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 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 DamageFlame 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 14700 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.
L ~ L ~ 5LP > 214LP Anywhere 12300 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 15700 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.
L ~ L ~ 5LP > 236KK, j.MP > j.214P Anywhere 17700 2 Medium Spending resources for corner carry.
L ~ L ~ 5LP > 236KK, j.MP, 623HK Anywhere 18300 0 Medium More damage, but not as effective mid-screen due to the longer range knockdown.
L ~ L ~ 5LP > 236KK, j.MP, SA1 Corner 20700(+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 19400(+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 24300 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

  • M/5HP means in addition to 5HP, a combo can be started from any cancelable medium attack: 5MP, 2MP or 2MK.
Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
4HK~HK Anywhere 20000 Easy Single-hit confirmable.
4HK~HK, 623MK/SA1 Corner 2660
3200
0 0
1
Easy Single-hit confirmable.
M/5HP > 236P/PP Anywhere 13000 0/2 Easy Safe on block so doesn't need to be hit-confirmed, but doesn't knock down.
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.
M/5HP > 623HK/236HK/SA1/SA2/SA3 Anywhere 1800/2000
2800
3600
4800(5300)
0 0
1
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.
Useful in situations where the hit has already confirmed such as after a jump attack or Drive Rush, particularly to go into SA1.
M/5HP > 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.
M/5HP > 214HP, 623HP Anywhere
Standing
24400 Medium Better damage than 236LK, but less corner carry makes this better suited for the corner.
+30 knockdown.
M/5HP > 214PP, SA1 Anywhere 34000(+5) 2 1 Medium One of the simplest ways to combo into SA1 mid-screen.
M/5HP > 214PP, DR~5LP > 236LK, SA1 Corner 34920(+5) 3 1 Medium Corner carry into SA1.
M/5HP > 214PP, 236KK, j.MP, SA1 Corner 38000(+5) 4 1 Medium A slightly more expensive way to get slightly more corner carry into SA1.
M/5HP > 214PP, 236KK, dl.j.MP, 6~SA1 Anywhere 38000(+5) 4 1 Very Hard Using manual delays and a micro-walk to make the previous combo work mid-screen.
M/5HP > 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.
5MP/2MP/5HP > DRC~5HP, (Drive Rush Combo) Anywhere 0 3 Medium Typically used to initiate OD Fan combos.
2MP/5HP > 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
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 Combos

Mai can extend her combos after a cancelable normal move with a Drive Rush Cancel. This can be a good option when trying to carry the opponent to the corner for better mixups, finishing off an opponent at low health, or when trying to route a combo into SA1 in order to replenish Flame Stocks.

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
(LP/M/5HP >) DR~5LP, 5HP > (Heavy Combo) Anywhere 25750 3/1 Medium Basic drive rush extension from any cancelable normal move except for 5LK.
(LP/M/5HP >) DR~LP, 4HK~HK > 623MK/KK/SA1 Corner 2681
2851
2987
0 3/1
5/3
3/1
0
0
1
Medium Alternative basic route for better damage in the corner.
(LP/M/5HP >) DR~L ~ LP, 5LK~LK~LK > j.214P Anywhere 25750 3/1 Medium +42 knockdown for a 5f safe jump setup.
(LP/M/5HP >) DR~2LK, 2MP > (Medium Combo) Anywhere 23450 3/1 Medium Low hit attack to catch the opponent standing up.
2MP combos on hit and frame-traps on block.
(M/5HP >) DR~2MP, 5HP > (Heavy Combo) Anywhere 28300 3/1 Medium Consistent way to loop back into a BnB from any Medium hit.
(MP/5HP >) DR~5MK, 5HP > (Heavy Combo) Anywhere 29150 3/1 Medium Slightly more damage but doesn't work from 2MK.
5MK is worse than 2MP on block.
(M/5HP >) DR~4HK, 2MP > (Medium Combo) Anywhere 28640 3/1 Medium Forces the opponent to stand up for a 214HP combo ender.
4HK is more vulnerable to Drive Impact and Drive Reversal than 2MP.
(M/5HP >) DR~4HK, 5LK~LK~LK > j.214P Anywhere 25950 3/1 Medium +42 knockdown for a 5f safe jump setup.
(MP/5HP >) DR~5HP > 236[PP], 5HP > (Heavy Combo) Anywhere 31760 5/3 Medium Using 236[PP] instead of a second Drive Rush to avoid burning out.
(2MP/5HP >) DR~5HK, 2MP > (Medium Combo) Anywhere 29490 3/1 Medium Using 5HK instead of 4HK deals more damage than 4HK in cases where the opponent doesn't need to be forced to stand up for 214HP.
(2MP/5HP >) DR~2HP, 4HK~HK > 623MK/KK/SA1 Corner 3106
3276
3412
0 3/1
5/3
3/1
0
0
1
Medium
DR~6MP, 2MP > (Medium Combo) Anywhere 21600 1 Medium Overhead into BnB combo.
DR~6MP, 5LK~LK~LK > j.214P Anywhere 21700 1 Medium Overhead into +42 knockdown for a 5f safe jump setup.

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

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