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 | |
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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 | |
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Notation | Meaning |
F.X | The Flame Enhanced version of the following special move is required. e.g. 5LP > F.236MK. |
*.X | Either the Flame Enhanced OR the normal version of the following special move can be used. e.g. 5LP > *.236KK. The damage of the Flame Enhanced version will be denoted in brackets (). |
When both of the above are omitted, the normal non-Flame Enhanced version of the special move should be used. |
Light Confirm Combos
Mai doesn't necessarily need to use her chainable light attacks in the same order.
- 5LP has the least pushback and the most hitstun. It is required in order for certain special moves to combo.
- 2LP has slightly more pushback but also more range. Using it as the last hit in a chain lets combos work from further away.
- 2LK has the most pushback but hits low, meaning it can catch opponents trying to walk or jump away. Avoid using it when too far away to connect with 2LP afterwards.
The following shorthand notation is used to indicate which light attacks a combo can be adjusted to work with.
- L ~ means any chainable light attack can be used. Note that this does not include 5LK.
- LP means either of 5LP or 2LP can be used.
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
L ~ L ~ LP > 236LK > (SA3) | Anywhere | 1290 3230(3480) | 0 | Easy | Standard corner carry route that leads to a +27 knockdown, leaving the opponent close enough to dash up to even when mid-screen. | |||
L ~ L ~ 5LP > 214MP > (SA3) | Anywhere | 1350 3350(3600) | 0 | 0 3 |
Easy | Slightly more damage and a better +35 frame knockdown, but provides significantly less corner carry. Makes charged fan setups safer against Drive Impact and forward jump, and in the corner sets up frame-kill 5LK into meaty 6MP overhead. |
||
L ~ L ~ LP > 623HK | Anywhere | 1470 | 0 | Easy | More damaging route with a +31 knockdown. Knocks the opponent further away, so while this does work mid-screen it is better suited for the corner. |
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L ~ L ~ 5LP > 214LP | Anywhere | 1230 | 0 | Easy | Ends at a +3 advantage, leaving the opponent standing so they cannot use Wake-up Drive Reversal. | |||
(LP,) 5LK~LK~LK > j.214P | Anywhere | 1570 | 0 | Easy | Short range confirm. Linking from 5LP or 2LP is interruptible on block so it's usually better to immediately start with 5LK. Sets up a +41 knockdown for a 6f safe jump, or +42 for a 5f safe jump if spaced correctly. On block, forego j.214P to land with a -10 frame disadvantage at a range that is impossible to punish for most characters. |
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L ~ L ~ 5LP > 236KK, j.MP > j.214P | Anywhere | 1770 | 0 | 2 | Medium | Spending resources for corner carry. | ||
L ~ L ~ 5LP > 236KK, j.MP, 623HK | Anywhere | 1830 | 0 | 0 | Medium | More damage, but not as effective mid-screen due to the longer range knockdown. | ||
L ~ L ~ 5LP > 236KK, j.MP, SA1 | Corner | 2070 | 0(+5) | 1 | Medium | A fairly inexpensive way to get stocks when close enough to the corner. | ||
L ~ L ~ 5LP > 236KK, j.MP, (j.214PP >) SA2 | Anywhere | 2590 2950 | 0 | 2 4 |
2 2 |
Medium | Big corner carry. Skip j.214PP and land to do the grounded version of SA2 for better knockdown advantage. | |
L ~ L ~ 5LP > 236KK, dl.j.MP, (214LP >) (SA3) | Anywhere | 1710 3710(3960) | 0 | 0 3 |
Hard | 3 frame timing window on the delay for 214LP to work. Too late and j.MP doesn't connect, too early and 214LP doesn't connect. | ||
L ~ LP > SA1 | Anywhere | 1940 | 0(+5) | 1 | Medium | The only way to get SA1 from light attacks without spending Drive Gauge is to go straight into it. | ||
L ~ L ~ LP > SA2 | Anywhere | 2430 | 0 | 2 | Medium | Useful for taking away the last bit of an opponent's Drive Gauge. Also provides a lot of corner carry but doesn't lead to the best follow-ups if the opponent doesn't make it to the corner. |
||
L ~ L ~ LP > DRC~5LP, (Drive Rush Combo) | Anywhere | 1647+ | 3+ | Medium | Links into any of 5HP, 4HK or 2MP. |
Medium/Heavy Confirm Combos
- 5HP/M means in addition to 5HP, a combo can be started from any cancelable medium attack: 5MP, 2MP or 2MK.
