input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 4 | 3 | 7 | 13 | +5 | -2 | LH | Chn Sp SA | 13 |
5MP | 600 | 8 | 4 | 15 | 26 | +2 | -3 | LH | Sp SA | 16 |
5HP | 800 | 9 | 3 | 21 | 32 | +1(+3) | -3(-1) | LH | Sp SA | 17 |
5LK | 300 | 4 | 3 | 8 | 14 | +1 | -1 | LH | Sp SA TC | 14 Sp/TC |
5MK | 700 | 9 | 3 | 18 | 29 | +5 | -4 | LH | - | |
5HK | 900 | 14 | 3 | 19 | 35 | +3 | -3 | LH | - | |
2LP | 300 | 4 | 3 | 7 | 13 | +4 | -1 | LH | Chn Sp SA | 13 |
2MP | 600 | 6 | 4 | 15(17) | 24(26) | +5 | -3 | LH | Sp SA | 16 |
2HP | 400x2 | 10 | 2(8)3 | 19 | 41 | +4 | -3 | LH,LH | - | |
2LK | 200 | 5 | 3 | 8 | 15 | +2 | -2 | L | Chn | |
2MK | 500 | 7 | 3 | 19 | 28 | -2 | -6 | L | Sp SA | 13 |
2HK | 900 | 9 | 3 | 22(23) | 33(34) | HKD +33 | -11 | L | - | |
j.LP | 300 | 4 | 9 | 3 land | - | +6(+9) | +3(+6) | H | - | |
j.MP | 600 | 7 | 5 | 3 land | - | +7(+11) | +3(+7) | H | Sp SA2 | |
j.HP | 800 | 9 | 5 | 3 land | - | +7(+15) | +3(+11) | H | - | |
j.LK | 300 | 5 | 7 | 3 land | - | +5(+10) | +1(+6) | H | - | |
j.MK | 500 | 7 | 5 | 3 land | - | +8(+13) | +4(+9) | H | - | |
j.HK | 800 | 10 | 6 | 3 land | - | +11(+15) | +7(+11) | H | - | |
6MP | 600 | 20 | 3 | 18 | 40 | +2 | -3 | H | - | |
4HK | 800 | 8 | 5 | 20 | 32 | +3(+7)) | -1(+3) | LH | TC | 28 TC |
5LK~LK | 400(320) | 7 | 2 | 20 | 28 | -2 | -10 | LH | TC | 31 |
5LK~LK~LK | 500(350) | 10 | 2 | 24+4 land | 39 | +3 | -10 | LH | Sp* SA2* | 59 |
4HK~HK | 600x2 | 9 | 1(3) | 30(38) | 39(49) | KD +48 | -11 | LH | - |
< Street Fighter 6 | Mai
Frame Data Tables
Character Data
Mai | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.80 | 0.050 | 0.035 | 18 | 23 | 1.450 | 0.900 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +9 | -8 | +5 | -2 | +9 | +2 | 15 | 8 | 9 |
5MP | +6 | -17 | +11 | +6 | +6 | +1 | 21 | 16 | 11 | |
5HP | +5(+7) | -22(-20) | +15 | +11 | +5(+7) | +1(+3) | 25 | 21 | 13 | |
5LK | 20% Starter | +5 | -9 | +2 | 0 | +5 | +3 | 12 | 10 | 10 |
5MK | +9 | -19 | +9 | 0 | 26 | 17 | 11 | |||
5HK | 20% Starter | KD +61 Crumple | -20 | +7 | +1 | 25 | 19 | 13 | ||
2LP | 20% Starter | +8 | -8 | +4 | -1 | +8 | +3 | 14 | 9 | 9 |
2MP | +9 | -17 | +14 | +6 | +9 | +1 | 24 | 16 | 11 | |
2HP | +8 | -20 | +8 | +1 | 36(26) | 29(19) | 5,9 | |||
2LK | 20% Starter | +6 | -9 | +6 | +2 | 13 | 9 | 9 | ||
2MK | 20% Starter | +2 | -20 | +8 | +4 | +2 | -2 | 20 | 16 | 9 |
2HK | HKD +48 | -24 | HKD +33 | -7 | 15 | 13 | ||||
j.LP | +10(+13) | -5(-2) | 13 | 10 | 9 | |||||
j.MP | +11(+15) | -6(-2) | 15 | 11 | 11 | |||||
j.HP | +11(+19) | -10(-2) | 19 | 15 | 12 | |||||
j.LK | +9(+14) | -7(-2) | 14 | 9 | 9 | |||||
j.MK | +12(+17) | -7(-2) | 17 | 13 | 11 | |||||
j.HK | +15(+19) | -6(-2) | 20 | 15 | 13 | |||||
6MP | +6 | -19 | +6 | +1 | 23 | 18 | 11 | |||
4HK | +7 | -23 | +7 | +3 | 28 | 24 | 13 | |||
5LK~LK | +2 | 20 | 12 | 9 | ||||||
5LK~LK~LK | 33 | 20 | 9 | |||||||
4HK~HK | Combo (3 hits) | KD +48 | 20 | 13 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 3000 | [4000] | 1500 | 600 (420) | 300 (150) |
5HP | 5000 | [8000] | 3000 | 800 (560) | 400 (200) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 3000 | [4000] | 1500 | 700 (490) | 350 (175) |
5HK | 6000 | [10000] | 4000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 600 (420) | 300 (150) |
2HP | 2500x2 | [4000x2] | 1000x2 | 600,400 (420,280) | 300,200 (150,100) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 2000 | [4000] | 1000 | 500 (350) | 250 (125) |
2HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
6MP | 2500 | [5000] | 1500 | 500 (350) | 250 (125) |
4HK | 5000 | [10000] | 2000 | 1000 (700) | 500 (250) |
5LK~LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5LK~LK~LK | 500 | 250 | 300 (210) | 150 (75) | |
4HK~HK | 2500 | [10000] | 1000x2 (1000) | 500x2 (350x2) | 250 (125) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 0.97 | 1 | 1 | 0 | |||
5MP | 1.46 (1.408) | 1 | 1 | 0 | |||
5HP | 1.613 (1.467) | 1 | 1 | 0 | |||
5LK | 0.77 | 1 | 1 | 0 | |||
5MK | 1.58 | 1 | 1 | 0 | |||
5HK | 1.97 | 1 / '"`UNIQ--templatestyles-00000000-QINU`"'-1 PC | 1 | 0 | |||
2LP | 1.03 | 1 | 1 | 0 | |||
2MP | 1.23 (1.207) | 1 | 1 | 0 | |||
2HP | 1.605 (1.294) | 1,1 | 0,0 | 0,1 | |||
2LK | 0.99 | 1 | 1 | 0 | |||
2MK | 1.438 | 1 | 1 | 0 | |||
2HK | 1.703 | 1 | 1 | 0 | |||
j.LP | 1.09 | 1 | 1 | 0 | |||
j.MP | 1.07 | 1 | 3 | 4 | |||
j.HP | 0.80 | 1 | 1 | 0 | |||
j.LK | 0.50 | 1 | 1 | 0 | |||
j.MK | 0.96 | 1 | 1 | 0 | |||
j.HK | 1.16 | 1 | 1 | 0 | |||
6MP | 1.46 | 1 | 1 | 0 | |||
4HK | 1.118 | 1 | 1 | 0 | |||
5LK~LK | 1.10 | 1 | 5 | ||||
5LK~LK~LK | 10-35 (FKD) | 1.031 | 1 | 6 | |||
4HK~HK | 1.48 | 0,1 | 0,1 | 4,5 |
input | Notes |
---|---|
input | Notes |
5LP | 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 | 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 | 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 | Very short range (only combos naturally from point blank 5LP/2LP); only useful for 5LK~LK~LK Target Combo |
5MK | 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 | 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 |
2LP | 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 | 2f extra recovery on whiff; good range for a cancelable 6f medium; the forward movement makes it riskier to whiff than similar attacks |
2HP | 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 | Chains into 5LP/2LP/2LK |
2MK | 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 | 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 |
j.LP | Fastest air-to-air option with good horizontal hitbox priority |
j.MP | Puts airborne opponents into limited juggle state; strong air-to-air hitbox |
j.HP | Good hitbox for vertical approach |
j.LK | Cross-up; can be used as a fuzzy instant overhead (except vs. Blanka) |
j.MK | Cross-up |
j.HK | Shifts Mai's hurtbox upward during startup; most horizontal range of Mai's jump-ins |
6MP | Fast overhead that can combo into lights with perfect meaty timing; spike knockdown vs. airborne opponents |
4HK | 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 |
5LK~LK | () 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 | () 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 | 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 |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +21 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +17 | - | T |
j.LPLK | 1200 (2040) | 5 | 3 | 3 land | - | KD +20 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +21 | ||||
4LPLK | 20% Immediate | HKD +17 | ||||
j.LPLK | HKD +20 | |||||
HPHK | 200 | 20% Starter | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
j.LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
j.LPLK | 0.79 | |||||
HPHK | 1-27 | 2.541 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.457 (1.393) | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.457 (1.393) | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | 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) |
4LPLK | 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) |
j.LPLK | 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 |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | 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 | 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) |
MPMK or 66 | 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 |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
236LP | 500 | 16 | - | 32 | 48 | -1 | -7 | LH | SA3 | 4 |
236LP | 300x2 | 16 | - | 29 | 45 | +1 | -3 | LH | SA3 | 4 |
236MP | 500 | 14 | - | 34 | 48 | -3 | -9 | LH | SA3 | 4 |
236MP | 300x2 | 14 | - | 31 | 45 | -1 | -5 | LH | SA3 | 4 |
236HP | 500 | 12 | - | 36 | 48 | -5 | -11 | LH | SA3 | 4 |
236HP | 300x2 | 12 | - | 33 | 45 | -3 | -7 | LH | SA3 | 4 |
236PP | 500,(200) | 12 | - | 30 | 42 | +3 | -3 | LH | SA2 SA3 | 4 |
236PP | 300x2,(200) | 12 | - | 30 | 42 | +3 | +1 | LH | SA2 SA3 | 4 |
236[P] | 500,(200) | 32 | - | 30 | 62 | +1 | -1 | LH | SA3 | 4 |
236[P] | 300x2,(200) | 32 | - | 30 | 62 | +1 | -1 | LH | SA3 | 4 |
236[PP] | 300x2 | 28(48) | - | 10 | 58 | +14 | +12 | LH | SA2 SA3 (1st) | 4 SA / 31 (~6P) |
236[PP] | 200x2,150x2 (700) | 28(48) | - | 10 | 58 | +45(+52) | +46(+53) | LH | SA2 SA3 (1st) | 4 SA / 31 (~6P) |
236[PP]~6P | 150x2,(300x2) | 57+15 | - | 24 | 39(96) | KD +61~ | 0 | LH | - | |
236[PP]~6P | 200x2,(300x2) | 57+15 | - | 24 | 39(96) | KD +60~ | +33~40 (+15~39 Tall) | LH | - | |
214LP | 800 | 14 | 7 | 15 | 35 | +3 | -4 | LH | SA3 | 17 |
214LP | 900 | 14 | 7 | 15 | 35 | KD +35 | -2 | LH | SA3 | 17 |
214MP | 200,800 | 14(25) | 2(9)7 | 16 | 47 | KD +35 | -6 | LH | SA3 (2nd) | 34(17) |
214MP | 200,900 | 14(25) | 2(9)7 | 16 | 47 | KD +42(+44) | -6(-4) | LH | SA3 (2nd) | 34(17) |
214HP | 200,600 | 15(27) | 3(9)10 | 12 | 48 | KD +43 | -6 | LH | SA3 (2nd) | 37(19) |
214HP | 200,700 | 15(27) | 3(9)10 | 12 | 48 | KD +47 | -6 | LH | SA3 (2nd) | 37(19) |
214PP | 200,400x2 (1000) | 16 | 2(12)5(7)5 | 16(24) | 62(70) | KD +48 | -12 | LH | SA2 SA3 (3rd) | 53(33/15) |
214PP | 200,450x2 (1100) | 16 | 2(12)5(7)5 | 16(24) | 62(70) | KD +48 | -12 | LH | SA2 SA3 (3rd) | 53(33/15) |
236LK | 400x2 | 10 | 2(11)17 | 16 | 55 | KD +27(+43) | -10(+6) | LH | SA3 (2nd) | 41(15-20) |
236LK | 400,500 | 10 | 2(11)17 | 16 | 55 | KD +27(+43) | -10(+6) | LH | SA3 (2nd) | 42(15-20) |
236MK | 450x2 | 15 | 2(11)17 | 20 | 64 | KD +23(+39) | -12(+4) | LH | SA3 (2nd) | 38(15-17) |
236MK | 450,550 | 15 | 2(11)17 | 20 | 64 | KD +23(+39) | -12(+4) | LH | SA3 (2nd) | 42(15-21) |
236HK | 500x2 | 18 | 2(11)17 | 21 | 68 | KD +22(+38) | -13(+3) | LH | SA3 (2nd) | 38(15-17) |
236HK | 500,600 | 18 | 2(11)17 | 21 | 68 | KD +22(+38) | -13(+3) | LH | SA3 (2nd) | 42(15-21) |
236KK | 400x2 | 14 | 2(13)17 | 29+3 land | 77 | KD +27 | -12 | LH | SA2 SA3 (2nd) | 35(14) |
236KK | 400,500 | 14 | 2(13)17 | 29+3 land | 77 | KD +27 | -12 | LH | SA2 SA3 (2nd) | 41(18) |
623LK | 400,500 | 5 | 5,13 | 15+15 land | 52 | KD +29 | -29(-32) | LH | - | |
623LK | 400,300x2 (1000) | 5 | 5,2,11 | 15+15 land | 52 | KD +31 | -29(-32) | LH | - | |
623MK | 500,600 | 6 | 5,13 | 14+15 land | 52 | KD +31 | -28(-31) | LH | - | |
623MK | 500,350x2 (1200) | 6 | 5,2,12 | 13+15 land | 52 | KD +32 | -28(-31) | LH | - | |
623HK | 600x2 | 7 | 5,13 | 14+15 land | 53 | KD +31 | -28(-31) | LH | - | |
623HK | 500,400x2 (1300) | 7 | 5,2,11 | 14+15 land | 53 | KD +32 | -28(-31) | LH | - | |
623KK | 800x2 | 6 | 5,12 | 19+16(23) land | 57(64) | KD +20 | -40(-47) | LH | - | |
623KK | 800,500,400 (1700) | 6 | 5,2,11 | 18+16(23) land | 57(64) | KD +27 | -40(-47) | LH | - | |
j.214P | 1000 | 21 | until land | 18(25~28) land | - | KD +38(+45) | -8(-1) | LH | - | |
j.214P | 1100 | 21 | until land | 18(25~28) land | - | KD +39(+46) | -5(+2) | LH | - | |
j.214PP | 1200 | 21 | until land | 18(25~28) land | - | KD +44(+51) | -8(-1) | LH | SA2 | 11 + until land |
j.214PP | 1300 | 21 | until land | 18(25~28) land | - | KD +53(+60) | -5(+2) | LH | SA2 | 11 + until land |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236LP | 125 | +3 | -22 | 26 | 8 | |
236LP | 75x2 | +5 | -8 | 27 total | 8,8 | |
236MP | 125 | +1 | -24 | 26 | 8 | |
236MP | 75x2 | +3 | -10 | 27 total | 8,8 | |
236HP | 125 | -1 | -26 | 26 | 8 | |
236HP | 75x2 | +1 | -12 | 27 total | 8,8 | |
236PP | 125,(50) | 20% Starter; Combo (2 hits) | +7 | -20 | 28,(26) | 8,(8) |
236PP | 75x2,(50) | 20% Starter; Combo (2 hits) | +7 | -8 | 32 total,(26) | 8,8,(8) |
236[P] | 125,(50) | 20% Starter | +5 | -20 | 30,(26) | 8,(8) |
236[P] | 75x2,(50) | +5 | -8 | 30 total,(26) | 8,8,(8) | |
236[PP] | 75x2 | +18 | 0 | 30,23 (43 total) | 8,8 | |
236[PP] | 50x2,37x2 (174) | +45(+52) | +11(+44) | 30,23,26x2 (77 total) | 8,8,(8,8) | |
236[PP]~6P | 37x2,(75x2) | KD +61~ | -2 (+10 Tall) | 25,(26x2) | 8x2,(8x2) | |
236[PP]~6P | 50x2,(75x2) | KD +60~ | +10 (+15 Tall) | 25,(26x2) | 8x2,(8x2) | |
214LP | 200 | 20% Starter; Combo (2 hits) | KD +35 | -20 | 18 | 9 |
214LP | 225 | 20% Starter; Combo (2 hits) | KD +35 | -20 | 20 | 9 |
214MP | 50,200 | 2nd hit: 20% Starter; Combo (2 hits) | KD +35 | -21 | 28(17) | 6,9 |
214MP | 50,225 | Combo (2 hits); 2nd hit only: 20% starter | KD +42(+44) | -21(-19) | 28(17) | 6,9 |
214HP | 50,150 | Combo (2 hits) | KD +43 | -20 | 28(16) | 6,9 |
214HP | 50,175 | KD +47 | -20 | 28(16) | 6,9 | |
214PP | 50,100x2 (250) | KD +48 | -27 | 43/29/17 | 6,6,9 | |
214PP | 50,112x2 (274) | KD +48 | -27 | 43/29/17 | 6,6,9 | |
236LK | 100x2 | KD +27(+43) | -31(-15) | 36(23) | 8,13 | |
236LK | 100,125 | KD +27(+43) | -31(-15) | 36(23) | 8,13 | |
236MK | 112x2 | KD +23(+39) | -35(-19) | 38(25) | 8,13 | |
236MK | 112,137 | KD +23(+39) | -35(-19) | 38(25) | 8,13 | |
236HK | 125x2 | KD +22(+38) | -36(-20) | 38(25) | 8,13 | |
236HK | 125,150 | KD +22(+38) | -36(-20) | 38(25) | 8,13 | |
236KK | 100x2 | Combo (2 hits) | KD +27 | -26 | 31(16) | 6,11 [8,15] |
236KK | 100,125 | KD +27 | -26 | 31(16) | 6,11 [8,15] | |
623LK | 100,(125) | KD +29 | -46 | 19(16) | 10,8 | |
623LK | 100,(75) | KD +31 | -46 | 19(16) | 12,4,8 | |
623MK | 125,(150) | KD +31 | -45 | 19(16) | 10,8 | |
623MK | 125,(87) | KD +32 | -45 | 19(16) | 12,4,8 | |
623HK | 150,(150) | KD +31 | -45 | 16 | 10,8 | |
623HK | 125,(100) | KD +32 | -45 | 16 | 12,4,8 | |
623KK | 200,(200) | KD +20 | -57 | 19(12) | 12,8 | |
623KK | 200,(125) | KD +27 | -57 | 19(12) | 12,4,8 | |
j.214P | 250 | KD +38(+45) | -24(-17) | 18 | 8 | |
j.214P | 275 | KD +39(+46) | -24(-17) | 21 | 8 | |
j.214PP | 300 | 30% Starter | KD +44(+51) | -24(-17) | 18 | 10 |
j.214PP | 325 | 30% Starter | KD +53(+60) | -24(-17) | 21 | 10 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
236LP | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236LP | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
236MP | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236MP | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
236HP | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236HP | 1250x2 | [1500x2] | 500x2 | 300x2 (210x2) | 150x2 (75x2) |
236PP | 2500,1000 | [3000,2500] | -20000 | 600,300 (420,210) | 300,150 (150,75) |
236PP | 1250x2,1000 | [1500x2,2500] | -20000 | 300x3 (210x3) | 150x3 (75x3) |
236[P] | 2500,1000 | [3000,2500] | 1000x2 | 600,300 (420,210) | 300,150 (150,75) |
236[P] | 1250x2,1000 | [1500x2,2500] | 500x2,1000 | 300x3 (210x3) | 150x3 (75x3) |
236[PP] | 1000x2 | [2000x2] | -20000 | 300x2 (210x2) | 150x2 (75x2) |
236[PP] | 1000x4 | [2000x2,2500x2] | -20000 | 300x4 (210x4) | 150x4 (75x4) |
236[PP]~6P | 500x2,(1000x2) | [1000x2 / (2500)] | 150x2,300x2 (105x2,210x2) | 75x2,150x2 (37x2,75x2) | |
236[PP]~6P | 500x2,(1000x2) | [1000x2 / (2500)] | 150x2,300x2 (105x2,210x2) | 75x2,150x2 (37x2,75x2) | |
214LP | 2000 | [2500] | 1000 | 600 (420) | 300 (150) |
214LP | 2000 | [2500] | 1000 | 600 (420) | 300 (150) |
214MP | 2000x2 | [2500x2] | 1000x2 | 600x2 (420x2) | 300x2 (150x2) |
214MP | 2000x2 | [2500x2] | 1000x2 | 600x2 (420x2) | 300x2 (150x2) |
214HP | 2000x2 | [2500x2] | 1000x2 | 600x2 (420x2) | 300x2 (150x2) |
214HP | 2000x2 | [2500x2] | 1000x2 | 600x2 (420x2) | 300x2 (150x2) |
214PP | 1000,1500x2 | [1000,2000x2] | -20000 | 400x3 (280x3) | 200x3 (100x3) |
214PP | 1000,1500x2 | [1000,2000x2] | -20000 | 400x3 (280x3) | 200x3 (100x3) |
236LK | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
236LK | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
236MK | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
236MK | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
236HK | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
236HK | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
236KK | 2500,2000 | [2500x2] | -20000 | 500x2 (350x2) | 250x2 (125x2) |
236KK | 2500,2000 | [2500x2] | -20000 | 500x2 (350x2) | 250x2 (125x2) |
623LK | 4000x2 | [5000] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
623LK | 4000,2000 | [5000] | 1000,500x2 | 500,250x2 (350,175x2) | 250,125 (125,62) |
623MK | 4000x2 | [5000] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
623MK | 4000,2000 | [5000] | 1000,500x2 | 500,250x2 (350,175x2) | 250,125 (125,62) |
623HK | 4000 | [5000] | 1000x2 | 500x2 (350x2) | 250 (125) |
623HK | 4000 | [5000] | 1000,500x2 | 500,250x2 (350,175x2) | 250 (125) |
623KK | 2000x2 | -20000 | 500x2 (350x2) | 250x2 (125x2) | |
623KK | 2000,1000 | -20000 | 500,250x2 (350,175x2) | 250,125 (125,62) | |
j.214P | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.214P | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.214PP | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
j.214PP | 4000 | [5000] | -20000 | 1000 (700) | 500 (250) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236LP | 1 | 1 | 1 | ||||
236LP | 1,1 | 1,0 | 1,2 | ||||
236MP | 1 | 1 | 1 | ||||
236MP | 1,1 | 1,0 | 1,2 | ||||
236HP | 1 | 1 | 1 | ||||
236HP | 1,1 | 1,0 | 1,2 | ||||
236PP | 1,1 | 1,1 | 5,6 | ||||
236PP | 1,1,1 | 1,0,1 | 5,6,6 | ||||
236[P] | 1,1 | 1,1 | 1,2 | ||||
236[P] | 1,1,1 | 1,0,1 | 1,2,2 | ||||
236[PP] | 1,1 | 0,0 | 2,2 | ||||
236[PP] | [1,1]x2 | [0,0]x2 | [2,6]x2 | ||||
236[PP]~6P | 1,1,(1,1) | 1,1,(0,0) | 3,3,(6,6) | ||||
236[PP]~6P | 1,1,(1,1) | 1,1,(0,0) | 3,3,(6,6) | ||||
214LP | 1 | 1 | 6 | ||||
214LP | 1 | 1 | 6 | ||||
214MP | 1.46 (1st) | 1,1 | 1,1 | 1,2 | |||
214MP | 1.56 (1st) | 1,1 | 1,1 | 1,2 | |||
214HP | 1.64(1.44) (1st) | 1,1 | 1,1 | 1,2 | |||
214HP | 1.64(1.44) (1st) | 1,1 | 1,1 | 1,2 | |||
214PP | 1.41 (1st) | 0,0,0 | 0,0,2 | 1,2,3 | |||
214PP | 1.41 (1st) | 0,0,0 | 0,0,1 | 1,2,3 | |||
236LK | 2.30~3.83 / 1.62 (1st) | 1,1 | 1,1 | 3,4 | |||
236LK | 2.30~3.83 / 1.62 (1st) | 1,1 | 1,1 | 3,4 | |||
236MK | 2.45~4.42 / 1.78 (1st) | 1,1 | 1,1 | 3,4 | |||
236MK | 2.45~4.42 / 1.78 (1st) | 1,1 | 1,1 | 3,4 | |||
236HK | 2.79~4.76 / 2.13 (1st) | 1,1 | 1,1 | 3,4 | |||
236HK | 2.79~4.76 / 2.13 (1st) | 1,1 | 1,1 | 3,4 | |||
236KK | 31-74 (FKD) | 2.34 (1.64) | 1,1 | 1,1 | 3,4 | ||
236KK | 31-74 (FKD) | 2.34 (1.64) | 1,1 | 1,1 | 3,4 | ||
623LK | 1-14 Air | 7-37 (FKD) | 0.60 (1st) | 1,1 | 1,1 | 4,5 | |
623LK | 1-14 Air | 7-37 (FKD) | 0.60 (1st) | 1,1,1 | 1,1,10 | 10,11,12 | |
623MK | 1-10 Air | 8-37 (FKD) | 1.097 (1st) | 1,1 | 1,1 | 4,5 | |
623MK | 1-10 Air | 8-37 (FKD) | 1.097 (1st) | 1,1,1 | 1,1,10 | 10,11,12 | |
623HK | 1-11 Air | 9-38 (FKD) | 1.217 (1st) | 1,1 | 1,1 | 4,5 | |
623HK | 1-11 Air | 9-38 (FKD) | 1.217 (1st) | 1,1,1 | 1,1,10 | 10,11,12 | |
