Street Fighter 6/Mai/Data

From SuperCombo Wiki


Character Vitals

Mai
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Mai Portrait.png SF6 Mai Face.png 10000 0.80 / 0.33 4+38+3 2.115 0.669
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.050 18 1.450 1.90 2.383
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.035 23 0.900 1.52 2.977


Normals

Standing Normals

5LP
Mai
mai_5lp

5LP

Standing Light Punch
SF6 Mai 5lp.png
SF6 Mai 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 20% Starter LH Chn Sp SA 13
Startup Active Recovery Hitstun Blockstun Hitstop
4 3 7 15 8 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
13 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+9 +2 - 0.97 +5 -2
Punish Advantage Perfect Parry Advantage
+9 -8
Hit Advantage Block Advantage
+5 -2
Notes
Chains into 5LP/2LP/2LK; useful in combos due to its extra 1f hitstun over 2LP (combos naturally into 214LP/MP, 236KK, and has more utility in CH/PC/DR routes)
5MP
Mai
mai_5mp

5MP

Standing Medium Punch
SF6 Mai 5mp.png
SF6 Mai 5mp hitbox.pngSF6 Mai 5mp hitbox 2.pngSF6 Mai 5mp hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Hitstun Blockstun Hitstop
8 4 15 21 16 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
26 3000 [4000] 1500 600 (420) 300 (150)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+6 +1 - 1.46 (1.408) +11 +6
Punish Advantage Perfect Parry Advantage
+6 -17
Hit Advantage Block Advantage
+2 -3
Notes
Great range for a cancelable poke; solid hitbox priority; important combo tool from Punish Counter 2LP (works from max range); has an extended hurtbox on whiff until the end of recovery
5HP
Mai
mai_5hp

5HP

Standing Heavy Punch
SF6 Mai 5hp.png
SF6 Mai 5hp hitbox.pngSF6 Mai 5hp hitbox 2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 17
Startup Active Recovery Hitstun Blockstun Hitstop
9 3 21 25 21 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
32 5000 [8000] 3000 800 (560) 400 (200)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+5(+7) +1(+3) - 1.613 (1.467) +15 +11
Punish Advantage Perfect Parry Advantage
+5(+7) -22(-20)
Hit Advantage Block Advantage
+1(+3) -3(-1)
Notes
Very long range for a cancelable poke; great for combos and whiff punishing; combos from PC/DR 5LP for optimal conversions; slightly less pushback on Counter-hit/Punish Counter (makes some ranged 214P cancels more reliable)
5LK
Mai
mai_5lk

5LK

Standing Light Kick
SF6 Mai 5lk.png
SF6 Mai 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 20% Starter LH Sp SA TC 14 Sp/TC
Startup Active Recovery Hitstun Blockstun Hitstop
4 3 8 12 10 10
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
14 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+5 +3 - 0.77 +2 0
Punish Advantage Perfect Parry Advantage
+5 -9
Hit Advantage Block Advantage
+1 -1
Notes
Very short range (only combos naturally from point blank 5LP/2LP); only useful for 5LK~LK~LK Target Combo
5MK
Mai
mai_5mk

5MK

Standing Medium Kick
SF6 Mai 5mk.png
SF6 Mai 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 3 18 26 17 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
29 3000 [4000] 1500 700 (490) 350 (175)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+9 0 - 1.58 - -
Punish Advantage Perfect Parry Advantage
+9 -19
Hit Advantage Block Advantage
+5 -4
Notes
Solid poke with good hitbox priority that can lead to combos with CH/PC/DR; links consistently into SA2 when used as a whiff punish; Mai lifts up her front hurtbox on frames 4-17 making it useful vs. low attacks
5HK
Mai
mai_5hk

5HK

Standing Heavy Kick
SF6 Mai 5hk.png
SF6 Mai 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - 20% Starter LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
14 3 19 25 19 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
35 6000 [10000] 4000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 / -1 PC 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+7 +1 - 1.97 - -
Punish Advantage Perfect Parry Advantage
KD +61 Crumple -20
Hit Advantage Block Advantage
+3 -3
Notes
Great range for a safe poke; Mai lifts up her leg hurtbox on frames 10-16 making it decent vs. low attacks; grounded Punish Counter causes a crumple state (opponent is airborne for all follow-up hits); airborne Punish Counter puts opponents into limited juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; extends a hurtbox at mid-height for the first 17 recovery frames, making it more whiff punishable by standing or high-angled crouching buttons

Crouching Normals

2LP
Mai
mai_2lp

2LP

Crouching Light Punch
SF6 Mai 2lp.png
SF6 Mai 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 20% Starter LH Chn Sp SA 13
Startup Active Recovery Hitstun Blockstun Hitstop
4 3 7 14 9 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
13 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+8 +3 - 1.03 +4 -1
Punish Advantage Perfect Parry Advantage
+8 -8
Hit Advantage Block Advantage
+4 -1
Notes
Chains into 5LP/2LP/2LK; longest range of Mai's light normals; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air
2MP
Mai
mai_2mp

2MP

Crouching Medium Punch
SF6 Mai 2mp.png
SF6 Mai 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Hitstun Blockstun Hitstop
6 4 15(17) 24 16 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
24(26) 3000 [4000] 1500 600 (420) 300 (150)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+9 +1 - 1.23 (1.207) +14 +6
Punish Advantage Perfect Parry Advantage
+9 -17
Hit Advantage Block Advantage
+5 -3
Notes
2f extra recovery on whiff; good range for a cancelable 6f medium; the forward movement makes it riskier to whiff than similar attacks
2HP
Mai
mai_2hp

2HP

Crouching Heavy Punch
SF6 Mai 2hp.pngSF6 Mai 2hp 2.png
SF6 Mai 2hp hitbox.pngSF6 Mai 2hp 2 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 - - LH,LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
10 2(8)3 19 36(26) 29(19) 5,9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
41 2500x2 [4000x2] 1000x2 600,400 (420,280) 300,200 (150,100)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1,1 0,0 0,1
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+8 +1 - 1.605 (1.294) - -
Punish Advantage Perfect Parry Advantage
+8 -20
Hit Advantage Block Advantage
+4 -3
Notes
2 hits; first hit has great hitbox priority for counter-poking and pulls the opponent closer on hit/block; useful as an approach or combo extension with Drive Rush; Counter-hit/Punish Counter advantage carries through both hits
2LK
Mai
mai_2lk

2LK

Crouching Light Kick
SF6 Mai 2lk.png
SF6 Mai 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 20% Starter L Chn -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 8 13 9 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
15 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+6 +2 - 0.99 - -
Punish Advantage Perfect Parry Advantage
+6 -9
Hit Advantage Block Advantage
+2 -2
Notes
Chains into 5LP/2LP/2LK
2MK
Mai
mai_2mk

2MK

Crouching Medium Kick
SF6 Mai 2mk.png
SF6 Mai 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L Sp SA 13
Startup Active Recovery Hitstun Blockstun Hitstop
7 3 19 20 16 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
28 2000 [4000] 1000 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+2 -2 - 1.438 +8 +4
Punish Advantage Perfect Parry Advantage
+2 -20
Hit Advantage Block Advantage
-2 -6
Notes
Cancelable low poke with decent range; useful Counter-hit conversion after 5LP at ranges where 2MP whiffs; has an extended hurtbox on whiff until the end of recovery; DR cancel is delayed until after active frames
2HK
Mai
mai_2hk

2HK

Crouching Heavy Kick
SF6 Mai 2hk.png
SF6 Mai 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 3 22(23) - 15 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
33(34) 4000 [10000] 3000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
HKD +33 -7 - 1.703 - -
Punish Advantage Perfect Parry Advantage
HKD +48 -24
Hit Advantage Block Advantage
HKD +33 -11
Notes
1f extra recovery on block; good hitbox priority vs. low attacks (can low crush many low pokes); no Hard Knockdown when juggled into (has no natural juggle potential, so this only applies in free juggle scenarios); has an extended hurtbox on whiff until the end of recovery

