Street Fighter 6/Mai/Strategy

From SuperCombo Wiki


Neutral

Important Pokes

2MK is a fast low hitting attack with good range. Typically leads to a Drive Rush combo into 2MP or 4HK after either catching the opponent walking or whiff punishing them. The pushback makes it the best option for canceling into 214LP safely at max range, and can even create a small frame gap if the cancel is delayed; if the opponent autopilots an attempted 4f punish, Mai can counter it with 5HP.

5MP is a good space controlling button with more range and damage potential than 2MK. Also like 2MK, it can be spaced safely into 214LP and create a frame trap when delay canceled, but it's a bit harder to stay safe against longer range 4f jabs.

5HP adds even more range and damage potential, and it can be single hit confirmed into special moves. Make sure it actually connects with the opponent though, as it is fairly easy to whiff punish. Hits later when spaced at max range, making it more difficult to hit-confirm.

2LP is Mai's longest range 4 frame move, making it standard for checking the opponent at close range. Links into 2MP on Counter-hit.

5LP leads to better rewards when fishing for Counter-hits. It doesn't quite have as much range as 2LP, but it has more hitstun which allows it to link into 2MK on Counter-hit from quite far away.

5HK is fairly slow but has incredible range and crumples on Punish Counter. Good for harassing the opponent's Drive gauge and checking opponents standing just outside Mai's cancelable poke range. Can not be canceled, which makes it vulnerable to predictive Drive Impact; Mai will recover if absorbed late in its startup, however.

5MK has similar range to 5HP, but less whiff recovery. It isn't cancelable, so it usually doesn't lead to combos without Drive Rush. On Punish Counter, it gains some potential follow-up links; from best to worst range, SA2, 2HK, 5HP. With Flame Stocks, even a Counter-hit 5MK can link to F.SA2 fairly consistently.

214LP has slightly more range than 5HK and can be used in a similar way. It can also be used to erase regular projectiles, but make sure to do it early enough that the opponent doesn't have time to whiff punish using Drive Rush. Another advantage that 214LP has over 5HK is that it can be canceled into SA3 to beat Drive Impact.

236P loses to other projectiles and can be knocked down by attacks, but putting it out there still controls space to an extent. With a Flame Stock, it acts like a standard projectile.

236[P] has a lot of startup which makes it easy to react to with most anti-projectile tools, but if you do manage to get it out then it lacks the above weaknesses. If it makes contact with the opponent then the delayed second hit can be extremely difficulty for them to deal with.

236PP is fast, plows through non-OD projectiles, and also has the delayed second hit if it makes contact. Just throw it at someone and react to whatever happens.

236[PP](~6P) fills the screen with fans. It sets up a whiffed SA1 if the opponent blocks it at full screen, but if the opponent has enough Drive meter, they can punish this with whiffed Drive Reversal into a Drive Rush button or a ranged Special/Super.

Offense

Frame Traps

Mai has no normals that are naturally plus on block, so most frame traps require Drive Rush or meaty timing.


Light Chains - all chainable light normals (5LP, 2LP, 2LK) have very small gaps between each blocked hit

  • This will beat any defensive button press, but there is no airtight chain to prevent the opponent's invincible reversal
  • A chain into 2LK has a 3f gap that can lose to some armored moves or JP's Amnesia.
  • 3-hit chains will work in any order; consider using 2LK first or second for a better chance of hitting the opponent.
  • If not point blank, 2LP should be used for its extra range. Otherwise, end with 5LP for better cancel routes.


DR~2LP / DR~5LK - +3 on block and well within the opponent's throw range, setting up a tick throw or a real frame trap into 2MP for an easy Counter-hit confirm. 2LP is recommended, as it has much better links on hit, and the extra range allows you to start your approach from farther away.


DR~4HK / Meaty 4HK - Also up to +3 on block, but the opponent can walk out of a tick throw unless they are cornered. This gives the same frame trap into 2MP. If a meaty 4HK is timed to be +2, 2MP will set up a Trade Combo against the opponent's 4f jab.

  • If DR~4HK is used as a meaty, it can be up to +7 on block. This frame traps into almost anything, including another 4HK for an easy TC hitconfirm.