623KK | 1-8 Full, 9-10 Air | 8-41 (FKD) | 1.197 (1st) | 1,1 | 1,1 | 10,11 | |
623KK | 1-8 Full, 9-10 Air | 8-41 (FKD) | 1.197 (1st) | 1,1,0 | 1,1,10 | 10,11,12 | |
j.214P | Until Land (FKD) | 1 | 1 | 7 | |||
j.214P | Until Land (FKD) | 1 | 1 | 7 | |||
j.214PP | Until Land (FKD) | 1 | 1 | 7 | |||
j.214PP | Until Land (FKD) | 1 | 1 | 7 |
input | Notes |
---|---|
input | Notes |
236LP | 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 | 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 | 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 | 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 | 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 | 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 | 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; the bouncing fan locks opponents into proximity guard (prevents back walk) and counts as an air attack (allows anti-air invuln moves to pass through) |
236PP | 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; the bouncing fan locks opponents into proximity guard (prevents back walk) and counts as an air attack (allows anti-air invuln moves to pass through) |
236[P] | 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; the bouncing fan locks opponents into proximity guard (prevents back walk) and counts as an air attack (allows anti-air invuln moves to pass through) |
236[P] | 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; the bouncing fan locks opponents into proximity guard (prevents back walk) and counts as an air attack (allows anti-air invuln moves to pass through) |
236[PP] | 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] | 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); the bouncing fan locks opponents into proximity guard (prevents back walk) and counts as an air attack (allows anti-air invuln moves to pass through) |
236[PP]~6P | 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; the bouncing fan locks opponents into proximity guard (prevents back walk) and counts as an air attack (allows anti-air invuln moves to pass through) |
236[PP]~6P | 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); the bouncing fan locks opponents into proximity guard (prevents back walk) and counts as an air attack (allows anti-air invuln moves to pass through) |
214LP | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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) |
236LK | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 |
623LK | 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 | 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 | 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 | 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 | 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 | 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'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 | 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 |