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
4HK~HK | Anywhere | 2000 | 0 | Easy | Single-hit confirmable. | |||
4HK~HK, 623MK/SA1 | Corner | 2660 3200 | 0 | 0 1 |
Easy | Single-hit confirmable. | ||
5HP/M > 236P/PP | Anywhere | 1300 | 0 | 0/2 | Easy | Safe on block so doesn't need to be hit-confirmed. Use 236LP to get the best frame advantage, or 236HP when further away to keep it gapless on block. Or forget all that and just toss 236PP to try to get something started. |
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5HP/M > 623HK/236HK/SA2/SA3 | Anywhere | 1800/2000 3600 4800(5300) | 0 | 0 2 3 |
Medium | Single-hit confirming 5HP into an unsafe special. The combo is easy but confirming it is not. Use 236HK for corner carry or 623HK for damage. |
||
5HP/M > 214HP, 236LK > (SA3) | Anywhere Standing |
2160 4160(4410) | 0 | 0 3 |
Medium | More difficult to confirm due to only connecting against standing opponents. More practical as a combo ender after already confirming the opponent to be standing. +30 knockdown after 236LK. |
||
5HP/M > 214HP, 623HP | Anywhere Standing |
2440 | 0 | Medium | Better damage than 236LK, but less corner carry makes this better suited for the corner. +30 knockdown. |
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5HP/M > 214PP, SA1 | Anywhere | 3400 | 0(+5) | 2 | 1 | Medium | One of the simplest ways to combo into SA1 mid-screen. | |
5HP/M > 214PP, DR~5LP > 236LK, SA1 | Corner | 3492 | 0(+5) | 3 | 1 | Medium | Corner carry into SA1. | |
5HP/M > 214PP, 236KK, j.MP, SA1 | Corner | 3800 | 0(+5) | 4 | 1 | Medium | A slightly more expensive way to get slightly more corner carry into SA1. | |
5HP/M > 214PP, 236KK, dl.j.MP, 6~SA1 | Anywhere | 3800 | 0(+5) | 4 | 1 | Very Hard | Using manual delays and a micro-walk to make the previous combo work mid-screen. | |
5HP/M > DRC~4HK/2MP, (Drive Rush Combo) | Anywhere | 0 | 3 | Medium | DR~4HK forces stand and links back into 2MP. DR~2MP links into 5HP for slightly different combo options. |
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5HP/2MP/5MP > DRC~5HP, (Drive Rush Combo) | Anywhere | 0 | 3 | Medium | Typically used to initiate OD Fan combos. | |||
5HP/2MP > DRC~5HK/2HP, (Drive Rush Combo) | Anywhere | 0 | 3 | Medium | DR~5HK links into 2MP, dealing more damage than 4HK in cases where the opponent doesn't need to be forced to stand up for 214HP. DR~2HP links into 4HK~HK which is sometimes better in the corner. |
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 wake up grabs and buttons for opponents in the corner after oki from 236LK KD, framekill 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.236LK > 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 |
---|---|---|---|---|---|---|---|
Drive Impact, Dash x2, 5HP > 214PP, 236HK | Anywhere | 2900 | 3 | - | [3] Medium | Great corner carry and oki from a crumple. Drive regeneration resumes quickly, making the meter cost less impactful. Strict timing on the 5HP after dashing twice; dashes are not required, but are useful for timing and for extra corner carry. |
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 |