DR~5LP / DR~2LK - +2 on block and inside throw range for a tick throw. Both can link into 2MP on hit while setting up a Trade Combo vs. 4f normals on block. If you want to avoid a trade, you can follow up DR~5LP with any 3-hit light chain; after DR~2LK, the pushback is slightly higher, so routes starting with 2LK or ending with 5LP are more restrictive.


DR~6MP / DR~2HP - +1 on block at the edge of Mai's throw range; the opponent can beat a throw by mashing 4f normals or walking back midscreen. Gives a few potentially useful light frame traps:

  • 5LK~LK~LK - Useful against characters with no proper punish to the full TC. On hit, the j.214P ender will be spaced for a KD +42 safe jump.
  • 2LK~2LP - beats the opponent walking back, but trades if the opponent hits a 4f normal.
  • 2LP~2LP - can confirm into 236LK if the opponent hits a button; alternatively, Counter-hit 2LP links into 2MP if you think the opponent will mash while you are +1.
    • If the opponent mashes jab after the first light normal, Mai is too far for a Counter-hit confirm.
    • As a hard call-out, you can use 5LP~CH 5LP, 2MK, but the second 5LP will not connect normally on block.


DR~2MP - also +1 on block, but out of throw range and too far for even a 2-hit light string. Only worth mentioning because DR~2MP is faster and better on hit than the previous options; if you expect the opponent to block, don't use this for pressure.

  • With meaty timing, can be up to +4 on block for improved pressure.


LK/MK Hissatsu Shinobi Bachi (236LK/MK) - Can be up to +6 (LK) / +4 (MK) at perfect spacing or with meaty timing. For a more practical approach, you can space it out against a crouch blocking opponent from long range; if done correctly, most active frames of the 2nd hit will not connect on crouchers, forcing it to be at least +3. This does make it more interruptible on reaction, however.

  • The HK version can also be plus, but the range and slower startup make it less practical


Spacing Traps

TO-DO


2MP Trade Combos

In situations where Mai has +2 Advantage, 2MP will trade with the opponent's reversal 4f normal, potentially allowing for a trade combo.

The following table lists these trade scenarios and their advantage. The most common scenario is blocked Drive Rush into 5LP/2LK (or either of these buttons vs. Burnout), but Mai can also be +2 on hit after 6MP, or if blocked 4HK hits on the 2nd to last active frame. Trade follow-ups are mostly consistent, but 4HK in particular can depend on the pushback of the opponent's normal.

Character Abare Normal Adv / Combo
A.K.I. 5LK +6 / 2MP
2LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
Akuma 5LP +10 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
2LP +8 / 4HK, 5MP, 2MP, 2MK
Blanka 5LK +8 / 5MP, 2MP, 2MK
Cammy 5LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
2LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
Chun-li 5LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
2LP +10 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
2LK +12 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
Dee Jay 5LP +11 / 5HP, 2HP, 5MP, 2MP, 2MK
Dhalsim 5LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
2LK +6 / 2MP
Ed 5LP +10 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
2LP +8 / 4HK, 5MP, 2MP, 2MK
E. Honda 2LP +7 / 2MP, 2MK
5LK +8 / 5MP, 2MK
Guile 2LP +8 / 5MP, 2MP, 2MK
Jamie 2LP +8 / 4HK, 5MP, 2MP, 2MK
JP 2LP +7 / 2MP, 2MK
Juri 5LP +8 / 4HK, 5MP, 2MP, 2MK
2LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
Ken 5LP +10 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
2LP +8 / 4HK, 5MP, 2MP, 2MK
Kimberly 2LP +10 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
Lily 5LK +8 / 5MP, 2MP, 2MK
Luke 2LP +8 / 4HK, 5MP, 2MP, 2MK
M. Bison 5LK +9 / 5HP, 4HK, 5MP, 2MP, 2MK
2LP +8 / 4HK, 5MP, 2MP, 2MK
Mai 5LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
5LK +12 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
2LP +10 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
Manon 5LP +7 / 2MP, 2MK
2LP +8 / 4HK, 5MP, 2MP, 2MK
Marisa 2LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
Rashid 5LP +9 / 5HP, 5MP, 2MP, 2MK
5LK +8 / 4HK, 5MP, 2MP, 2MK
Ryu 5LP +10 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
2LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
Terry 5LP +10 / 5HP, 4HK, 2HP, 5MP, 2MP, 2MK
2LP +9 / 5HP, 4HK, 5MP, 2MP, 2MK
Zangief 2LK +9 / 5HP, 4HK, 5MP, 2MP, 2MK


Fan Setups

Charged fans are extremely vulnerable to invulnerable reversals due to their long startup. The only way around this is to create enough distance or enough frame advantage that the opponent's reversal cannot get there in time to punish. Fans that hit multiple times are generally safer against Drive Impact, but are still just as vulnerable invincible moves, or being jumped over if the opponent has enough space to do so.

The following table covers the minimum frame advantage needed to be safe against some particularly dangerous wake-up options.
Luke's j.HP is used as the baseline for jump attacks. Characters with dive-kicks can punish significantly faster than this. Depending on the spacing it may also be possible to use a faster fan to hit the opponent on the way up.

The extremely large advantage required to be safe against invulnerable reversals means fans will tend to whiff over the opponent if they do not backroll. As such it is often better to rely on beating them with spacing rather than frame advantage.

Frame advantage required for safe Fan setups
Fan DI DI
(Flame)
Luke j.HP 6 frame Reversal
236PP +10 +4 +8 +37
236P +16 +7 +14 +43
236[PP] +20 +20 +24 +53
236[P] +30 +24 +28 +57

Okizeme and Mixups

  • All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
  • With a large advantage it's possible to do any of the options listed for one of the shorter advantages above it, but a manual delay or a frame-kill setup is needed.
    e.g. It's possible to go for a throw after a +9 knockdown, but it needs to be delayed by 4 to 7 frames to be effective.
  • "Spaced" means the setup leaves the opponent out of throw range.
    • It's possible that a throw may still reach, but the opponent can walk backwards to make it whiff.
    • The extra distance also means that attacks may push the opponent too far away to combo.
    • Details of how this affects the various follow-up options will be included in the notes.
Setup Adv. Follow-ups
  • Most long range knockdowns

The following all work at any high frame advantage, manually timing the hit to the opponent's wakeup.
The advantage in parenthesis is the minimum needed for it to be effective (e.g. beating wakeup jab).

  • 236P/PP
    • The exact version to use and whether to charge it or not changes dramatically depending on the frame advantage and knockdown distance.
    • Anti-air with SA2 to knock the opponent into a fan for a Drive Rush combo.
  • (+13) DR~dl.Throw
  • (+13) DR~dl.2MP: (+9~12 OH, +1~4 OB)
    • Links into 5HP on hit.
  • (+15) DR~dl.4HK: (+7~11 OH, +3~7 OB)
    • Links into 2MP on hit, or 5HP on meaty hit.
  • (+16) DR~dl.5HP > 236[PP]
    • Combos on hit and only leaves a 4 frame gap on block.
    • Trades badly with jabs, so works better when very slightly spaced, but not too far or it won't combo.
    • On hit, combo after the fans with walk-up 5HP.
    • Safe against Drive impact after 5HP, but loses to wake-up Drive Impact.
  • (+16) DR~dl.5HP > F.236[PP]
    • The Flame Enhanced version of the above. Combos into into j.HK on hit, or input 6P to launch the opponent for a fancy juggle combo.
    • This version trades extremely favorably with standing jabs, setting up a combo into 5HP or even DR~HP.
  • (+20) DR~5LP
    • Baits reversals. Loses to wake-up jab at +20 but is safe at anything higher.
  • (+27) DR~dl.6MP: (+6~8 OH, +1~3 OB)
    • Overhead
±0

This is useful to set up against opponents that use reversal SA.
The freeze occurs during the first frame of your attack, allowing it to be canceled into a higher priority input.
This is not effective against grab supers (Lily, Manon, Zangief SA3).

  • 5LP
    - Trades with 4 frame moves.
    - Make safe against reversal SA by canceling into Drive Parry or SA during the freeze.
    - With no meter, make safe against Marisa's reversal SA1 by canceling into Throw during the freeze.
  • (+11)DR~5LP
    - Trades with 4 frame moves into 2LP combo against some characters.
    - Can be beaten by OD reversals on reaction.
    - Cannot cancel into Drive Parry, so reversal SA must be countered with 623KK or SA.
  • SA3, Dash
  • DR~2HP (Block, Spaced)
  • DR~5HP (Block, Spaced)
  • DR~6MP (Block, Spaced)
  • DR~2MP (Block, Spaced)
  • DR~5MP (Block, Spaced)
+1
  • 5LP/2LP/2LK
    • Confirm with a 3-hit light chain, or into 2MP on Counter-hit 5LP/2LP, or 2MK on Counter-hit 5LP.
    • After DR~2HP/5HP/6MP it is only possible to chain 2 light attacks instead of 3.
    • After DR~2MP/5MP the opponent is too far for a light chain, but Counter-hit confirms still work.
    • 2LK trades with 4 frame moves, but catches an opponent walking backwards or trying to jump.
  • 5LK: (+1 OH, -1 OB)
    • Still reaches after DR~2HP/5HP/6MP, setting up 5LK~LK~LK > j.214P (+42) safe jump.
    • Does not reach after DR~2MP/5MP.
  • (dl.)2MP: (+5 OH, -3 OB)
    • A late hit aiming for a Counter-hit on delayed throw tech when too close to shimmy. Delay more to account for the opponent's timing.
    • Links into 2LP on hit, or 2MP on Counter-hit.
    • Loses to 4 frame moves, or more if delayed.
  • Throw
    • Loses to 4 frame moves.
    • Reaches if the opponent doesn't move after DR~2HP/5HP/6MP, but whiffs if they walk backwards.
    • Does not reach after DR~2MP/5MP.
  • DR~5LP (Block)
  • DR~2LK (Block)
+2

Everything listed under +1 but with better results against 4 frame moves:

  • 2LK
    • Beats 4 frame moves.
  • 2MP: (+5 OH, -3 OB, +6 or more on trade)
    • Trades with 4 frame moves, linking into 2MP for a combo, or 5HP against some characters.
  • Throw
    • Beats 4 frame moves.
    • DR~2LK has slightly more pushback, making it better for a shimmy.
  • (Corner) Forward Throw, Dash
  • DR~2LP (Block)
  • DR~5LK (Block)
  • DR~4HK (Block, Spaced)
  • 214LP (Hit, No KD, Spaced)
+3
  • 2MP: (+5 OH, -3 OB)
    • Links into 2LP on hit, or 2MP on Counter-hit.
    • Still works after 214LK and DR~4HK if they are done close enough to the opponent.
  • 2LK
    • Catches an opponent walking backwards or trying to jump.
    • Does not lead to a combo after 214LK or DR~4HK.
  • Throw
    • DR~5LK has slightly more pushback, making it better for a shimmy.
    • Does not reach after 214LK or DR~4HK.
  • *.236HK, Dash
+4
  • 5LP: Meaty (+6 OH, -1 OB)
    • Links into 2MP on hit. Safe vs 10f reversal.
  • 2LP: Meaty (+5 OH, ±0 OB)
    • Slightly better for tick throws.
  • 2MP: (+5 OH, -3 OB)
    • Links into 2LP on hit, or 2MP on Counter-hit.
  • Throw
  • *.236MK, Dash
  • (Corner) Drive Reversal, Dash
+5
  • 2LP: Meaty (+6 OH, +1 OB)
    • Links into 2MP on hit. Safe vs 9f reversal.
  • 2MP
    • Links into 2LP on hit, or 2MP on Counter-hit.
  • 5HP: (+1 OH, -3 OB, +7 or more on trade)
    • Single hit confirmable (difficult).
    • Trades with 4 frame moves, linking into 2MP for a combo, or 5HP against some characters.
    • Loses to Drive Impact if not canceled.
      • F.236PP/LP is safe on block but requires a Flame Stock. The OD version links into 5LP on Counter-hit against DI.
      • 236LK or 623X will interrupt DI but must be hit-confirmed.
  • Throw
  • 214PP, 236MK, Dash
+6
  • 2MP: Meaty (+6 OH, -2 OB)
    • Links into 2MP on hit.
  • 4HK: (+3 OH, -1 OB)
    • Single hit confirmable into HK target combo.
  • 5HP: (+1 OH, -3 OB)
    • Single hit confirmable (difficult).
  • Walk-up Throw
+7
  • 2MP: Meaty (+7 OH, -1 OB)
    • Links into 2MP or 2MK on hit.
  • 4HK: (+3 OH, -1 OB)
    • Single hit confirmable into HK target combo.
  • 5HP: (+1 OH, -3 OB)
    • Single hit confirmable (difficult).
  • Walk-up Throw
  • (Corner) SA1, Dash
+8
  • 2MP: Meaty (+8 OH, ±0 OB)
    • Links into 2MP or 2MK or 4HK on hit.
  • 4HK: Meaty (+4 OH, ±0 OB)
    • Single hit confirmable into HK target combo.
    • Links into 5LP/2LP on hit, or 2MP on Counter-hit.
  • 5HP: (+1 OH, -3 OB)
    • Single hit confirmable (difficult).
  • *.236PP: (+3 OH, -3 OB, +8 or more on trade)
    • Jab trade setup. Combos into 2MP, or 5HP against most characters.
    • Also combos on Counter-hit into 5LP/2LP.
    • Jump or backdash on block to avoid getting thrown.
    • Flame Stocks make this +1 on block and safe against Drive Impact.
  • Walk-up Throw
  • (Corner) *.236LK, Dash
+9
  • 4HK: Meaty (+5 OH, +1 OB)
    • Single hit confirmable into HK target combo.
    • Links into 5LP/2LP on hit, or 2MP on Counter-hit.
  • 5MK: Meaty (+6 OH, -3 OB)
    • Links into 2MP on hit.
  • dl.2MP: Meaty (+5~8 OH, -3~0 OB)
    • Must be manually delayed by at least 1 frame. Links into 2MP if timed meaty, otherwise 2LP.
  • Walk-up Throw
  • (Midscreen) *.236LK, Dash (Spaced)
+9 (Spaced)

236LK is a common combo ender with slightly finicky dash-up options when done away from the corner.

  • dl.2MP: Meaty (+5~8 OH, -3~0 OB)
    • Must be manually delayed by at least 1 frame, and must hit meaty to link into 2MP.
  • Walk up 5LP/2LP/2LK
    • Can get close enough to chain 2 light attacks and confirm into combo.
  • Walk-up Throw
+10
  • 4HK: Meaty (+6 OH, +2 OB)
    • Links into 2MP on hit.
  • Walk-up Throw
+11
  • 4HK: Meaty (+7 OH, +3 OB)
    • Links into 2MP or 2MK on hit.
  • DR~5LP
    • Trade setup that baits wake-up SA. See ±0 for more details.
  • Walk-up Throw
+12
  • dl.4HK: (+3~7 OH, -1~+3 OB)
    • Must be manually delayed by at least 1 frame. Links into 2MP if timed meaty enough.
  • Walk-up Throw
  • Back Throw
+17

After Back Throw, particularly against backward recovery:

  • DR~5HP
    • Single hit confirm into special, or use 236P/PP for a blockstring.
  • DR~5MK: (+9~10 OH, +0~1 OB)
    • Links into SA2 on hit.

After Back Throw into the corner:

  • 214LP: Meaty (+7 OH, ±0 OB)
    • Links into SA2 only on regular hit, or 623MK/KK only on Counter-hit.
  • F.214LP: Meaty (+2 OB)
    • Links into *.623MK/KK or F.SA1 on hit.
  • DR~2MP: Meaty (+10 OH, +2 OB)
    • Links into 5HP on hit.
  • DR~4HK: (+7 OH, +3 OB)
    • Links into 2MP on hit.
  • DR~dl.Throw

Note that Drive Rush can be punished on reaction with an invincible reversal. Some OD reversals can be baited with DR~Drive Impact.

+18
  • Dash: ±0
  • 214LP: Meaty (+8 OH, +1 OB)
  • SA3 (HKD)
+19
  • Dash: +1 (5LP / 2LP / Throw)
  • 214LP: Meaty (+9 OH, +2 OB)
    • After SA3 in the corner, links into 623KK on any hit, 2HK on regular hit, 623HK on Counter-hit.
  • Air Throw
  • 623KK
  • CA (HKD)
    • Gains advantage as an anti-air.
+20
  • Dash: +2 (2LK / 2MP / Throw)
    • Midscreen CA leaves Mai just out of Dash Throw range. Air Throw and 623KK leave the opponent slightly further away.
    • It's possible to make full use of dash options after any of the above near the corner.
  • DR~4HK: Meaty (+9 OH, +5 OB)
    • Links into 5HP on hit.
+21
  • Dash: +3 (2LK / 2MP / Throw)
  • 6MP: Meaty (+4 OH, -1 OB)
    • Links into 5LP or 5LK~LK~LK on hit.
  • Whiff L, 2MK
    • Another low option to complement the overhead. Any light attack sets up the timing. Alternatively just manually delay it.
    • Punishable on block and non-confirmable, making it usually necessary to commit to a cancel.
      • DRC is the most rewarding. Confirm into 4HK or use 5LK/2LP to maintain a +3 advantage with a gapless blockstring.
      • 236PP is safe on block and initiates fan pressure, but loses to wake-up Drive Impact.
      • F.236PP is +1 on block and breaks Drive Impact for a combo.
      • F.236LP is -3 on block but breaks wake-up Drive Impact without using Drive Gauge.
  • DR~4HK: Meaty (+10 OH, +6 OB)
    • Links into 5HP on hit.
  • Forward Throw
+21 (Far)

After Forward Throw, particularly against backward recovery:

  • DR~5HK: (+7 OH, +1 OB)
    • Links into 2MP if the opponent recovers in place.
    • Links into SA2 on Counter-hit against backward recovery.
  • *.236[PP]
    • The non-OD version is punishable by forward jump, but the OD version recovers in time.
    • Anti-air with SA2 to knock the opponent into the fans for a Drive Rush combo.

After Forward Throw into the corner:

