Street Fighter 6/Mai/Matchups

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A.K.I.
SF6 A.K.I. Icon.png Mai vs. A.K.I. (?%)

5LK~LK~LK Target Combo:
If A.K.I. has meter for SA3 and is not burned out, do not use this Target Combo on block unless SA2 is available.

A.K.I.'s Punish Range Mai's Options
2HP Point-blank 🟦 Spacing trap
  • Safe on block after anything except DR~5LP/2LP.

🟧 j.214P (no reactable visual cue)

  • Hits A.K.I. (can use OD version for higher reward)
  • High risk: Loses to backdash or back jump. Can be anti-aired on reaction. Unsafe on block unless delayed.
SA3 Any 🟨 Air SA2 after Super freeze
  • Whiffs. Expensive, but not as expensive as the opponent's SA3.
  • A.K.I. has time to punish if her back was to the corner.

🟧 j.214P before Super freeze

  • Hits A.K.I. (can use OD version for higher reward)
  • High risk: Loses to backdash or back jump. Can be anti-aired on reaction. Unsafe on block unless delayed.
Akuma
SF6 Akuma Icon.png Mai vs. Akuma (?%)

5LK~LK~LK Target Combo:

Safe; Akuma can only punish if Mai's back is to the corner.
Blanka
SF6 Blanka Icon.png Mai vs. Blanka (?%)

5LK~LK~LK Target Combo:
If Blanka has meter for SA3 and is not burned out, do not use this Target Combo on block.

Blanka's Punish Range Mai's Options
SA1 Far 🟩 j.214P after Super freeze
  • Hits Blanka (can use OD version for higher reward)

🟦 Spacing trap (Except during Lightning Beast)

  • Safe on block at the very tip of its range.
  • DR~2LP/2LK/5LK, 2LP, 5LK~LK~LK
SA3 Any πŸŸ₯ Guaranteed punish for Blanka
Cammy
SF6 Cammy Icon.png Mai vs. Cammy (?%)

Beating Cammy's SA3 Startup: whiff LK Upkicks (623LK), no punish

  • Useful if Cammy uses SA3 on reaction to your Drive Rush; in neutral, you can just jump away.
  • Works because SA3 is airborne for all of its active frames


5LK~LK~LK Target Combo:
Safe; Cammy can only punish if Mai's back is to the corner. Her SA3 must be evaded with dive.

Cammy's Punish Range Mai's Options
SA3 Any 🟩 j.214P after Super freeze
  • Whiffs; free escape, no punish.
Chun-Li
SF6 Chun-Li Icon.png Mai vs. Chun-Li (?%)

5LK~LK~LK Target Combo:
Safe; Chun-Li can only punish if Mai's back is to the corner. At close range her SA3 must be evaded with dive.

Chun-Li's Punish Range Mai's Options
SA3 Point-blank 🟦 Spacing trap
  • Safe on block after anything except DR~5LP/2LP.

🟩 j.214P after Super freeze

  • Hits Chun-Li (can use OD version for higher reward)

Serenity Stream stance will low-profile the following moves:

  • 5LP, 5HP, j.LP, 236P (all), 214HP, 236K (2nd hit, all meterless)
Dee Jay
SF6 DeeJay Icon.png Mai vs. DeeJay (?%)

5LK~LK~LK Target Combo:

Safe; Dee Jay can only punish if Mai's back is to the corner.
Dhalsim
SF6 Dhalsim Icon.png Mai vs. Dhalsim (?%)

5LK~LK~LK Target Combo:
Safe; Dhalsim can only punish if Mai's back is to the corner. His SA1 must be evaded with dive.

Dhalsim's Punish Range Mai's Options
SA1
(LP version)
Any 🟩 j.214P after Super freeze
  • Hits Dhalsim (can use OD version for higher reward)
Ed
SF6 Ed Icon.png Mai vs. Ed (?%)

5LK~LK~LK Target Combo:
If Ed has meter for SA3 and is not burned out, this Target Combo must be spaced unless SA2 is available.

Ed's Punish Range Mai's Options
SA3 Close 🟦 Spacing trap
  • Safe on block after any normal move, or DR~6MP/4HK/5HP/2HP.

🟨 Air SA2 after Super freeze

  • Whiffs. Expensive, but not as expensive as the opponent's SA3.
  • Ed has time to punish if his back was to the corner.

