Combo | Notes |
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5LP | Sample Text |
2LK | Sample Text |
2LP, | Sample Text |
5MK | Sample Text |
2MK | Sample Text |
< Street Fighter 6 | Mai
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. |
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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. |
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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 | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
4HK~HK | Anywhere | 2000 | 0 | Easy | Single-hit confirmable. | |||
4HK~HK, 623MK/KK/SA1 | Corner | 2660 2960 3200 | 0 | 0 2 0 |
0 0 1 |
Easy | Single-hit confirmable. | |
M/5HP > 236P/PP | Anywhere | 1300 | 0 | 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. |
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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. |
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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. |
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M/5HP > 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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M/5HP > 214PP, SA1 | Anywhere | 3400 | 0(+5) | 2 | 1 | Medium | One of the simplest ways to combo into SA1 mid-screen. | |
M/5HP > 214PP, DR~5LP > 236LK, SA1 | Corner | 3492 | 0(+5) | 3 | 1 | Medium | Corner carry into SA1. | |
M/5HP > 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. | |
M/5HP > 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. | |
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. |
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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 | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 5LP, 5HP > (Heavy Combo) | Anywhere | 2160+ | 0 | Medium | Generally the best option if in range for 5LP. | |||
PC 2LP, 2MK > (Medium Combo) | Anywhere | 1920+ | 0 | Medium | Slightly more reach than 5LP. Can use 5MP instead of 2MK for a tiny bit more damage when slightly closer. |
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PC 2LP, 236MK/214MP (> SA3) | Anywhere | 1160 3560(3860) | 0 | Medium | For when to far to link 2MK. Unsafe on block so only do it when the punish is guaranteed. 236MK deals slightly less damage but has more corner carry. |
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PC 2LP, 214HP > (Combo Ender) | Anywhere Standing |
1720+ | 0 | Medium | Leads to better combos but does not work against crouching opponents. | |||
PC 2LP, 236KK, j.MP > (Combo Ender) | Anywhere | 1960+ | 0 | 2 | Medium | |||
PC 2LP, DRC~4HK > (Drive Rush Combo) | Anywhere | 2074+ | 0 | 3 | Medium | Works at a significantly longer distance than other options. |
5f
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
- | Anywhere | - | - | - | - |
6f
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 2MP, 5HP/4HK > (Heavy Combo) | Anywhere | 2880+ | Medium | Standard punish for a blocked Drive Reversal. 4HK has less reach but sometimes leads to better damage in the corner. |
7f
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 2MK > (Medium Combo) | Anywhere | 1960+ | Less potent than 2MP but has more reach. Combo by canceling into a Special Move or Drive Rush. Combos into mostly the same things as a regular hitting 2MP, with the exception that it does not combo into DRC~5HK. |
8f
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 4HK, 2MP/2MK > (Medium Combo) | Anywhere | 2920+ | Forces stand on hit. 2MP leads to better combo options but 2MK has more reach. |
9f
Combo | Position | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
PC 5MK, 5HP > (Heavy Combo) | Corner | 3000+ | Medium | A good meterless punish even for things much worse than -9. Needs to be slightly closer than 2MP does for the combo to work. |
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PC 5HP > 236[PP], 5HP > (Heavy Combo) | Anywhere | 3360+ | 0 | 2 | Medium | Cashout combo starter. | ||
PC 5HP > F.236[PP], j.HK, 5HP > (Heavy Combo) | Anywhere | 4340+ | 1 | 2 | Medium | Cashout combo starter when Flame Stocks are available. | ||
PC 5HP > 236[PP], 5HP > DRC~5HK, 2MP > DRC~5HK, 2MP > 214HP, 236LK > SA3 |
Anywhere | 5883(6133) | 0 | 7 | 3 | Hard | Full cashout combo. | |
PC 5HP > F.236[PP], j.HK, 5HP > DRC~5HK, 2MP > DRC~5HK, 2MP > *.214HP, (F.236MP), *.236LK > SA3 |
Anywhere | 6227(6477) | 1-3 | 7 | 3 | Hard | Full cashout combo with Flame Stocks. F.236MP only works if the opponent gets carried to the corner before the end. |
|
PC 5HP > F.236[PP], Walk DR~5HP > F.236[PP], Walk DR~5HP > F.236[PP], j.HK, *.214HP, (F.236MP), *.236LK > SA3 |
Anywhere | 5990(6240) | 3-5 | 8 | 3 | Very Hard | Full cashout combo that builds an entire SA Bar midscreen. At least one forward walk is needed to build enough Drive to avoid burning out. F.236MP only works if the opponent gets carried to the corner before the end. |
|
PC 5HP > F.236[PP], j.HK, 5HP > DRC~5HP > F.236[PP], j.HK, 5HP > F.214HP, (F.236MP), *.236LK > SA3 |
Corner | 6307(6557) | 4-5 | 7 | 3 | Hard | Full cashout combo that builds an entire SA Bar. Works midscreen if F.236MP is skipped but no longer builds a full SA Bar. |
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 |
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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 |
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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 | Damage | Flame Stocks | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|---|
(LP/M/5HP >) DR~5LP, 5HP > (Heavy Combo) | Anywhere | 2575 | 0 | 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 | 2575 | 0 | 3/1 | Medium | +42 knockdown for a 5f safe jump setup. | ||
(LP/M/5HP >) DR~2LK, 2MP > (Medium Combo) | Anywhere | 2345 | 0 | 3/1 | Medium | Low hit attack to catch the opponent standing up. 2MP combos on hit and frame-traps on block. |
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(M/5HP >) DR~2MP, 5HP > (Heavy Combo) | Anywhere | 2830 | 0 | 3/1 | Medium | Consistent way to loop back into a BnB from any Medium hit. | ||
(MP/5HP >) DR~5MK, 5HP > (Heavy Combo) | Anywhere | 2915 | 0 | 3/1 | Medium | Slightly more damage but doesn't work from 2MK. 5MK is worse than 2MP on block. |
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(M/5HP >) DR~4HK, 2MP > (Medium Combo) | Anywhere | 2864 | 0 | 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. |
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(M/5HP >) DR~4HK, 5LK~LK~LK > j.214P | Anywhere | 2595 | 0 | 3/1 | Medium | +42 knockdown for a 5f safe jump setup. | ||
(MP/5HP >) DR~5HP > 236[PP], 5HP > (Heavy Combo) | Anywhere | 3176 | 0 | 5/3 | Medium | Using 236[PP] instead of a second Drive Rush to avoid burning out. | ||
(2MP/5HP >) DR~5HK, 2MP > (Medium Combo) | Anywhere | 2949 | 0 | 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 | 2160 | 0 | 1 | Medium | Overhead into BnB combo. | ||
DR~6MP, 5LK~LK~LK > j.214P | Anywhere | 2170 | 0 | 1 | Medium | Overhead into +42 knockdown for a 5f safe jump setup. |