Jumping Normals

j.LP
Mai
mai_jlp

j.LP

Jumping Light Punch
SF6 Mai jlp.png
SF6 Mai jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
4 9 3 land 13 10 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 1500 [2000] 500 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.09 - -
Punish Advantage Perfect Parry Advantage
+10(+13) -5(-2)
Hit Advantage Block Advantage
+6(+9) +3(+6)
Notes
Fastest air-to-air option with good horizontal hitbox priority
j.MP
Mai
mai_jmp

j.MP

Jumping Medium Punch
SF6 Mai jmp.png
SF6 Mai jmp hitbox.pngSF6 Mai jmp hitbox 2.pngSF6 Mai jmp hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - H Sp SA2 -
Startup Active Recovery Hitstun Blockstun Hitstop
7 5 3 land 15 11 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 2500 [4000] 1000 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 3 4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.07 - -
Punish Advantage Perfect Parry Advantage
+11(+15) -6(-2)
Hit Advantage Block Advantage
+7(+11) +3(+7)
Notes
Puts airborne opponents into limited juggle state; strong air-to-air hitbox
j.HP
Mai
mai_jhp

j.HP

Jumping Heavy Punch
SF6 Mai jhp.png
SF6 Mai jhp hitbox.pngSF6 Mai jhp hitbox 2.pngSF6 Mai jhp hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 5 3 land 19 15 12
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
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.80 - -
Punish Advantage Perfect Parry Advantage
+11(+19) -10(-2)
Hit Advantage Block Advantage
+7(+15) +3(+11)
Notes
Good hitbox for vertical approach
j.LK
Mai
mai_jlk

j.LK

Jumping Light Kick
SF6 Mai jlk.png
SF6 Mai jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 7 3 land 14 9 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 1500 [2000] 500 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.50 - -
Punish Advantage Perfect Parry Advantage
+9(+14) -7(-2)
Hit Advantage Block Advantage
+5(+10) +1(+6)
Notes
Cross-up; can be used as a fuzzy instant overhead (except vs. Blanka)
j.MK
Mai
mai_jmk

j.MK

Jumping Medium Kick
SF6 Mai jmk.png
SF6 Mai jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
7 5 3 land 17 13 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 2500 [4000] 1000 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.96 - -
Punish Advantage Perfect Parry Advantage
+12(+17) -7(-2)
Hit Advantage Block Advantage
+8(+13) +4(+9)
Notes
Cross-up
j.HK
Mai
mai_jhk

j.HK

Jumping Heavy Kick
SF6 Mai jhk.png
SF6 Mai jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
10 6 3 land 20 15 13
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
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.16 - -
Punish Advantage Perfect Parry Advantage
+15(+19) -6(-2)
Hit Advantage Block Advantage
+11(+15) +7(+11)
Notes
Shifts Mai's hurtbox upward during startup; most horizontal range of Mai's jump-ins

Command Normals

6MP
Mai
mai_6mp

6MP

Senkotsu Uchi
SF6 Mai 6mp.png
SF6 Mai 6mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - H - -
Startup Active Recovery Hitstun Blockstun Hitstop
20 3 18 23 18 11
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
40 2500 [5000] 1500 500 (350) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+6 +1 - 1.46 - -
Punish Advantage Perfect Parry Advantage
+6 -19
Hit Advantage Block Advantage
+2 -3
Notes
Fast overhead that can combo into lights with perfect meaty timing; spike knockdown vs. airborne opponents
4HK
Mai
mai_4hk

4HK

Hoshi Kujaku 1
SF6 Mai 4hk.png
SF6 Mai 4hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH TC 28 TC
Startup Active Recovery Hitstun Blockstun Hitstop
8 5 20 28 24 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
32 5000 [10000] 2000 1000 (700) 500 (250)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 1 0
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
+7 +3 - 1.118 - -
Punish Advantage Perfect Parry Advantage
+7 -23
Hit Advantage Block Advantage
+3(+7)) -1(+3)
Notes
Forces stand on hit (useful in DR combos involving 214HP); legs and lower body are anti-air invincible on frames 8-12 (great anti-air when used early, but leaves a tall standing hurtbox for the first 7 frames that can lose to strong vertical jump-ins); cannot hit cross-up; always a true blockstring when canceled into 4HK~HK TC (but very easy hitconfirm); strong oki tool that can be up to +7 oH / +3 oB when meaty

Target Combos

5LK~LK
Mai
mai_5lk_lk

5LK~LK

Hien Ren Kyaku 1
SF6 Mai 5lk lk.png
SF6 Mai 5lk lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400(320) - - LH TC 31
Startup Active Recovery Hitstun Blockstun Hitstop
7 2 20 20 12 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
28 500 [2000] 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.10 - -
Punish Advantage Perfect Parry Advantage
+2 -
Hit Advantage Block Advantage
-2 -10
Notes
() refers to scaled damage; forces stand on hit; stopping after the second LK can be useful in combo extensions where a bouncing fan is falling onto the opponent; always a true blockstring
5LK~LK~LK
Mai
mai_5lk_lk_lk

5LK~LK~LK

Hien Ren Kyaku 2
SF6 Mai 5lk lk lk.png
SF6 Mai 5lk lk lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500(350) - - LH Sp* SA2* 59
Startup Active Recovery Hitstun Blockstun Hitstop
10 2 24+4 land 33 20 9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
39 500 - 250 300 (210) 150 (75)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 10-35 (FKD) - 1 6
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.031 - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
+3 -10
Notes
() refers to scaled damage; always a true blockstring; bounces far back into the air, usually keeping her safe due to pushback; can cancel the airborne frames into j.214P or Air SA2 (can be delayed significantly, allowing Mai to mix up her approach and gain better frame advantage); the divekick/SA2 can also let Mai avoid some moves that would otherwise punish the bounce; delaying too long will cause the follow-up to drop in combos (59f is the longest total hitconfirm window that still combos); divekick follow-up can lead to +42 safe jump if the initial 5LK is spaced out (e.g. DR~6MP, 5LK or DR~5LP, 5LP, 5LK)
4HK~HK
Mai
mai_4hk_hk

4HK~HK

Hoshi Kujaku 2
SF6 Mai 4hk hk.png
SF6 Mai 4hk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600x2 - Combo (3 hits) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
9 1(3) 30(38) - 20 13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
39(49) 2500 [10000] 1000x2 (1000) 500x2 (350x2) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0,1 0,1 4,5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.48 - -
Punish Advantage Perfect Parry Advantage
KD +48 -
Hit Advantage Block Advantage
KD +48 -11
Notes
On hit, Mai performs a 2nd kick that is fully invincible until the end of recovery; in the corner, Mai can juggle into SA1 or 623LK/MK/KK; if the TC was juggled into, may also be able to juggle SA2 or 623HK; () refers to active/recovery/total on whiffed version if opponent is juggled too high

Throws

Forward Throw
Mai
mai_lplk

LPLK

Shiranui Gourin
SF6 Mai lplk.png
SF6 Mai lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
30 - [10000] 2000 2000(1400) [4000(2800)] -
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
- - - 0.80 - -
Punish Advantage Perfect Parry Advantage
HKD +21 -
Hit Advantage Block Advantage
KD +21 -
Notes
Can dash forward for a corner throw loop (+3); perfect spacing to walk back for a shimmy except against Marisa, Blanka, E. Honda, and Zangief (can still shimmy these characters if they attempt a delayed throw tech)
Back Throw
Mai
mai_4lplk

4LPLK

Fuusha Kuzushi
SF6 Mai 4lplk.png
SF6 Mai lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 23 - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
30 - [10000] 2000 2000(1400) [4000(2800)] -
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
- - - 0.80 - -
Punish Advantage Perfect Parry Advantage
HKD +17 -
Hit Advantage Block Advantage
KD +17 -
Notes
Side switches; can only get corner oki with Drive Rush, or can pressure with a spaced meaty normal; DR~2LK is a good option (+4 oB and safe vs. 10f reversals)
Air Throw
Mai
mai_jlplk

j.LPLK

Yume Zakura
SF6 Mai jlplk.png
SF6 Mai jlplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - - T - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 3 3 land - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - [10000] 2000 2000(1400) [4000(2800)] -
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
- - - 0.79 - -
Punish Advantage Perfect Parry Advantage
HKD +20 -
Hit Advantage Block Advantage
KD +20 -
Notes
No real midscreen oki (can chase with a spaced Drive Rush normal); in the corner, can dash for +2 oki or Drive Rush for stronger pressure

Drive Moves

HPHK
Mai
mai_hphk

HPHK

Botan Ichige
SF6 Mai hphk.png
SF6 Mai hphk hitbox.png
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

6HPHK

Yusura Ume (Block)
SF6 Mai 6hphk.png
SF6 Mai 6hphk hitbox.png
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

6HPHK

Yusura Ume (Recovery)
SF6 Mai 6hphk.png
SF6 Mai 6hphk hitbox.png
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

MPMK

Drive Parry
SF6 Mai mpmk.png
SF6 Mai mpmk hitbox.png
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

MPMK~66

Parry Drive Rush
SF6 Mai 66.png
File:SF6 Mai 66 hitbox.png
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

MPMK or 66

Drive Rush Cancel
SF6 Mai 66.png
File:SF6 Mai 66 hitbox.png
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
Mai
mai_236lp

236LP

Kachousen
SF6 Mai 236p.png
SF6 Mai 236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 125 - LH SA3 4
Startup Active Recovery Hitstun Blockstun Hitstop
16 - 32 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
- - 0.04 - - -
Punish Advantage Perfect Parry Advantage
+3 -22
Hit Advantage Block Advantage
-1 -7
Notes
Slowest 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); clashing with a fan is considered a whiff (no extra hitstop or cancelability); can hold the button for 19f to charge to a stronger version; startup can increase up to 23f when partially held; puts airborne opponents into a limited juggle state; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f)
236LP Flame
Mai
mai_236lp_flame

236LP

Kachousen (Flame)
File:SF6 Mai 236p flame.png
SF6 Mai 236p hold hitbox.png
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 for 19f to charge to a stronger version; startup can increase up to 23f when partially held; only the first hit is cancelable to SA3; puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f)
236MP
Mai
mai_236mp

236MP

Kachousen
File:SF6 Mai 236mp.png
File:SF6 Mai 236mp hitbox.png
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); clashing with a fan is considered a whiff (no extra hitstop or cancelability); can hold the button for 19f to charge to a stronger version; startup can increase up to 22f when partially held; puts airborne opponents into a limited juggle state; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f)
236MP Flame
Mai
mai_236mp_flame

236MP

Kachousen (Flame)
File:SF6 Mai 236p flame.png
File:SF6 Mai 236p flame hitbox.png
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 for 19f to charge to a stronger version; startup can increase up to 22f when partially held; only the first hit is cancelable to SA3; puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f)
236HP
Mai
mai_236hp

236HP

Kachousen
File:SF6 Mai 236hp.png
File:SF6 Mai 236hp hitbox.png
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); clashing with a fan is considered a whiff (no extra hitstop or cancelability); can hold the button for 19f to charge to a stronger version; startup can increase up to 20f when partially held; puts airborne opponents into a limited juggle state; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f)
236HP Flame
Mai
mai_236hp_flame

236HP

Kachousen (Flame)
File:SF6 Mai 236p flame.png
File:SF6 Mai 236p flame hitbox.png
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
- - 0.07 - - -
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 for 19f to charge to a stronger version; startup can increase up to 20f when partially held; only the first hit is cancelable to SA3; puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits; Mai has an extended hurtbox vulnerable to strikes on her leg (3-44f) and arm (16-32f)
236PP
Mai
mai_236pp

236PP

Kachousen
File:SF6 Mai 236pp.png
SF6 Mai 236pp hitbox.pngSF6 Mai 236pp hitbox 2.png
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
1-hit OD projectile (cannot be dissipated by strikes); 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; can hold the button for 19f for a charged version that throws 2 fans; startup can increase up to 21f when partially held; only the first hit is cancelable to SA2/SA3; puts airborne opponents into a limited juggle state; Mai has an extended hurtbox vulnerable to strikes on her leg (12-37f) and upper body (15-27f); frame gap before follow-up bounce: 16f stand / 22f crouch (on hit), 22f stand / 28f crouch (on block); all gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief
236PP Flame
Mai
mai_236pp_flame

236PP

Kachousen (Flame)
File:SF6 Mai 236pp flame.png
SF6 Mai 236pp hitbox.pngSF6 Mai 236pp hitbox 2.png
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
Enhanced version that costs 1 Flame Stock; 2-hit OD projectile (cannot be dissipated by strikes); 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; can hold the button for 19f for a charged version that throws 2 fans; startup can increase up to 21f when partially held; only the first hit is cancelable to SA2/SA3; puts airborne opponents into a limited juggle state; Mai has an extended hurtbox vulnerable to strikes on her leg (12-37f) and upper body (15-27f); frame gap before follow-up bounce: 24f stand / 30f crouch (on hit), 26f stand / 32f crouch (on block); all gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief

Kachousen (Hold)

236[P]
Mai
mai_236p_hold

236[P]

Kachousen (Hold)
SF6 Mai 236p hold.png
SF6 Mai 236p hold hitbox.pngSF6 Mai 236p hold hitbox 2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,(200) 125,(50) 20% Starter LH SA3 4
Startup Active Recovery Hitstun Blockstun Hitstop
32 - 30 32,(30) 30,(26) 8,(8)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
62 2500,1000 [3000,2500] 1000x2 600,300 (420,210) 300,150 (150,75)
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
- - LP 0.04 / MP 0.05 / HP 0.07 - - -
Punish Advantage Perfect Parry Advantage
+5 -20
Hit Advantage Block Advantage
+1 -1
Notes
Charged version acts as a standard 1-hit projectile (does not dissipate on contact with strike hitboxes); puts airborne opponents into a limited juggle state; 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; the listed frame advantage refers to the first hit at point blank range before the follow-up connects; any hit that connects after the follow-up bounce overwrites the fan's hitstun/blockstun; 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; Mai has an extended hurtbox vulnerable to strikes on her leg (32-62f) and arm (32-48f); LP Version frame gap before follow-up bounce: 2f stand / 8f crouch (on hit), 4f stand / 10f crouch (on block); MP Version frame gap before follow-up bounce: 19f stand / 25f crouch (on hit), 21f stand / 27f crouch (on block); HP Version frame gap before follow-up bounce: 31f stand / 37f crouch (on hit), 33f stand / 39f crouch (on block); all gaps are 1f smaller vs. standing Dee Jay, and 2f smaller vs. standing JP/Marisa/Zangief which allows the LP bounce follow-up to naturally combo
236[P] Flame
Mai
mai_236p_flame_hold

236[P]

Kachousen (Flame+Hold)
File:SF6 Mai 236p flame hold.png
File:SF6 Mai 236p flame hold hitbox.png
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/Enhanced 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 (this bounce is higher/slower than the non-flame version); () refers to damage/hitstun values of the bouncing fan follow-up on hit or block; the listed frame advantage refers to the first hit at point blank range before the follow-up connects; any hit that connects after the follow-up bounce overwrites the fan's hitstun/blockstun; 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; puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits; Mai has an extended hurtbox vulnerable to strikes on her leg (32-62f) and arm (32-48f); LP Version frame gap before follow-up bounce: 10f stand / 16f crouch (on hit), 12f stand / 18f crouch (on block); MP Version frame gap before follow-up bounce: 27f stand / 33f crouch (on hit), 29f stand / 35f crouch (on block); HP Version frame gap before follow-up bounce: 39f stand / 45f crouch (on hit), 41f stand / 47f crouch (on block); all gaps are 1f smaller vs. standing Dee Jay, 2f smaller vs. standing JP/Marisa/Zangief
236[PP]
Mai
mai_236pp_hold

236[PP]

Kachousen (Hold)
SF6 Mai 236pp hold.png
SF6 Mai 236pp hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x2 75x2 - LH SA2 SA3 (1st) 4 SA / 31 (~6P)
Startup Active Recovery Hitstun Blockstun Hitstop
28(48) - 10 32,25 (45 total) 30,23 (43 total) 8,8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
58 1000x2 [2000x2] -20000 300x2 (210x2) 150x2 (75x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1,1 0,0 2,2
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - 0.05 - - -
Punish Advantage Perfect Parry Advantage
+18 0
Hit Advantage Block Advantage
+14 +12
Notes
Throws 2 single-hit fans (these fans do NOT bounce on contact with the opponent); has OD priority and cannot be dissipated by a strike; cancelable into a follow-up (~6P) that throws 2 additional fans at no extra cost; puts airborne opponents into a limited juggle state (does not affect any existing juggle state); Counter-hit/Punish Counter advantage carries through both hits; only the first hit is cancelable to SA2/SA3; Mai has an extended hurtbox vulnerable to strikes on her arm and head (28-58f)
236[PP] Flame
Mai
mai_236pp_flame_hold

236[PP]

Kachousen (Flame+Hold)
File:SF6 Mai 236pp flame hold.png
SF6 Mai 236pp hold hitbox.png
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; has OD priority and cannot be dissipated by a strike; all 4 fan hits form a true combo or blockstring after the first one connects; the listed frame advantage is for point blank standing(crouching) characters (slightly less advantage taller characters like Dee Jay/JP/Marisa/Zangief); cancelable into a follow-up (~6P) that throws 2 additional fans at no extra cost; puts airborne opponents into a limited juggle state (does not affect any existing juggle state); only the first hit is cancelable to SA2/SA3; Mai has an extended hurtbox vulnerable to strikes on her arm and head (28-58f)
236[PP]~6P
Mai
mai_236pp_hold_6p

236[PP]~6P

Midare Kachousen
SF6 Mai 236pp hold 6p.png
SF6 Mai 236pp hold 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
150x2,(300x2) 37x2,(75x2) - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
57+15 - 24 KD,(25x2) 25,(26x2) 8x2,(8x2)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
39(96) 500x2,(1000x2) [1000x2 / (2500)] - 150x2,300x2 (105x2,210x2) 75x2,150x2 (37x2,75x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1,1,(1,1) 1,1,(0,0) 3,3,(6,6)
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - 0.072 - - -
Punish Advantage Perfect Parry Advantage
KD +61~ -2
(+10 Tall)
Hit Advantage Block Advantage
KD +61~ 0
Notes
Throws an additional 2-hit projectile with OD priority (does not dissipate on contact with strike hitboxes); on contact with the opponent, the fan splits into 2 additional projectiles and bounces up before hitting on the way down; the split into 2 bouncing fans occurs even if 1 hit of the first Midare Kachousen is dissipated; the two falling fans bounce at staggered heights, with the second hitting much later than the first; puts opponents into a limited juggle state if the initial Midare Kachousen fan connects, while the falling fans keep the opponent in grounded hitstun; () refers to damage/hitstun values of the bouncing follow-ups on hit or block; any hit that connects after the follow-up bounce overwrites the fan's hitstun/blockstun; Mai has an extended hurtbox vulnerable to strikes on her arm/head (28-79f); the listed frame advantage assumes Mai is at point blank range; there are small interruptible gaps on block before Midare Kachousen or the bouncing follow-ups connect; the exact gaps between falling fans varies greatly depending on spacing, standing/crouching, and character height
236[PP]~6P Flame
Mai
mai_236pp_hold_6p_flame

236[PP]~6P

Midare Kachousen (Flame)
SF6 Mai 236pp hold 6p.png
SF6 Mai 236pp hold 6p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x2,(300x2) 50x2,(75x2) - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
57+15 - 24 KD,(25x2) 25,(26x2) 8x2,(8x2)
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
39(96) 500x2,(1000x2) [1000x2 / (2500)] - 150x2,300x2 (105x2,210x2) 75x2,150x2 (37x2,75x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1,1,(1,1) 1,1,(0,0) 3,3,(6,6)
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - 0.072 - - -
Punish Advantage Perfect Parry Advantage
KD +60~ +10
(+15 Tall)
Hit Advantage Block Advantage
KD +60~ +33~40
(+15~39 Tall)
Notes
Throws an additional 2-hit projectile with OD priority (does not dissipate on contact with strike hitboxes); on contact with the opponent, the fan splits into 2 additional projectiles and bounces up before hitting on the way down; the split into 2 bouncing fans occurs even if 1 hit of the first Midare Kachousen is dissipated; the two falling fans bounce at staggered heights, with the second hitting much later than the first; puts opponents into a limited juggle state if the initial Midare Kachousen fan connects, while the falling fans keep the opponent in grounded hitstun; () refers to damage/hitstun values of the bouncing follow-ups on hit or block; any hit that connects after the follow-up bounce overwrites the fan's hitstun/blockstun; Mai has an extended hurtbox vulnerable to strikes on her arm/head (28-79f); the listed frame advantage assumes Mai is at point blank range; all hits up to the first bouncing fan are a true blockstring (advantage is calculated from that point, ignoring the final delayed fan)

Ryuuenbu

214LP
Mai
mai_214lp

214LP

Ryuuenbu
SF6 Mai 214lp.png
SF6 Mai 214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter; Combo (2 hits) LH SA3 17
Startup Active Recovery Hitstun Blockstun Hitstop
14 7 15 25 18 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
+3 -4
Notes
Strike hitbox that can dissipate standard 1-hit projectiles during active frames; becomes KD +35 on Counter-hit/Punish Counter; leaves opponent standing on hit just outside throw range (must walk 1-2f to throw, or more if spaced far away); safe when well spaced in neutral; when canceled from a normal on block, its safe range is character-specific (max range 2MK offers the best pushback); useful oki tool that can be up to +9/+2 when meaty (e.g. 2HK, whiff 5LK, 214LP) and can also lead to a juggle on meaty Counter-hit
214LP Flame
Mai
mai_214lp_flame

214LP

Ryuuenbu (Flame)
File:SF6 Mai 214lp flame.png
SF6 Mai 214lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 20% Starter; Combo (2 hits) LH SA3 17
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; strike hitbox that can dissipate standard 1-hit projectiles during active frames; always safe on block, and very effective at creating spacing traps against light normals (even when canceled from ranged pokes); when used as a meaty, can be up to +4 on block or KD +41 for a juggle
214MP
Mai
mai_214mp

214MP

Ryuuenbu
SF6 Mai 214mp.png
SF6 Mai 214mp hitbox.pngSF6 Mai 214mp hitbox 2.pngSF6 Mai 214mp hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200,800 50,200 2nd hit: 20% Starter; Combo (2 hits) LH SA3 (2nd) 34(17)
Startup Active Recovery Hitstun Blockstun Hitstop
14(25) 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
- - - 1.46 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +35 -21
Hit Advantage Block Advantage
KD +35 -6
Notes
2 hits, () refers to startup of 2nd hit from longer range; similar utility to LP version but grants a knockdown instead of a standing reset; combos from 5LP as a decent light chain ender; 1st hit can whiff when canceled from ranged pokes, making it unsafe; 2nd hit (frames 25-31) is a strike hitbox that can dissipate standard 1-hit projectiles; can be spaced relatively safely on block (only Ken SA2 can punish at max range); starter/combo scaling only applies when spaced out or used with meaty timing so that the 2nd hit starts the combo
214MP Flame
Mai
mai_214mp_flame

214MP

Ryuuenbu (Flame)
File:SF6 Mai 214mp flame.png
SF6 Mai 214mp hitbox.pngSF6 Mai 214mp hitbox 2.pngSF6 Mai 214mp hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200,900 50,225 Combo (2 hits); 2nd hit only: 20% starter LH SA3 (2nd) 34(17)
Startup Active Recovery Hitstun Blockstun Hitstop
14(25) 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
- - - 1.56 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +42(+44) -21(-19)
Hit Advantage Block Advantage
KD +42(+44) -6(-4)
Notes
Enhanced version that costs 1 Flame Stock; 2 hits, () refers to startup of 2nd hit from longer range; similar utility to LP version (grants a combo from 5LP as a decent light chain ender); forward movement ensures both hits connect when canceled (except in some whiff punish scenarios); 2nd hit (frames 25-31) is a strike hitbox that can dissipate standard 1-hit projectiles; can be spaced relatively safely on block (max range can be -4 unlike the non-flame version due to forward movement during active frames); puts opponents into limited juggle state (can juggle 623MK or SA1); sets up a perfect KD +42 safe jump on grounded or juggled hit (unless spaced out at max range where it becomes +44); starter scaling only applies when spaced out or used with meaty timing so that the 2nd hit starts the combo
214HP
Mai
mai_214hp

214HP

Ryuuenbu
SF6 Mai 214hp.png
SF6 Mai 214hp hitbox.pngSF6 Mai 214hp hitbox 2.pngSF6 Mai 214hp hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200,600 50,150 Combo (2 hits) LH SA3 (2nd) 37(19)
Startup Active Recovery Hitstun Blockstun Hitstop
15(27) 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
- - - 1.64(1.44) (1st) - -
Punish Advantage Perfect Parry Advantage
KD +43 -20
Hit Advantage Block Advantage
KD +43 -6
Notes
2 hits, () refers to startup of 2nd hit from longer range; whiffs on crouching opponents unless they extend a vertical hurtbox (unsafe on hit if 1st hit connects like this); puts opponent into a limited juggle state; head hurtbox is anti-air invincible on frames 6-17 (slow but rewarding anti-air); 2nd hit (frames 27-36) is a strike hitbox that can dissipate standard 1-hit projectiles
214HP Flame
Mai
mai_214hp_flame

214HP

Ryuuenbu (Flame)
File:SF6 Mai 214hp flame.png
SF6 Mai 214hp hitbox.pngSF6 Mai 214hp hitbox 2.pngSF6 Mai 214hp hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200,700 50,175 - LH SA3 (2nd) 37(19)
Startup Active Recovery Hitstun Blockstun Hitstop
15(27) 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
- - - 1.64(1.44) (1st) - -
Punish Advantage Perfect Parry Advantage
KD +47 -20
Hit Advantage Block Advantage
KD +47 -6
Notes
Enhanced version that costs 1 Flame Stock; 2 hits, () refers to startup of 2nd hit from longer range; whiffs on crouching opponents unless they extend a vertical hurtbox (unsafe on hit if 1st hit connects like this); puts opponent into a limited juggle state (higher launch gives more follow-up options like 236KK launch or Flame 214MP safe jump); head hurtbox is anti-air invincible on frames 6-17 (slow but rewarding anti-air); 2nd hit (frames 27-36) is a strike hitbox that can dissipate standard 1-hit projectiles; incurs no extra damage scaling, making it a significantly stronger combo tool than the non-flame version
214PP
Mai
mai_214pp

214PP

Ryuuenbu
SF6 Mai 214pp.png
SF6 Mai 214mp hitbox.pngSF6 Mai 214mp hitbox 2.pngSF6 Mai 214pp hitbox.pngSF6 Mai 214pp hitbox 2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200,400x2 (1000) 50,100x2 (250) - LH SA2 SA3 (3rd) 53(33/15)
Startup Active Recovery Hitstun Blockstun Hitstop
16 2(12)5(7)5 16(24) - 43/29/17 6,6,9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
62(70) 1000,1500x2 [1000,2000x2] -20000 400x3 (280x3) 200x3 (100x3)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0,0,0 0,0,2 1,2,3
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.41 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +48 -27
Hit Advantage Block Advantage
KD +48 -12
Notes
3 hits; puts opponent into a limited juggle state (free juggle state if only the final hit connects); 2nd/3rd hits (frames 30-34 and 42-46) are strike hitboxes that can dissipate 1-hit OD projectiles; 8f extra recovery on block; Super cancels always whiff or give partial animation (should always manually link the juggle afterward unless the opponent is armoring through your attack)
214PP Flame
Mai
mai_214pp_flame

214PP

Ryuuenbu (Flame)
File:SF6 Mai 214pp flame.png
SF6 Mai 214mp hitbox.pngSF6 Mai 214mp hitbox 2.pngSF6 Mai 214pp hitbox.pngSF6 Mai 214pp hitbox 2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200,450x2 (1100) 50,112x2 (274) - LH SA2 SA3 (3rd) 53(33/15)
Startup Active Recovery Hitstun Blockstun Hitstop
16 2(12)5(7)5 16(24) - 43/29/17 6,6,9
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
62(70) 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
- - - 1.41 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +48 -27
Hit Advantage Block Advantage
KD +48 -12
Notes
Enhanced version that costs 1 Flame Stock; 3 hits; puts opponent into a limited juggle state (free juggle state if only the final hit connects); allows more lenient juggle routes than non-flame version (Juggle Increase of 1 instead of 2); 2nd/3rd hits (frames 30-34 and 42-46) are strike hitboxes that can dissipate 1-hit OD projectiles; 8f extra recovery on block; Super cancels always whiff or give partial animation (should always manually link the juggle afterward unless the opponent is armoring through your attack)

Hissatsu Shinobi Bachi

236LK
Mai
mai_236lk

236LK

Hissatsu Shinobi Bachi
SF6 Mai 236k.pngSF6 Mai 236k 2.png
SF6 Mai 236lk hitbox.pngSF6 Mai 236lk hitbox 2.pngSF6 Mai 236lk hitbox 3.pngSF6 Mai 236lk hitbox 4.pngSF6 Mai 236lk hitbox 5.pngSF6 Mai 236lk hitbox 6.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH SA3 (2nd) 41(15-20)
Startup Active Recovery Hitstun Blockstun Hitstop
10 2(11)17 16 - 36(23) 8,13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
55 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
- - - 2.30~3.83 / 1.62 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +27(+43) -31(-15)
Hit Advantage Block Advantage
KD +27(+43) -10(+6)
Notes
Only the first 6 active frames of the 2nd hit are SA3 cancelable; puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from any light normal, making it Mai's most consistent combo ender and a great corner carry tool; reaches about 80% screen length; can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-13 whiff on crouching opponents unless they extend a vertical hurtbox; this makes it more interruptible by crouching attacks at long range, but makes it at least +3 when crouch blocked
236LK Flame
Mai
mai_236lk_flame

236LK

Hissatsu Shinobi Bachi (Flame)
SF6 Mai 236k.pngSF6 Mai 236k 2.png
SF6 Mai 236lk hitbox.pngSF6 Mai 236lk hitbox 2.pngSF6 Mai 236lk hitbox 3.pngSF6 Mai 236lk hitbox 4.pngSF6 Mai 236lk hitbox 5.pngSF6 Mai 236lk hitbox 6.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,500 100,125 - LH SA3 (2nd) 42(15-20)
Startup Active Recovery Hitstun Blockstun Hitstop
10 2(11)17 16 - 36(23) 8,13
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
55 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
- - - 2.30~3.83 / 1.62 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +27(+43) -31(-15)
Hit Advantage Block Advantage
KD +27(+43) -10(+6)
Notes
Enhanced version that costs 1 Flame Stock; only the first 7 active frames of the 2nd hit are SA3 cancelable; puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from any light normal, making it Mai's most consistent combo ender and a great corner carry tool; reaches about 80% screen length; can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-13 whiff on crouching opponents unless they extend a vertical hurtbox; this makes it more interruptible by crouching attacks at long range, but makes it at least +3 when crouch blocked
236MK
Mai
mai_236mk

236MK

Hissatsu Shinobi Bachi
File:SF6 Mai 236mk.png
File:SF6 Mai 236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450x2 112x2 - LH SA3 (2nd) 38(15-17)
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
- - - 2.45~4.42 / 1.78 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +23(+39) -35(-19)
Hit Advantage Block Advantage
KD +23(+39) -12(+4)
Notes
Only the first 3 active frames of the 2nd hit are SA3 cancelable; puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter light normals, making it a solid combo ender and a great corner carry tool; reaches about 99% screen length (barely whiffs on fullscreen standing opponents); can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents unless they extend a vertical hurtbox; this makes it more interruptible by crouching attacks at long range, but makes it at least +3 when crouch blocked; sets up a safe jab vs. 9f or slower reversals (close range hit grounded hit into Dash + 5LP or 2LP)
236MK Flame
Mai
mai_236mk_flame

236MK

Hissatsu Shinobi Bachi (Flame)
File:SF6 Mai 236mk.png
File:SF6 Mai 236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450,550 112,137 - LH SA3 (2nd) 42(15-21)
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
- - - 2.45~4.42 / 1.78 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +23(+39) -35(-19)
Hit Advantage Block Advantage
KD +23(+39) -12(+4)
Notes
Enhanced version that costs 1 Flame Stock; only the first 7 active frames of the 2nd hit are SA3 cancelable; puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter light normals, making it a solid combo ender and a great corner carry tool; reaches about 99% screen length (barely whiffs on fullscreen standing opponents); can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents unless they extend a vertical hurtbox; this makes it more interruptible by crouching attacks at long range, but makes it at least +3 when crouch blocked; sets up a safe jab vs. 9f or slower reversals (close range hit grounded hit into Dash + 5LP or 2LP)
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 125x2 - LH SA3 (2nd) 38(15-17)
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
- - - 2.79~4.76 / 2.13 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +22(+38) -36(-20)
Hit Advantage Block Advantage
KD +22(+38) -13(+3)
Notes
Only the first 3 active frames of the 2nd hit are SA3 cancelable; puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter 5LP, making it a solid combo ender and a great corner carry tool; reaches beyond full screen length; can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents unless they extend a vertical hurtbox; this makes it more interruptible by crouching attacks at long range, but makes it at least +2 when crouch blocked
236HK Flame
Mai
mai_236hk_flame

236HK

Hissatsu Shinobi Bachi (Flame)
File:SF6 Mai 236hk.png
File:SF6 Mai 236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,600 125,150 - LH SA3 (2nd) 42(15-21)
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
- - - 2.79~4.76 / 2.13 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +22(+38) -36(-20)
Hit Advantage Block Advantage
KD +22(+38) -13(+3)
Notes
Enhanced version that costs 1 Flame Stock; only the first 7 active frames of the 2nd hit are SA3 cancelable; puts the opponent into a limited juggle state (allows some follow-ups after high-connect juggles); SA3 cancel can occur on whiff when the first cartwheel connects (allows SA3 to connect during these high-connect juggles when the cancel window would normally have passed); combos from medium/heavy normals and Punish Counter 5LP, making it a solid combo ender and a great corner carry tool; reaches beyond full screen length; can be very plus if spaced perfectly or timed as a meaty (but very reactable startup in this scenario); 2nd hit active frames 7-15 whiff on crouching opponents unless they extend a vertical hurtbox; this makes it more interruptible by crouching attacks at long range, but makes it at least +2 when crouch blocked
236KK
Mai
mai_236kk

236KK

Hissatsu Shinobi Bachi
SF6 Mai 236kk.png
SF6 Mai 236kk hitbox.pngSF6 Mai 236kk hitbox 2.pngSF6 Mai 236kk hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 Combo (2 hits) LH SA2 SA3 (2nd) 35(14)
Startup Active Recovery Hitstun Blockstun Hitstop
14 2(13)17 29+3 land - 31(16) 6,11 [8,15]
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
77 2500,2000 [2500x2] -20000 500x2 (350x2) 250x2 (125x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 31-74 (FKD) 1,1 1,1 3,4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 2.34 (1.64) - -
Punish Advantage Perfect Parry Advantage
KD +27 -26
Hit Advantage Block Advantage
KD +27 -12
Notes
Stops after the 2nd hit on block; on hit, puts opponent into a limited juggle state (can follow up with air normals/specials/supers on frames 54-74); canceling the 2nd hit into SA2 whiffs (partial connect in the corner); Mai still performs the jump animation on whiff, allowing her to come down with an air normal (mostly a gimmick during charged Kachousen pressure); only the first active frame of the 2nd hit can connect on grounded opponents (the remaining 16 active frames only hit airborne); combos from 5LP, making it a useful damage/corner carry option even from light starters
236KK Flame
Mai
mai_236kk_flame

236KK

Hissatsu Shinobi Bachi (Flame)
SF6 Mai 236kk.png
SF6 Mai 236kk hitbox.pngSF6 Mai 236kk hitbox 2.pngSF6 Mai 236kk hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,500 100,125 - LH SA2 SA3 (2nd) 41(18)
Startup Active Recovery Hitstun Blockstun Hitstop
14 2(13)17 29+3 land - 31(16) 6,11 [8,15]
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
77 2500,2000 [2500x2] -20000 500x2 (350x2) 250x2 (125x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 31-74 (FKD) 1,1 1,1 3,4
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 2.34 (1.64) - -
Punish Advantage Perfect Parry Advantage
KD +27 -26
Hit Advantage Block Advantage
KD +27 -12
Notes
Enhanced version that costs 1 Flame Stock; no extra damage scaling, making it a much stronger combo route than regular version; stops after the 2nd hit on block; on hit, puts opponent into a limited juggle state (can follow up with air normals/specials/supers on frames 54-74); canceling the 2nd hit into SA2 whiffs (partial connect in the corner); Mai still performs the jump animation on whiff, allowing her to come down with an air normal (mostly a gimmick during charged Kachousen pressure); only the first active frame of the 2nd hit can connect on grounded opponents (the remaining 16 active frames only hit airborne); combos from 5LP, making it a useful damage/corner carry option even from light starters

Hishou Ryuuenjin

623LK
Mai
mai_623lk

623LK

Hishou Ryuuenjin
SF6 Mai 623k.png
SF6 Mai 623lk hitbox.pngSF6 Mai 623lk hitbox 2.pngSF6 Mai 623lk hitbox 3.pngSF6 Mai 623lk hitbox full.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,500 100,(125) - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
5 5,13 15+15 land - 19(16) 10,8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
52 4000x2 [5000] 1000x2 500x2 (350x2) 250x2 (125x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Air - 7-37 (FKD) 1,1 1,1 4,5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 0.60 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +29 -46
Hit Advantage Block Advantage
KD +29 -29(-32)
Notes
Close range anti-air and 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
623LK Flame
Mai
mai_623lk_flame

623LK

Hishou Ryuuenjin (Flame)
File:SF6 Mai 623lk flame.png
SF6 Mai 623lk flame hitbox.pngSF6 Mai 623lk flame hitbox 2.pngSF6 Mai 623lk flame hitbox 3.pngSF6 Mai 623lk flame hitbox 4.pngSF6 Mai 623lk flame hitbox 5.pngSF6 Mai 623lk flame hitbox 6.pngSF6 Mai 623lk flame hitbox 7.pngSF6 Mai 623lk flame hitbox full.png
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
- - - 0.60 (1st) - -
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, juggle potential, 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; last 2 hits whiff on crouch block (except vs. Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage
623MK
Mai
mai_623mk

623MK

Hishou Ryuuenjin
SF6 Mai 623k.png
SF6 Mai 623lk hitbox.pngSF6 Mai 623lk hitbox 2.pngSF6 Mai 623lk hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,600 125,(150) - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
6 5,13 14+15 land - 19(16) 10,8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
52 4000x2 [5000] 1000x2 500x2 (350x2) 250x2 (125x2)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Air - 8-37 (FKD) 1,1 1,1 4,5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.097 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +31 -45
Hit Advantage Block Advantage
KD +31 -28(-31)
Notes
Close/mid range anti-air and 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 resulting in worse block advantage and reduced chip/drive damage
623MK Flame
Mai
mai_623mk_flame

623MK

Hishou Ryuuenjin (Flame)
File:SF6 Mai 623mk flame.png
SF6 Mai 623lk flame hitbox.pngSF6 Mai 623lk flame hitbox 2.pngSF6 Mai 623lk flame hitbox 3.pngSF6 Mai 623mk flame hitbox.pngSF6 Mai 623mk flame hitbox 2.pngSF6 Mai 623lk flame hitbox 7.png
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
- - - 1.097 (1st) - -
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, juggle potential, 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; last 2 hits whiff on crouch block resulting in worse block advantage and reduced chip/drive damage
623HK
Mai
mai_623hk

623HK

Hishou Ryuuenjin
SF6 Mai 623k.png
SF6 Mai 623hk hitbox.pngSF6 Mai 623hk hitbox 2.pngSF6 Mai 623hk hitbox 3.pngSF6 Mai 623hk hitbox full.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600x2 150,(150) - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
7 5,13 14+15 land - 16 10,8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
53 4000 [5000] 1000x2 500x2 (350x2) 250 (125)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Air - 9-38 (FKD) 1,1 1,1 4,5
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 1.217 (1st) - -
Punish Advantage Perfect Parry Advantage
KD +31 -45
Hit Advantage Block Advantage
KD +31 -28(-31)
Notes
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 hit can whiff if used too early as an anti-air; second hit whiffs on block (except vs. standing Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage
623HK Flame
Mai
mai_623hk_flame

623HK

Hishou Ryuuenjin (Flame)
File:SF6 Mai 623hk flame.png
SF6 Mai 623hk flame hitbox.pngSF6 Mai 623hk flame hitbox 2.pngSF6 Mai 623hk flame hitbox 3.pngSF6 Mai 623hk flame hitbox 4.pngSF6 Mai 623hk flame hitbox 5.pngSF6 Mai 623hk flame hitbox 6.pngSF6 Mai 623hk flame hitbox 7.pngSF6 Mai 623hk flame hitbox full.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
- - - 1.217 (1st) - -
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, juggle potential, 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; last 2 hits whiff on block (except vs. standing Dee Jay/JP/Marisa/Zangief) resulting in worse block advantage and reduced chip/drive damage
623KK
Mai
mai_623kk

623KK

Hishou Ryuuenjin
File:SF6 Mai 623kk.png
SF6 Mai 623kk hitbox.pngSF6 Mai 623kk hitbox 2.pngSF6 Mai 623kk hitbox 3.pngSF6 Mai 623kk hitbox 4.pngSF6 Mai 623kk hitbox full.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(23) land - 19(12) 12,8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
57(64) 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
- - - 1.197 (1st) - -
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 resulting in worse block advantage and reduced chip/drive damage; 7f extra landing recovery on block
623KK (Flame)
Mai
mai_623kk_flame

623KK

Hishou Ryuuenjin (Flame)
File:SF6 Mai 623kk flame.png
SF6 Mai 623kk flame hitbox.pngSF6 Mai 623kk flame hitbox 2.pngSF6 Mai 623kk flame hitbox 3.pngSF6 Mai 623kk flame hitbox 4.pngSF6 Mai 623kk flame hitbox 5.pngSF6 Mai 623kk flame hitbox 6.pngSF6 Mai 623kk flame hitbox full.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(23) land - 19(12) 12,4,8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
57(64) 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
- - - 1.197 (1st) - -
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; last 2 hits whiff on crouch block resulting in worse block advantage and reduced chip/drive damage; 7f extra landing recovery on block

Musasabi no Mai

j.214P
Mai
mai_j214p

j.214P

Musasabi no Mai
SF6 Mai j214p.png
SF6 Mai j214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
21 until land 18(25~28) land - 18 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 +38(+45) -24(-17)
Hit Advantage Block Advantage
KD +38(+45) -8(-1)
Notes
Can only be performed during Forward Jump or after 5LK~LK~LK; 7f extra landing recovery on whiff (10f extra when crossing behind the opponent); 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.214P Flame
Mai
mai_j214p_flame

j.214P

Musasabi no Mai (Flame)
File:SF6 Mai j214p flame.png
SF6 Mai j214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100 275 - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
21 until land 18(25~28) 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 (10f extra when crossing behind the opponent); 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
SF6 Mai j214p hitbox.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(25~28) 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 (10f extra when crossing behind the opponent); 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
SF6 Mai j214p hitbox.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(25~28) 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 (10f extra when crossing behind the opponent); 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
Mai
mai_236236p

236236P

Kagerou no Mai
SF6 Mai 236236p.png
SF6 Mai 236236p hitbox.pngSF6 Mai 236236p hitbox 2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250x8 (2000) 60x7,80 (500) 30% Minimum LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
6 4x6,7,3
(34 total)
51 - 54 total 9x7,10
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
90 300x7,400 (2500) 600x7,800 (5000) - -10000 -10000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Strike/Throw, 9-39 Air (Upper Body) Break - 1 1x7,99 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +26 -59
Hit Advantage Block Advantage
KD +26 -31
Notes
Grants Mai 5 flame stocks on frame 6 (can be interrupted with meaty projectile); flame stocks enhance special moves and SA1/SA2 (stocks do not carry over between rounds); short horizontal range but has a good anti-air hitbox that hits on both sides; KD advantage refers to grounded hit (higher advantage vs. airborne but also variable); 8-hit projectile, but Perfect Parry only incurs 1 recovery frame per hit (allows the opponent to interrupt between hits after one Perfect Parry); this projectile hitbox can cause it to lose to projectile invuln options when used as a reversal; on hit/block, the last 2 projectile hits have 1 active frame each, occurring consecutively (the remaining frames are converted to "recovery frames")
236236P Flame
Mai
mai_236236p_flame

236236P

Kagerou no Mai (Flame)
SF6 Mai 236236p flame.png
SF6 Mai 236236p flame hitbox.pngSF6 Mai 236236p flame hitbox 2.pngSF6 Mai 236236p flame hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
150x10,300,500 (2300) 40x10,50x2 (500) 30% Minimum LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
6 7x9,4,20,3
(90 total)
46 - 110 total 1x11,10
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
141 200x10,250x2 (2500) 400x10,500x2 (5000) - -10000 -10000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-6 Strike/Throw, 7-77 Air (Upper Body) Break - 1 0x11,30 29
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD +40 -48
Hit Advantage Block Advantage
KD +40 -26
Notes
Refills Mai's flame stock count to 5 on frame 6 (can be interrupted by meaty projectile); flame stocks enhance special moves and SA1/SA2 (stocks do not carry over between rounds); flame-enhanced version has a wider hitbox in both directions and grants better oki; KD advantage refers to grounded hit (higher advantage vs. airborne but also variable); short horizontal range but has a good anti-air hitbox that hits on both sides; puts the opponent into a limited juggle state; 12-hit projectile, but Perfect Parry only incurs 1 recovery frame per hit (allows the opponent to interrupt between hits after one Perfect Parry); this projectile hitbox can cause it to lose to projectile invuln options when used as a reversal; on hit/block, the last projectile hit has 1 active frame, converting the remaining 2 active frames to "recovery frames"
236236K
Mai
mai_236236k

236236K

Chou Hissatsu Shinobi Bachi
SF6 Mai 236236k.png
SF6 Mai 236236k hitbox.pngSF6 Mai 236236k hitbox 2.pngSF6 Mai 236236k hitbox 3.pngSF6 Mai 236236k hitbox 4.pngSF6 Mai 236236k hitbox 5.pngSF6 Mai 236236k hitbox 6.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x4,800 (2800) 150x5 (750) 40% Minimum; 40% Starter; Combo (2 hits) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
7 2(3)2(12)
2(4)2(6)3
26(37) - 49 total 5,5,3,3,15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
68(79) 1000x5 (5000) 2000x5 (10000) - -20000 -20000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Full Break - 1 0 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 5.26 (1.54) - -
Punish Advantage Perfect Parry Advantage
KD +33 -38
Hit Advantage Block Advantage
KD +33 -24
Notes
11f extra recovery on block; solid range, but a short invincibility window that makes it difficult to use against slower projectiles; deals less damage from long range due to earlier hits whiffing; good reversal and juggle ender; generally should not be canceled into from OD specials (214PP: manually juggle afterward, 236KK: juggle j.MP > Air SA2)
236236K Flame
Mai
mai_236236k_flame