j.214P | 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 | 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 | 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 | 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 |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236P | 250x8 (2000) | 6 | 4x6,7,3 (34 total) | 51 | 90 | KD +26 | -31 | LH |
236236P | 150x10,300,500 (2300) | 6 | 7x9,4,20,3 (90 total) | 46 | 141 | KD +40 | -26 | LH |
236236K | 500x4,800 (2800) | 7 | 2(3)2(12) 2(4)2(6)3 | 26(37) | 68(79) | KD +33 | -24 | LH |
236236K | 200x11,800 (3000) | 7 | 3x12 | 31(37) | 73(79) | KD +38 | -24 | LH |
j.236236K | 500x4,800 (2800) | 3 | 2(2)2(2) 2(3)2(2)3 | 24 land | - | KD +6(+11) | -50~ | LH |
j.236236K | 200x11,800 (3000) | 3 | 2x12 | 24 land | - | KD +7(+17) | -50~ | LH |
214214P | 4000 (400,300,2300) | 10(3) | 2(4)2(15)4(8)4 | 46 | 94 | HKD +19 (KD +52) | -33 | LH |
214214P | 4500 (400,300,2300) | 10(3) | 2(4)2(15)4(8)4 | 46 | 94 | HKD +20 (KD +52) | -33 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236P | 60x7,80 (500) | 30% Minimum | KD +26 | -59 | 54 total | 9x7,10 |
236236P | 40x10,50x2 (500) | 30% Minimum | KD +40 | -48 | 110 total | 1x11,10 |
236236K | 150x5 (750) | 40% Minimum; 40% Starter; Combo (2 hits) | KD +33 | -38 | 49 total | 5,5,3,3,15 |
236236K | 50x11,200 (750) | 40% Minimum; 40% Starter; Combo (2 hits) | KD +38 | -36 | 49 total | 1x11,15 |
j.236236K | 150x5 (750) | 40% Minimum; Combo (2 hits) | KD +6(+11) | -64~ | 16~33 total | 5,5,3,3,15 |
j.236236K | 50x11,200 (750) | 40% Minimum; Combo (2 hits) | KD +7(+17) | -60~ | 16~38 total | 1x11,15 |
214214P | 400,200x3 (1000) | 50% Minimum; 10% Immediate (Sp) | HKD +19 (KD +52) | -48 | 52 total | 6,3,5,8 |
214214P | 650,200x3 (1250) | 50% Minimum; 10% Immediate (Sp) | HKD +20 (KD +52) | -48 | 52 total | 6,3,5,8 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236P | 300x7,400 (2500) | 600x7,800 (5000) | -10000 | -10000 |
236236P | 200x10,250x2 (2500) | 400x10,500x2 (5000) | -10000 | -10000 |
236236K | 1000x5 (5000) | 2000x5 (10000) | -20000 | -20000 |
236236K | 410x11,490 (5000) | 820x11,980 (10000) | -20000 | -20000 |
j.236236K | 1000x5 (5000) | 2000x5 (10000) | -20000 | -20000 |
j.236236K | 410x11,490 (5000) | 820x11,980 (10000) | -20000 | -20000 |
214214P | 4500,1000x3 (7500) | 15000 / 3000x2,4000 | -30000 | -30000 |
214214P | 7000,1000x3 (10000) | 20000 / 3000x2,4000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236P | 1-8 Strike/Throw, 9-39 Air (Upper Body) | Break | 1 | 1x7,99 | 99 | ||
236236P | 1-6 Strike/Throw, 7-77 Air (Upper Body) | Break | 1 | 0x11,30 | 29 | ||
236236K | 1-8 Full | Break | 5.26 (1.54) | 1 | 0 | 99 | |
236236K | 1-8 Full, 9-12 Projectile | Break | 8.63 (1.69) | 1 | 0x11,1 | 99 | |
j.236236K | Break | Until Land (FKD) | 4.79 (1.08) | 1 | 0 | 99 | |
j.236236K | Break | Until Land (FKD) | 5.33 (1.32) | 1 | 0x11,1 | 99 | |
214214P | 1-11 Full | Break | 2.67 (1.80) | 99 | |||
214214P | 1-11 Full | Break | 2.67 (1.80) | 99 |
input | Notes |
---|---|
input | Notes |
236236P | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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) |