Street Fighter 6/Mai/Introduction

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Introduction

The successor of Shiranui-style ninja arts. A charming kunoichi who is as dedicated to love as she is to training. Loves cooking, Japanese dressmaking, flower arrangement, and traditional Japanese dance.


Pick if you like: Avoid if you dislike:
  • A zoning game that can be converted into a strong offense when executed correctly
  • Oppressive and simple damage routes that can be generally started halfway through any given round
  • Forcing opponents to respect your fireball game when you have a chance to charge them up
  • A fast divekick for clearing fireballs and changing midair trajectory
  • Easy-to-manage multipurpose normal moves
  • Low-resource corner carry off of hitconfirms or otherwise, and even better corner carry when you're willing to dump resources
  • Committing to your fireball game to apply pressure safely
  • Lacking large damage cash outs without access to empowered specials
  • Lacking plus frames on block without Drive Rush


Classic & Modern Versions Comparison

List of differences with Modern Mai
Missing Normals
  • Standing Medium Punch (5MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Hissatsu Shinobi Bachi (2S)
    • Light/OD Only
Assist Combos
  • A[L~L~L]: 2LK ~ 5LP ~ LK Hissatsu Shinobi Bachi
    • On Block: stops at 5LP
  • A[M~M~M]: 2MP ~ OD Ryuuenbu ~ SA1
    • No SA1: 2MP ~ OD Ryuuenbu ~ M Hissatsu Shinobi Bachi
    • On Block: stops at OD Ryuuenbu (very unsafe at -12)
    • Burnout: 2MP ~ L Ryuuenbu (relatively safe at -4 oB with high pushback)
  • A[H~H~H~H~H]: 5HP ~ OD Hissatsu Shinobi Bachi ~ j.MP ~ L Ryuuenbu ~ SA3
    • Burnout: 5HP ~ H Hissatsu Shinobi Bachi ~ SA3
    • On Block: stops at OD Ryuuenbu / H Hissatsu Shinobi Bachi
Miscellaneous Changes
  • 5LP is only available as the 2nd hit of L Assist Combo


Flame Stocks

After activating her Level 1 Super Art, Mai builds 5 Flame Stocks. These stocks are automatically consumed when using a special move or SA1/SA2, giving Mai increased damage and improved move properties. Activating a Flame-enhanced SA1 will refill the stocks to 5 regardless of how many she started with. Flame Stocks do not carry over between rounds.


To take advantage of these Flame-enhanced attacks, your gameplan should consider how to incorporate her Super. Midscreen combo routes are very limited, requiring either OD Ryuuenbu or a direct cancel from close-range normals. Corner juggles can tack on SA1 without making major sacrifices, assuming you can win the screen position battle first. You can use SA1 defensively as an anti-air or a reversal, but this is a less solid strategy that depends entirely on your opponent's decisions. Note that if Mai's SA1 is interrupted before the active frames (such as with a meaty projectile), she will not build any Flame Stocks.

The most important Flame enhancements are to Mai's Kachousen projectile and her SA2. Kachousen becomes a 2-hit projectile that cannot be swatted away, making it much better in projectile wars. The held and OD versions become especially strong in combos and oki scenarios. Flame-enhanced SA2 is one of the game's best anti-projectile tools, and can single-handedly flip the script against characters like Guile and Akuma.

SF6 Mai 236236p.png


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