236236K

Chou Hissatsu Shinobi Bachi (Flame)
SF6 Mai 236236k flame.png
SF6 Mai 236236k flame hitbox.pngSF6 Mai 236236k flame hitbox 2.pngSF6 Mai 236236k flame hitbox 3.pngSF6 Mai 236236k flame hitbox 4.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x11,800 (3000) 50x11,200 (750) 40% Minimum; 40% Starter; Combo (2 hits) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
7 3x12 31(37) - 49 total 1x11,15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
73(79) 410x11,490 (5000) 820x11,980 (10000) - -20000 -20000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Full, 9-12 Projectile Break - 1 0x11,1 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 8.63 (1.69) - -
Punish Advantage Perfect Parry Advantage
KD +38 -36
Hit Advantage Block Advantage
KD +38 -24
Notes
Enhanced version for 1 Flame Stock; 6f extra recovery on block; moves forward much more quickly and has extra projectile invincibility compared to the standard version, making it an incredible anti-fireball and whiff punish tool; good reversal and juggle ender; deals less damage from long range due to earlier hits whiffing; puts opponents into limited juggle state (can juggle 623LK in the corner, and higher juggle/anti-air connects can give better juggles (e.g. midscreen Flame 214PP, juggle Flame SA2 + Flame 623KK); generally should not be canceled into from OD specials (214PP: manually juggle afterward, 236KK: juggle j.MP > Air SA2)
j.236236K
Mai
mai_j236236k

j.236236K

Air Chou Hissatsu Shinobi Bachi
SF6 Mai j236236k.png
SF6 Mai j236236k hitbox.pngSF6 Mai j236236k hitbox 2.pngSF6 Mai j236236k hitbox 3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x4,800 (2800) 150x5 (750) 40% Minimum; Combo (2 hits) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
3 2(2)2(2)
2(3)2(2)3
24 land - 16~33 total 5,5,3,3,15
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- 1000x5 (5000) 2000x5 (10000) - -20000 -20000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- Break Until Land (FKD) 1 0 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 4.79 (1.08) - -
Punish Advantage Perfect Parry Advantage
KD +6(+11) -64~
Hit Advantage Block Advantage
KD +6(+11) -50~
Notes
Can be input during forward or neutral jump; good air-to-air and combo tool; no invincibility of any kind, but can be very effective against projectiles when input at minimum height with a Tiger Knee motion (2362369K); deals less damage from long range due to earlier hits whiffing; frame advantage varies drastically depending on the height and distance it connects; very likely to fly over the opponent on block unless they are fully cornered; cannot hit cross-up
j.236236K Flame
Mai
mai_j236236k_flame

j.236236K

Air Chou Hissatsu Shinobi Bachi (Flame)
File:SF6 Mai j236236k flame.png
SF6 Mai j236236k flame hitbox.pngSF6 Mai j236236k flame hitbox 2.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 2x12 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
- - - 5.33 (1.32) - -
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; good air-to-air and combo tool; no invincibility of any kind, but can be very effective against projectiles when input at minimum height with a Tiger Knee motion (2362369K); deals less damage from long range due to earlier hits whiffing; frame advantage varies drastically depending on the height and distance it connects; very likely to fly over the opponent on block unless they are fully cornered; cannot hit cross-up
214214P
Mai
mai_214214p

214214P

Shiranui Ryuu: Enbu Ada Zakura
SF6 Mai 214214p.png
SF6 Mai 214214p hitbox.pngSF6 Mai 214214p hitbox 2.pngSF6 Mai 214214p hitbox 3.pngSF6 Mai 214214p hitbox 4.pngSF6 Mai 214214p hitbox 5.pngSF6 Mai 214214p hitbox 6.pngSF6 Mai 214214p hitbox 7.pngSF6 Mai 214214p hitbox 8.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000
(400,300,2300)
400,200x3 (1000) 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
10(3) 2(4)2(15)4(8)4 46 - 52 total 6,3,5,8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
94 4500,1000x3 (7500) 15000 / 3000x2,4000 - -30000 -30000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Full Break - - - 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 2.67 (1.80) - -
Punish Advantage Perfect Parry Advantage
HKD +19
(KD +52)
-48
Hit Advantage Block Advantage
HKD +19
(KD +52)
-33
Notes
1st hit causes cinematic; non-cinematic version does less damage (varies based on how many hits connect), but can juggle into 623K to recover some lost damage; cinematic time regenerates ~2 Drive bars for Mai; 3f startup when canceled from 236K/KK only; slower startup makes it risky as a reversal (many light normals can be safe with meaty timing)
214214P (CA)
Mai
mai_214214p(ca)

214214P

Shiranui Ryuu: Enbu Ada Zakura (CA)
SF6 Mai 214214p ca.png
SF6 Mai 214214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500
(400,300,2300)
650,200x3 (1250) 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
10(3) 2(4)2(15)4(8)4 46 - 52 total 6,3,5,8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
94 7000,1000x3 (10000) 20000 / 3000x2,4000 - -30000 -30000
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Full Break - - - 99
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - 2.67 (1.80) - -
Punish Advantage Perfect Parry Advantage
HKD +20
(KD +52)
-48
Hit Advantage Block Advantage
HKD +20
(KD +52)
-33
Notes
1st hit causes cinematic; non-cinematic version does less damage (varies based on how many hits connect), but can juggle into 623K to recover some lost damage; available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Mai; 3f startup when canceled from 236K/KK only; slower startup makes it risky as a reversal (many light normals can be safe with meaty timing)

Taunts

5PPPKKK
Mai
mai_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Mai 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
279 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
279 - - - - -
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
"Hey, don't mess up!"
5PPPKKK~2PPPKKK
Mai
mai_5pppkkk_2pppkkk

5PPPKKK~2PPPKKK

Neutral Taunt
SF6 Mai 5pppkkk 2pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
363 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
363 - - - - -
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
"Hey, what are you looking at? Up here."
6PPPKKK
Mai
mai_6pppkkk

6PPPKKK

Forward Taunt
SF6 Mai 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Hitstun Blockstun Hitstop
405 (total) - - - - -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
405 - - - - -
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
"I like my fighters like I like my tea... very strong."
4PPPKKK
Mai
mai_4pppkkk

4PPPKKK

Back Taunt
SF6 Mai 4pppkkk.png
SF6 Mai 4pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100x8 - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
430 121 213 - 100 total 7x8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
763 60x8 [60] 100x7,300 70x7,110 (49x7,77) 35x7,55 (17x7,27)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1x8 1x7,99 99x8
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD -171 -176
Hit Advantage Block Advantage
KD -171 -234
Notes
"Hey everyone, get ready to feast your eyes on... the strongest Shiranui fighter around!"; creates an 8-hit projectile on the ground that launches on the final hit; holding any button will delay the fireworks and lead to a more powerful version if fully held
4[PPPKKK]
Mai
mai_4pppkkk_hold

4[PPPKKK]

Back Taunt
SF6 Mai 4pppkkk.png
SF6 Mai 4pppkkk hold hitbox.pngSF6 Mai 4pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
100x7,800 (1500) - - LH - -
Startup Active Recovery Hitstun Blockstun Hitstop
616 121 213 - 100 total 7x8
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
949 60x7,9580 (10000) [60x7,9580 (10000)] 100x7,500 70x7,310 (49x7,217) 35x7,155 (17x7,77)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
596-693 Full - - 1x8 1x7,99 99x8
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
KD -148 -176
Hit Advantage Block Advantage
KD -148 -234
Notes
"Hey everyone, get ready to feast your eyes on... the most ravishing Shiranui fighter around! Thanks everyone!"; hold any button for this enhanced taunt; creates an 8-hit projectile on the ground that launches on the final hit; the final hit has significantly better damage and drive damage compared to the unheld version


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