Combo Notation
Notation Meaning
F.X The Flamewreathed version of the following special move is required. e.g. 5LP > F.236MK.
*.X Either the Flamewreathed OR the normal version of the following special move can be used. e.g. 5LP > *.236KK.
The damage of the Flamewreathed version will be denoted in brackets ().
When both of the above are omitted, the normal non-Flamewreathed version of the special move should be used.

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 Block pressure string and hit confirm string in one.
5LK~5LK~5LK > j.214MP Anywhere 1570 0 0 [1] Very Easy Very short range confirm. If the 5LKs are blocked you can forego the j.214MP to land -10f at a range that is almost impossible to punish for most characters. If j.214MP hits, you are +41 oki for a safejump.
2LP~2LP > 236LK Anywhere 1290 0 0 [1] Very Easy Super easy BnB corner carry that gives you 27f oki.

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. 214HP will not connect if they are crouching.

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.

Light Confirm Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
- - - 0 0 - -

Medium Confirm Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
- - - 0 0 - -

Heavy Confirm Combos

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
- - - 0 0 - -

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
2MP, 5HP > 214HP, 236LK Anywhere - - - [3] Medium Decent damage and corner carry that leaves you with 27f oki. 214HP will not connect if they are crouching.
2MP, 5HP > 214HP, 623HK Anywhere 2880 - - [3] Medium Higher damage for less corner carry that leaves you with 30f oki. Framekill 2MP to be +4 in their face if you are in the corner. 214HP will not connect if they are crouching.

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 - - [3] Medium 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
5MK, 5HP > 214HP, 236236P Corner 3480 - 1 [3] Medium Good punish on reversals due to the longer reach of 5MK. Leaves you with 27f oki allowing for f~f famekill to be +9, setting up for meaty 4HK (+1f oB), etc. 214HP will whiff on crouching opponents.
5MK, 5HP > 214HP, 623HK Anywhere 3000 - - [3] Medium Meterless and more versatile version of the combo above as it can be used midscreen. 214HP will whiff on crouching opponents.
5HP > F.236[PP], j.HK, 5HP > F.214HP, F.214MP, F.623HK Corner 4340 2 - [4] Hard Great corner cash out of Flame Stocks. Leads into 36f oki with 5LP framekill setting up 6MP meaty overhead.
5HP > F.236[PP], j.HK, 5HP > DRC~5HP > F.236[PP], j.HK, 5HP > F.214HP, F.236MP, F.623LK > 214214P Corner 6307 4 3 [4] Hard Similar to the above but larger cash out. This combo builds a whole bar of super so as long as you start it with 2 bars of super you will have SA3 by the end for the finisher.

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
5LP Sample Text
2LK Sample Text
2LP, Sample Text
5MK Sample Text
2MK Sample Text

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.

5LP starter


DRC > Ender

For a single drive rush cancel extension,

5MP/2MP/2MK starter


DRC > Ender

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.

5HP starter


DRC > Ender

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



SF6 Navigation

General
FAQ
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Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry