< Street Fighter 6 | Mai
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
6MP
4HK
Target Combos
5LK~LK
5LK~LK~LK
4HK~HK
Throws
Forward Throw
Back Throw
Air Throw
Drive Moves
HPHK
Mai
mai_hphk
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HPHK Botan Ichige
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.541 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Mai
mai_6hphk
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6HPHK Yusura Ume (Block)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.457 (1.393) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Mai
mai_6hphk_recovery
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6HPHK Yusura Ume (Recovery)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.457 (1.393) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Mai
mai_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
Mai
mai_mpmk_66_pdr
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MPMK~66 Parry Drive Rush
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![]() File:SF6 Mai 66 hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.669 (min/throw), 2.383 (min/block), 2.977 (max/final DR frame) |
Mai
mai_mpmk_66_drc
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MPMK or 66 Drive Rush Cancel
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![]() File:SF6 Mai 66 hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Kachousen
236LP
236LP Flame
Mai
mai_236lp_flame
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236LP Kachousen (Flame)
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File:SF6 Mai 236p flame.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2 | 75x2 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | - | 29 | 31 total | 27 total | 8,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,0 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.04 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+5 | -8 | ||||
Hit Advantage | Block Advantage | ||||
+1 | -3 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; slowest travel speed; 2-hit standard projectile (cannot be dissipated by strikes); can hold the button to charge to a stronger version |
236MP
Mai
mai_236mp
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236MP Kachousen
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File:SF6 Mai 236mp.png File:SF6 Mai 236mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 | 125 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 34 | 32 | 26 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+1 | -24 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -9 | ||||
Notes | |||||
Medium travel speed; low-priority 1-hit projectile that disappears when interacting with another strike or projectile hitbox (does not dissipate any hits of a standard projectile); can hold the button to charge to a stronger version; can be enhanced with a Flame Stock |
236MP Flame
Mai
mai_236mp_flame
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236MP Kachousen (Flame)
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File:SF6 Mai 236p flame.png File:SF6 Mai 236p flame hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2 | 75x2 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 31 | 31 total | 27 total | 8,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,0 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+3 | -10 | ||||
Hit Advantage | Block Advantage | ||||
-1 | -5 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; medium travel speed; 2-hit standard projectile (cannot be dissipated by strikes); can hold the button to charge to a stronger version |
236HP
Mai
mai_236hp
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236HP Kachousen
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File:SF6 Mai 236hp.png File:SF6 Mai 236hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 | 125 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 36 | 32 | 26 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.07 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
-1 | -26 | ||||
Hit Advantage | Block Advantage | ||||
-5 | -11 | ||||
Notes | |||||
Fastest travel speed; low-priority 1-hit projectile that disappears when interacting with another strike or projectile hitbox (does not dissipate any hits of a standard projectile); can hold the button to charge to a stronger version; can be enhanced with a Flame Stock |
236HP Flame
Mai
mai_236hp_flame
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236HP Kachousen (Flame)
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File:SF6 Mai 236p flame.png File:SF6 Mai 236p flame hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2 | 75x2 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 33 | 31 total | 27 total | 8,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,0 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+1 | -12 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -7 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; fastest travel speed; 2-hit standard projectile (cannot be dissipated by strikes); can hold the button to charge to a stronger version |
236PP
Mai
mai_236pp
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236PP Kachousen
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File:SF6 Mai 236pp.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500,(200) | 125,(50) | 20% Starter; Combo (2 hits) | LH | SA2 SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 30 | 34,(30) | 28,(26) | 8,(8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
42 | 2500,1000 | [3000,2500] | -20000 | 600,300 (420,210) | 300,150 (150,75) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 5,6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -20 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -3 | ||||
Notes | |||||
Can hold the button for a charged version that throws 2 fans; can be enhanced with a Flame Stock; has OD priority and cannot be dissipated by a strike; bounces upward on contact with the opponent, then drops downward for a follow-up hit; () refers to damage/hitstun values of the bouncing fan follow-up on hit or block |
236PP Flame
Mai
mai_236pp_flame
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236PP Kachousen (Flame)
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File:SF6 Mai 236pp flame.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2,(200) | 75x2,(50) | 20% Starter; Combo (2 hits) | LH | SA2 SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 30 | 34 total,(30) | 32 total,(26) | 8,8,(8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
42 | 1250x2,1000 | [1500x2,2500] | -20000 | 300x3 (210x3) | 150x3 (75x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1,1 | 1,0,1 | 5,6,6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -8 | ||||
Hit Advantage | Block Advantage | ||||
+3 | +1 | ||||
Notes | |||||
Can hold the button for a charged version that throws 2 fans; can be enhanced with a Flame Stock; has OD priority and cannot be dissipated by a strike; bounces upward on contact with the opponent, then drops downward for a follow-up hit; () refers to damage/hitstun values of the bouncing fan follow-up on hit or block |
Kachousen (Hold)
236[P]
236[P] Flame
Mai
mai_236p_flame_hold
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236[P] Kachousen (Flame+Hold)
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File:SF6 Mai 236p flame hold.png File:SF6 Mai 236p flame hold hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2,(200) | 75x2,(50) | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
32 | - | 30 | 32 total,(30) | 30 total,(26) | 8,8,(8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 1250x2,1000 | [1500x2,2500] | 500x2,1000 | 300x3 (210x3) | 150x3 (75x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1,1 | 1,0,1 | 1,2,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | LP 0.04 / MP 0.05 / HP 0.07 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+5 | -8 | ||||
Hit Advantage | Block Advantage | ||||
+1 | -1 | ||||
Notes | |||||
Charged version acts as a standard 2-hit projectile (does not dissipate on contact with strike hitboxes); bounces upward on contact with the opponent, then drops downward for a follow-up hit; projectile speed depends on button strength (LP slow / MP medium / HP fast); bounce height depends on button strength (LP low / MP medium / HP high); the time difference between the first and second fan on hit or block varies based on this bounce height; () refers to damage/hitstun values of the bouncing fan follow-up on hit or block |
236[PP]
236[PP] Flame
Mai
mai_236pp_flame_hold
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236[PP] Kachousen (Flame+Hold)
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File:SF6 Mai 236pp flame hold.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x2,150x2 (700) | 50x2,37x2 (174) | - | LH | SA2 SA3 (1st) | 4 SA / 31 (~6P) |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28(48) | - | 10 | 32,25,26,25 (76 total) | 30,23,26x2 (77 total) | 8,8,(8,8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
58 | 1000x4 | [2000x2,2500x2] | -20000 | 300x4 (210x4) | 150x4 (75x4) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | [1,1]x2 | [0,0]x2 | [2,6]x2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+45(+52) | +11(+44) | ||||
Hit Advantage | Block Advantage | ||||
+45(+52) | +46(+53) | ||||
Notes | |||||
Throws 2 fans that bounce on contact with the opponent for up to 4 hits total; cancelable into a follow-up that throws 2 additional fans; has OD priority and cannot be dissipated by a strike |
236[PP]~6P
Ryuuenbu
214LP
214LP Flame
Mai
mai_214lp_flame
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214LP Ryuuenbu (Flame)
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File:SF6 Mai 214lp flame.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
900 | 225 | 20% Starter; Combo (2 hits) | LH | SA3 | |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 7 | 15 | 25 | 20 | 9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
35 | 2000 | [2500] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +35 | -20 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 | -2 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; has a projectile clash hitbox on frames ?-? that can dissipate standard 1-hit projectiles; strong safe poke when spaced |
214MP
214MP Flame
Mai
mai_214mp_flame
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214MP Ryuuenbu (Flame)
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File:SF6 Mai 214mp flame.png![]() ![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,900 | 50,225 | 20% Starter; Combo (2 hits) | LH | SA3 | |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 2(9)7 | 16 | - | 28(17) | 6,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
47 | 2000x2 | [2500x2] | 1000x2 | 600x2 (420x2) | 300x2 (150x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -21 | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | -6 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; has a projectile clash hitbox on frames ?-? that can dissipate standard 1-hit projectiles |
214HP
214HP Flame
Mai
mai_214hp_flame
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214HP Ryuuenbu (Flame)
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File:SF6 Mai 214hp flame.png![]() ![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,700 | 50,175 | - | LH | SA3 | |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
15 | 3(9)10 | 12 | - | 28(16) | 6,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48 | 2000x2 | [2500x2] | 1000x2 | 600x2 (420x2) | 300x2 (150x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 1,2 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +47 | -20 | ||||
