Street Fighter 6/Mai/Combos

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< Street Fighter 6‎ | Mai
Revision as of 15:50, 15 March 2025 by Sprint (talk | contribs)


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 1230
3230(3480)
  0 / 3 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 / 3 Easy Slightly more damage and a better +35 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 / 3 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 1230  0 Easy 214LP 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  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, +42 for a 5f safe jump if spaced correctly, or +43 at maximum range.
(LP,) 5LK~LK~LK > j.214PP, 623HK/KK/SA2 Anywhere 2290
2490
3090
  2 Medium Burning resources after confirming the target combo.
(LP,) 5LK~LK~LK > j.214PP, SA1 Corner 2690(+5) 2 1 Medium A very useful way to stock up near the corner.
L ~ L ~ 5LP > 236KK, j.MP > j.214P Anywhere 1770  2 Medium Spending resources for corner carry.
L ~ L ~ 5LP > 236KK, j.MP, 623HK Anywhere 1830  2 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(+5) 2 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
  2-4 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 3710(3960)  2 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(+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  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.

Combo Position DamageFlame Stocks Drive Gauge Super Gauge Difficulty Notes Video
L ~ L ~ LP > F.236LK > (SA3) Anywhere 1290
3290(3540)
1 0 / 3 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 > F.214MP > (SA3) Anywhere 1410
3410(3660)
1 0 / 3 Easy Sets up a +42 safe jump.
Use F.214LP to get the same +35 setup as flameless 214MP.
L ~ L ~ LP > F.623HK Anywhere 15301 0 / 3 Easy More damaging route with a +32 knockdown.
Knocks the opponent further away, so while this does work mid-screen it is better suited for the corner.
L ~ L ~ 5LP > F.214LP Anywhere 12901 0 Easy Sets up a +35 knockdown equivalent to flameless 214MP.
Makes charged fan setups safer against Drive Impact and forward jump, and in the corner sets up frame-kill 5LK into meaty 6MP overhead.
(LP,) 5LK~LK~LK > F.j.214P Anywhere 16301 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 +42 knockdown for a 5f safe jump, or +43-44 when spaced.
On block, skip j.214P to be safe against most characters.
L ~ L ~ 5LP > F.236KK, j.MP > *.j.214P Anywhere 1990{2030} 1-2 2 Medium Spending resources for corner carry.
L ~ L ~ 5LP > F.236KK, j.MP, *.623HK Anywhere 2080{2110} 1-2 2 0 Medium More damage, but not as effective mid-screen due to the longer range knockdown.
L ~ L ~ 5LP > F.236KK, j.MP, SA1 Corner 23901(+5) 2 1 Medium A fairly inexpensive way to get stocks when close enough to the corner.
L ~ L ~ 5LP > F.236KK, j.MP, F.SA1 Anywhere 25102(+5) 2 1 Medium The previous combo works mid-screen with 2 Flame Stocks.
L ~ L ~ 5LP > F.236KK, j.MP, (j.214PP >) SA2 Anywhere 2710
3190
1 2-4 2 Medium Big corner carry. Skip j.214PP and land to do the grounded version of SA2 for better knockdown advantage.
L ~ L ~ 5LP > F.236KK, j.MP, F.j.214PP,
... 623LK / F.623HK / *.623KK / *.SA
Anywhere 2260{2500}
2590{2620}
2710{2800}
3230{3310}
4110(4360)
2-3 4-6 0-3 Medium Drive dump using Flame Stocks, optionally ending with any SA.
L ~ L ~ 5LP > F.236KK, j.MP, F.j.214PP, F.SA2,
... F.623HK / *.623KK / *.SA1
Corner* 3440
3470{3480}
3910{4000}
3-4 4-6 2-3 Medium Carries almost the entire stage width. Works as long as not backed into a corner.
L ~ L ~ 5LP > F.236KK, dl.j.MP, *.214LP > SA3 Anywhere 3710(3960){+40} 1-2 2 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 ~ L ~ 5LP > F.214MP, *.623MK Corner 1850{1890} 1-2 1 Medium Driveless corner juggle.
L ~ L ~ 5LP > F.214MP, F.SA1 Anywhere 23302(+5) 1 Medium Driveless restock combo.
L ~ L ~ 5LP > F.214MP, SA1 Corner 22101(+5) 1 Medium Near the corner the previous combo only needs 1 Flame Stock.
L ~ L ~ LP > F.SA1 Anywhere 21301(+5) 1 Medium When only 1 Flame Stock remains, it's possible restock mid-screen with a 3-hit chain directly into SA1.
L ~ L ~ LP > F.SA2 Anywhere 2430{2550} 1 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 > F.SA2, *.623LK Corner 2910{2950} 1-2 2 Medium
L ~ L ~ LP > DRC~5LP, (Drive Rush Combo) Anywhere 1647+  3+ Medium Links into any of 5HP, 4HK or 2MP.
(LP,) 5LK~LK~LK > F.j.214PP, (*.214HP), *.SA1 Anywhere 2750{2900} 1-3(+5) 2 1 Medium A convenient way to restock with only 1 stock remaining.
214HP only works near the corner.
(LP,) 5LK~LK~LK > F.j.214PP, *.214PP, (*.236LK), *.SA1 Anywhere 3170{3220~3350} 1-4(+5) 4 1 Medium A more expensive 1 stock restock route.
236LK only works near the corner.
(LP,) 5LK~LK~LK > F.j.214PP, 214HP,
... 623HK / SA2 / (236LK > SA3)
Anywhere 2510
3270
4390(4640)
1 2 0 / 2 / 3 Medium Basic juggle route when no stocks remain after dive.
(LP,) 5LK~LK~LK > F.j.214PP, F.214MP,
... *.623HK / F.SA1 / *.SA2 / (*.236LK > SA3)
Anywhere 2660{2690}
2990
3420{3500}
4540(4790){+30}
2-3 2 0-3 Medium With 2 stocks it's more efficient to use F.214MP over F.214HP
(LP,) 5LK~LK~LK > F.j.214PP, *.214PP, j.MP > j.214P Corner 2790{2840~2870} 1-3 4   Hard 4 drive combo that leaves the opponent close enough for dash up pressure.
(LP,) 5LK~LK~LK > F.j.214PP, F.214PP, j.MP > F.j.214PP,
... (*.214LP > SA3) / F.623HK / *.623KK / *.SA1 / SA2
Anywhere 3090{3190}
3250{3270}
3530{3620}
4050
5090(5340){+20}
3-4 6 0-3 Hard Drive dump combo with a variety of ways to end. j.MP builds drive to avoid burning out when starting from max drive.
(LP,) 5LK~LK~LK > F.j.214PP, F.214PP, j.MP > F.j.214PP, F.SA2,
... F.623HK / *.623KK / *.SA1
Anywhere 4260
4290{4300}
4730{4820}
4-5 6 2-3 Hard F.SA2 is a special case with follow-up combo options.

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/KK/SA1 Corner 2660
2960
3200
0 0
2
0
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, 623HK 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 DamageFlame 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.
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.
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 DamageFlame 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 DamageFlame 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 DamageFlame 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 DamageFlame 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.
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, 5HP > *.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.
Drive Rush late to avoid pushing the opponent away from the fans.
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
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.



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