🟧 j.214P just before Super freeze

  • Trades in Mai's favor (1200 vs. 500 damage)
  • High risk: Loses to backdash or back jump. Can be anti-aired on reaction. Unsafe on block unless delayed.
E.Honda
SF6 Ehonda Icon.png Mai vs. E.Honda (?%)

5LK~LK~LK Target Combo:
If E. Honda has meter for SA3 and is not burned out, this Target Combo must be spaced unless SA2 is available.

E. Honda's Punish Range Mai's Options
SA3 Close 🟦 Spacing trap
  • Safe on block after any normal move, or DR~6MP/4HK/5HP/2HP.

🟨 Air SA2 after Super freeze

  • Whiffs. Expensive, but not as expensive as the opponent's SA3.
  • E. Honda has time to punish if his back was to the corner.

🟧 j.214P just before Super freeze

  • Whiffs; can punish E. Honda with DR~5HP.
  • High risk: Loses to backdash or back jump. Can be anti-aired on reaction. Unsafe on block unless delayed.
Guile
SF6 Guile Icon.png Mai vs. Guile (?%)

5LK~LK~LK Target Combo:
If Guile is not burned out he can punish at point-blank with HK Somersault, but this is easy to space out. If he has meter for SA1 then increase the spacing slightly so it doesn't work properly.

Guile's Punish Range Mai's Options
HK Somersault
([2]8HK)
Close 🟦 Spacing trap
  • Safe on block after any normal move, or DR~2LK/6MP/4HK/5HP/2HP.
SA1 (HP ver.) Close 🟩 Air SA2 after Super freeze
  • Hits Guile for solid damage and corner carry
  • Works at the spacing after DR~5LP/2LP/5LK but no further.
SA1 (HP ver.) Any 🟩 Flame Enhanced Air SA2 after Super freeze
  • Hits Guile for solid damage and corner carry
SA1 (HP ver.) Far 🟨 Spacing trap
  • Relatively safe after any normal move, or DR~6MP/4HK/5HP/2HP.
  • Mai will fall out after 1 hit of SA1 (200 damage)
Jamie
SF6 Jamie Icon.png Mai vs. Jamie (?%)

5LK~LK~LK Target Combo:
Safe; Jamie can only punish if Mai's back is to the corner. At close range his SA1 and SA3 must be evaded with dive.

Jamie's Punish Range Mai's Options
SA1 Far 🟩 j.214P after Super freeze
  • Hits Jamie (can use OD version for higher reward)

🟦 Spacing trap

  • Safe on block at the very tip of its range.
  • DR~(Any Light)x2, 5LK~LK~LK
SA3 Close 🟩 j.214P after Super freeze
  • Hits Jamie (can use OD version for higher reward)
JP
SF6 JP Icon.png Mai vs. JP (?%)

5LK~LK~LK Target Combo:
Safe; JP can only punish if Mai's back is to the corner.

OD Amnesia Bombs:

  • After blocking/parrying the first bomb, instant j.HK makes the second bomb whiff
  • Be careful if JP is nearby, as he can hit you during your prejump frames for a combo
Juri
SF6 Juri Icon.png Mai vs. Juri (?%)

5LK~LK~LK Target Combo:
If Juri has meter for SA1 and is not burned out, this Target Combo must be spaced unless SA2 is available.

Juri's Punish Range Mai's Options
SA1 Mid 🟦 Spacing trap
  • Safe on block after 6MP/5HP, or DR~6MP/5HP/4HK.

🟩 Air SA2 after Super freeze

  • Whiffs, but Mai can easily walk/dash up for a full punish combo
  • Juri has time to punish if her back was to the corner.

🟧 Immediate j.214P before Super freeze

  • Hits Juri (can use OD version for higher reward)
  • High risk: Loses to backdash or back jump. Can be anti-aired on reaction. Unsafe on block.
SA3 Close 🟨 Air SA2 after Super freeze
  • Whiffs. Expensive, but not as expensive as the opponent's SA3.

🟧 j.214P slightly before Super freeze (precise timing)

  • Hits Juri (can use OD version for higher reward)
  • High risk: Loses to backdash or back jump. Can be anti-aired on reaction. Unsafe on block.
Ken
SF6 Ken Icon.png Mai vs. Ken (?%)

5LK~LK~LK Target Combo:
If Ken has meter for SA2 and is not burned out, this Target Combo must be spaced unless SA2 is available.

Ken's Punish Range Mai's Options
SA2 Close 🟦 Spacing trap
  • Safe on block after any normal move, or DR~6MP/4HK/5HP/2HP.