Hit Advantage | Block Advantage | ||||
KD +47 | -6 | ||||
Notes | |||||
Whiffs on crouching opponents; enhanced version that costs 1 Flame Stock; puts opponent into a limited juggle state; has a projectile clash hitbox on frames ?-? that can dissipate standard 1-hit projectiles |
214PP
214PP Flame
Mai
mai_214pp_flame
|
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---|---|---|---|---|---|
214PP Ryuuenbu (Flame)
|
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File:SF6 Mai 214pp flame.png![]() ![]() ![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200,450x2 (1100) | 50,112x2 (274) | - | LH | SA2 SA3 | |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 2(12)5(7)5 | 16 | - | 43/29/17 | 6,6,9 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 1000,1500x2 | [1000,2000x2] | -20000 | 400x3 (280x3) | 200x3 (100x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0,0,0 | 0,0,1 | 1,2,3 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +48 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +48 | -12 | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; puts opponent into a limited juggle state; has a projectile clash hitbox on frames ?-? that can dissipate OD projectiles |
Hissatsu Shinobi Bachi
236LK
236MK
Mai
mai_236mk
|
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---|---|---|---|---|---|
236MK Hissatsu Shinobi Bachi
|
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File:SF6 Mai 236mk.png File:SF6 Mai 236mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
450x2 [450,550] |
112x2 [112,137] |
- | LH | SA3 (2nd) | |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
15 | 2(11)17 | 20 | - | 38(25) | 8,13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
64 | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 3,4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23(+39) | -35(-19) | ||||
Hit Advantage | Block Advantage | ||||
KD +23(+39) | -12(+4) | ||||
Notes | |||||
Can be enhanced with a Flame Stock for 100 extra damage |
236HK
Mai
mai_236hk
|
|||||
---|---|---|---|---|---|
236HK Hissatsu Shinobi Bachi
|
|||||
File:SF6 Mai 236hk.png File:SF6 Mai 236hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 [500,600] |
125x2 [125,150] |
- | LH | SA3 (2nd) | |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 2(11)17 | 21 | - | 38(25) | 8,13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
68 | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 3,4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +22(+38) | -36(-20) | ||||
Hit Advantage | Block Advantage | ||||
KD +22(+38) | -13(+3) | ||||
Notes | |||||
Can be enhanced with a Flame Stock for 100 extra damage |
236KK
Hishou Ryuuenjin
623LK
623LK Flame
Mai
mai_623lk_flame
|
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---|---|---|---|---|---|
623LK Hishou Ryuuenjin (Flame)
|
|||||
File:SF6 Mai 623lk flame.png![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,300x2 (1000) | 100,(75) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5 | 5,2,11 | 15+15 land | - | 19(16) | 12,4,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
52 | 4000,2000 | [5000] | 1000,500x2 | 500,250x2 (350,175x2) | 250,125 (125,62) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-14 Air | - | 7-37 (FKD) | 1,1,1 | 1,1,10 | 10,11,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +31 | -46 | ||||
Hit Advantage | Block Advantage | ||||
KD +31 | -29(-32) | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; close range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage |
623MK
623MK Flame
Mai
mai_623mk_flame
|
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---|---|---|---|---|---|
623MK Hishou Ryuuenjin (Flame)
|
|||||
File:SF6 Mai 623mk flame.png![]() ![]() ![]() ![]() ![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500,350x2 (1200) | 125,(87) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 5,2,12 | 13+15 land | - | 19(16) | 12,4,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
52 | 4000,2000 | [5000] | 1000,500x2 | 500,250x2 (350,175x2) | 250,125 (125,62) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-10 Air | - | 8-37 (FKD) | 1,1,1 | 1,1,10 | 10,11,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +32 | -45 | ||||
Hit Advantage | Block Advantage | ||||
KD +32 | -28(-31) | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; close/mid range anti-air and juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage |
623HK
623HK Flame
Mai
mai_623hk_flame
|
|||||
---|---|---|---|---|---|
623HK Hishou Ryuuenjin (Flame)
|
|||||
File:SF6 Mai 623hk flame.png![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500,400x2 (1300) | 125,(100) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 5,2,11 | 14+15 land | - | 16 | 12,4,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
53 | 4000 | [5000] | 1000,500x2 | 500,250x2 (350,175x2) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-11 Air | - | 9-38 (FKD) | 1,1,1 | 1,1,10 | 10,11,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +32 | -45 | ||||
Hit Advantage | Block Advantage | ||||
KD +32 | -28(-31) | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; mid/farther range anti-air and juggle ender (slower startup limits its use in some juggle routes); cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage |
623KK
Mai
mai_623kk
|
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---|---|---|---|---|---|
623KK Hishou Ryuuenjin
|
|||||
File:SF6 Mai 623kk.png![]() ![]() ![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800x2 | 200,(200) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 5,12 | 19+16 land | - | 19(12) | 12,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
57 | 2000x2 | - | -20000 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Full, 9-10 Air | - | 8-41 (FKD) | 1,1 | 1,1 | 10,11 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +20 | -57 | ||||
