Street Fighter 6/Mai/Frame data

From SuperCombo Wiki


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
SF6 Mai Portrait.png 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 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 -

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)



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