🟩 Air SA2 after Super freeze

  • Hits Ken for solid damage and corner carry

🟧 j.214P just before Super freeze (precise timing)

  • Hits Ken (can use OD version for higher reward)
  • High risk: Loses to backdash or back jump. Can be anti-aired on reaction. Unsafe on block.

πŸŸ₯ j.214P after Super freeze

  • Gets hit at a height where the juggle deals only 2200 damage instead of 2800 damage.
Kimberly
SF6 Kimberly Icon.png Mai vs. Kimberly (?%)

5LK~LK~LK Target Combo:

Safe; Kimberly can only punish if Mai's back is to the corner.
Lily
SF6 Lily Icon.png Mai vs. Lily (?%)

5LK~LK~LK Target Combo:

Safe; Lily can only punish if Mai's back is to the corner.
Luke
SF6 Luke Icon.png Mai vs. Luke (?%)

5LK~LK~LK Target Combo:
If Luke has meter for SA1 and is not burned out, only use very specific safe spacing setups unless SA2 is available.

Luke's Punish Range Mai's Options
SA1 Far 🟦 Spacing trap
  • Safe on block at the very tip of its range.
  • DR~5LK, 5LP/2LP, 5LK~LK~LK

🟩 Air SA2 after Super freeze

  • Hits Luke for solid damage and corner carry
SA3 Close 🟨 Air SA2 after Super freeze
  • Whiffs. Expensive, but not as expensive as the opponent's SA3.

🟧 j.214P before Super freeze

  • Whiffs; can punish Luke with Dash, DR~5HP
  • High risk: Loses to backdash or back jump. Can be anti-aired on reaction. Unsafe on block unless delayed.
M.Bison
SF6 Mbison Icon.png Mai vs. M.Bison (?%)

5LK~LK~LK Target Combo:
Safe; M.Bison can only punish if Mai's back is to the corner. His SA1 must be evaded with dive.

M. Bison's Punish Range Mai's Options
SA1 Any 🟩 j.214P after Super freeze
  • Whiffs; can punish M. Bison with Dash(x2), 5HP or Dash, j.HK.
Mai
SF6 Mai Icon.png Mai vs. Mai (50%)

5LK~LK~LK Target Combo:
Safe unless the opposing Mai has both Flame Stocks and SA2, in which case only use this Target Combo when SA2 is available.

Mai's Punish Range Mai's Options
SA2
(Flame Enhanced)
Any

🟨 Air SA2 after Super freeze

  • Whiffs. Expensive, but just as expensive as the opponent's SA2.

🟧 j.214P before Super freeze

  • Whiffs; can punish with your own Flame-Enhanced SA2
Manon
SF6 Manon Icon.png Mai vs. Manon (?%)

5LK~LK~LK Target Combo:
If Manon has meter for SA2 and is not burned out, this Target Combo must be spaced.

Manon's Punish Range Mai's Options
SA2 Close 🟦 Spacing trap
  • Safe on block after any normal move, or DR~6MP/4HK/5HP/2HP.

πŸŸ₯ Guaranteed punish for Manon if not spaced.

Marisa
SF6 Marisa Icon.png Mai vs. Marisa (?%)

5LK~LK~LK Target Combo:

Safe; Marisa can only punish if Mai's back is to the corner.
Rashid
SF6 Rashid Icon.png Mai vs. Rashid (?%)

5LK~LK~LK Target Combo:

Safe; Rashid can only punish if Mai's back is to the corner.
Ryu
SF6 Ryu Icon.png Mai vs. Ryu (?%)

5LK~LK~LK Target Combo:
Safe; Ryu can only punish if Mai's back is to the corner. At close range his SA1 must be evaded with dive.

Ryu's Punish Range Mai's Options
SA1 Close 🟦 Spacing trap
  • Safe on block after any normal move, or DR~6MP/4HK/5HP/2HP.

🟩 j.214P after Super freeze

  • Hits Ryu (can use OD version for higher reward)
Terry
SF6 Terry Icon.png Mai vs. Terry (?%)

5LK~LK~LK Target Combo:
Safe; Terry can only punish if Mai's back is to the corner. At close range his SA1 must be evaded with dive.

Terry's Punish Range Mai's Options
SA1 Close 🟦 Spacing trap
  • Safe on block after any normal move, or DR~6MP/4HK/5HP/2HP.

🟩 j.214P after Super freeze

  • Whiffs; can only punish with Flame Enhanced SA2
Zangief
SF6 Zangief Icon.png Mai vs. Zangief (?%)

5LK~LK~LK Target Combo:

Safe; Zangief can only punish if Mai's back is to the corner.



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Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
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Mai
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