Hit Advantage | Block Advantage | ||||
KD +20 | -40(-47) | ||||
Notes | |||||
Mai's primary reversal, as well as an anti-air and strong juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first hit can whiff if used too early as an anti-air; second hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage |
623KK (Flame)
Mai
mai_623kk_flame
|
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---|---|---|---|---|---|
623KK Hishou Ryuuenjin (Flame)
|
|||||
File:SF6 Mai 623kk flame.png![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800,500,400 (1700) | 200,(125) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 5,2,11 | 18+16 land | - | 19(12) | 12,4,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
57 | 2000,1000 | - | -20000 | 500,250x2 (350,175x2) | 250,125 (125,62) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Full, 9-10 Air | - | 8-41 (FKD) | 1,1,0 | 1,1,10 | 10,11,12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +27 | -57 | ||||
Hit Advantage | Block Advantage | ||||
KD +27 | -40(-47) | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock in exchange for slightly better damage and KD advantage; Mai's primary reversal, as well as an anti-air and strong juggle ender; cannot hit cross-up; puts opponents into limited juggle state on hit; first/second hits can whiff if used too early as an anti-air; third hit whiffs on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage |
Musasabi no Mai
j.214P
j.214P Flame
Mai
mai_j214p_flame
|
|||||
---|---|---|---|---|---|
j.214P Musasabi no Mai (Flame)
|
|||||
File:SF6 Mai j214p flame.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1100 | 275 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21 | until land | 18(25) land | - | 21 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 | 1 | 7 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +39(+46) | -24(-17) | ||||
Hit Advantage | Block Advantage | ||||
KD +39(+46) | -5(+2) | ||||
Notes | |||||
Can only be performed during Forward Jump or after 5LK~LK~LK; enhanced version with better frame advantage and damage; 7f extra landing recovery on whiff; puts grounded opponents into limited juggle state; spike knockdown vs. airborne opponents that causes a very quick OTG bounce state (allows juggle into held 236PP with specific air-to-air timing); Mai is in a crouching state from frame 4 onward during landing recovery; cannot hit cross-up; solid hitbox for a divekick but very unsafe if whiffed |
j.214PP
Mai
mai_j214pp
|
|||||
---|---|---|---|---|---|
j.214PP Musasabi no Mai
|
|||||
File:SF6 Mai j214pp.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | 30% Starter | LH | SA2 | 11 + until land |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21 | until land | 18(25) land | - | 18 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 | 1 | 7 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +44(+51) | -24(-17) | ||||
Hit Advantage | Block Advantage | ||||
KD +44(+51) | -8(-1) | ||||
Notes | |||||
Can only be performed during Forward Jump or after 5LK~LK~LK; 7f extra landing recovery on whiff; puts grounded opponents into limited juggle state; spike knockdown vs. airborne opponents that causes a very quick OTG bounce state (allows juggle into held 236PP with specific air-to-air timing, or more consistent Air SA2 juggles); Mai is in a crouching state from frame 4 onward during landing recovery; SA2 cancelable until the 2nd to last airborne active frame on the way down (TK version vs. grounded opponents can hit too late for cancel); cannot hit cross-up; solid hitbox for a divekick but very unsafe if whiffed |
j.214PP Flame
Mai
mai_j214pp_flame
|
|||||
---|---|---|---|---|---|
j.214PP Musasabi no Mai (Flame)
|
|||||
File:SF6 Mai j214pp flame.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1300 | 325 | 30% Starter | LH | SA2 | 11 + until land |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21 | until land | 18(25) land | - | 21 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1 | 1 | 7 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +53(+60) | -24(-17) | ||||
Hit Advantage | Block Advantage | ||||
KD +53(+60) | -5(+2) | ||||
Notes | |||||
Can only be performed during Forward Jump or after 5LK~LK~LK; enhanced version with better frame advantage and damage; 7f extra landing recovery on whiff; puts grounded opponents into limited juggle state and causes a high OTG bounce vs. airborne opponents; does not cause spike knockdown vs. airborne like the non-flame version, making it better in juggles; Mai is in a crouching state from frame 4 onward during landing recovery; SA2 cancelable until the 2nd to last airborne active frame on the way down (TK version vs. grounded opponents can hit too late for cancel); cannot hit cross-up; solid hitbox for a divekick but very unsafe if whiffed |
Super Arts
236236P
236236P Flame
236236K
236236K Flame
j.236236K
j.236236K Flame
Mai
mai_j236236k_flame
|
|||||
---|---|---|---|---|---|
j.236236K Air Chou Hissatsu Shinobi Bachi (Flame)
|
|||||
File:SF6 Mai j236236k flame.png![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x11,800 (3000) | 50x11,200 (750) | 40% Minimum; Combo (2 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3 | 24 | 24 land | - | 16~38 total | 1x11,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 410x11,490 (5000) | 820x11,980 (10000) | - | -20000 | -20000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | Break | Until Land (FKD) | 1 | 0x11,1 | 99 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +7(+17) | -60~ | ||||
Hit Advantage | Block Advantage | ||||
KD +7(+17) | -50~ | ||||
Notes | |||||
Enhanced version that costs 1 Flame Stock; can be input during forward or neutral jump |
214214P
214214P (CA)
Taunts
5PPPKKK
5PPPKKK~2PPPKKK
6PPPKKK
4PPPKKK
4[PPPKKK]