  • Dash: +3 (2MP / Throw)
  • DR~4HK: Meaty (+10 OH, +6 OB)
    • Links into 5HP on hit.
  • *.236HK
+22
  • Dash: +4 (2MP / Throw)
  • DR~4HK: Meaty (+11 OH, +7 OB)
    • Links into 5HP on hit.
  • *.236MK
  • Drive Reversal
+23
  • Dash: +5 (2MP / Throw)
  • 214PP, 236MK
+24
  • Dash: +6 (2MP / Walk-up Throw)
+25
  • Dash: +7 (2MP / Walk-up Throw)
  • SA1
+26
  • Dash: +8 (2MP / Walk-up Throw)
  • *.236LK
  • (Corner) 214HP, SA1
  • F.623KK
    • Gains advantage as an anti-air.
+27
  • Dash: +9 (dl.2MP / 4HK / Walk-up Throw)
    • Midscreen *.236LK leaves the opponent just out of range of 4HK confirms, so use delayed 2MP instead.
  • DR~6MP: (+6 OH, +1 OB)
    • Links into 2MP on hit. Trades into 5HP combo against 4 frame moves.
+28
  • Dash: +10 (4HK / Walk-up Throw)
  • DR~6MP: (+6 OH, +1 OB)
    • Links into 2MP on hit.
  • 623LK
    • Gains advantage as an anti-air.
+29
  • Dash: +11 (4HK / Walk-up Throw)
  • DR~6MP: (+6 OH, +1 OB)
    • Links into 2MP on hit.
  • 214HP, 236LK
  • 214HP, 623HK/MK
  • 623HK/MK (Low anti-air)
  • (Corner) 214PP, SA1
+30
  • DR~6MP: (+6 OH, +1 OB)
    • Links into 2MP on hit.
  • (Corner) Whiff 2MP(+4), Meaty 5LP (+6 OH, -1 OB)
    • Also sets up the ideal spacing for a shimmy.
    • Links into 2MP on hit.
    • Safe against 10f reversals.
  • (Corner) Whiff DR~5LK(+5), Meaty 2LP (+6 OH, +1 OB) or Throw
    • Chain into 5LP/2LP for a gapless blockstring.
    • Links into 2MP on hit.
    • Safe against 9f reversals.
  • (Corner) Whiff 5LP~5LP(+8), Meaty 2MP (+8 OH, ±0 OB)
    • Links into 2MP or 4HK on hit.
    • Sets up several other options. Refer to +8 for details.
  • (Corner) Backdash, *.236PP
    • Loses to wake-up Drive Impact without Flame Stocks.
  • F.623LK
  • *.623HK/MK
    • Gains advantage as an anti-air.
  • (Crumple), 5HP/2MP > 214HP, 236LK
+31
  • DR~6MP: Meaty (+7 OH, +2 OB)
    • Links into 2MP on hit.
  • (Corner) Backdash, *.236PP
    • Loses to wake-up Drive Impact without Flame Stocks.
  • 214PP > 623K
  • F.214HP, 623HK
+32
  • DR~6MP: Meaty (+8 OH, +3 OB)
    • Links into 2MP or 4HK on hit.
  • (Corner) Backdash, *.236PP
    • Loses to wake-up Drive Impact without Flame Stocks.
  • 2HK (HKD)
  • SA2
+33
  • (Corner) Backdash, *.236PP
  • 214HP, SA2
  • (Corner) *.214PP, *.236KK, j.MP, SA1
+34
  • (Corner) Whiff LP(+21), Meaty 6MP (+4 OH, -1 OB)
  • (Corner) Backdash, *.236PP
  • 214MP
  • CH 214LP
  • F.214LP
  • F.214HP, F.623HK
  • Drive Impact
+35
  • (Corner) Whiff 5LK(+21), Meaty 6MP (+4 OH, -1 OB)
  • (Corner) Backdash, *.236PP
+36
  • (Corner) Whiff 2LK(+21), Meaty 6MP (+4 OH, -1 OB)
  • (Corner) Backdash, *.236PP
    • 6MP into flameless fan hit against a crouching opponent links into LP/5LK.
  • 214PP, 236LK
+37
  • 10f Safe Jump (Ed, M.Bison SA1/SA3)
  • (Corner) Backdash, *.236PP: Meaty (+6 OH, ±0) OB
    • Links into 2MP on hit.
    • 6MP into flameless fan hit against a crouching opponent links into LP/5LK.
  • F.SA2
  • (Corner) F.214HP, F.214MP, F.SA1
+38
  • 9f Safe Jump
  • (Corner) Backdash, *.236PP: Meaty (+7 OH, +1) OB
    • Links into 2MP or 2MK on hit.
    • 6MP into flameless fan hit against a crouching opponent links into 2MP.
+39
  • 8f Safe Jump
  • (Corner) Backdash, *.236PP: Meaty (+8 OH, +2) OB
    • Links into 4HK, 2MP or 2MK on hit.
    • 6MP into flameless fan hit against a crouching opponent links into 2MP.
  • Dash(+21), Meaty 6MP (+4 OH, -1 OB)
  • F.SA1
+40
  • 7f Safe Jump (Blanka, Dhalsim SA2, Manon SA2)
  • (Corner) Backdash, *.236PP: Meaty (+9 OH, +3) OB
    • Links into 5HP on hit.
    • 6MP into flameless fan hit against a crouching opponent links into 4HK or 2MP.
  • 5LK~LK~LK > j.214P
  • F.214HP, F.623MK
+41
  • 6f Safe Jump (Dee Jay, Jamie, Kimberly, Rashid)
  • (Corner) Backdash, *.236PP: Meaty (+10 OH, +4) OB
    • Links into 5HP on hit.
    • 6MP into flameless fan hit against a crouching opponent links into 5HP or 4HK.
  • 5LK~LK~LK > F.j.214P
  • (Far) 5LK~LK~LK > j.214P
  • F.214MP
  • (Corner) F.236KK, j.MP, F.SA1
+42
  • 5f Safe Jump
  • (Corner) Backdash, *.236PP: Meaty (+11 OH, +5) OB
    • 6MP into flameless fan hit against a crouching opponent links into 5HP or 4HK.
    • Links into 5HP on hit.
  • 214HP
  • (Far) 5LK~LK~LK > F.j.214P
+43
  • (Corner) Whiff 5LP~LP(+21), Meaty 6MP (+4 OH, -1 OB)
  • (Corner) Backdash, *.236PP: Meaty (+12 OH, +6) OB
    • Links into 5HP on hit.
    • 6MP into flameless fan hit against a crouching opponent links into 5HP or 4HK.
    • Use 2MP for a gapless blockstring.
  • F.214HP
+47
  • (Corner) Whiff MP(+21), Meaty 6MP (+4 OH, -1 OB)
  • (Corner) Backdash, *.236PP: Meaty (+16 OH, +10) OB
    • Links into 5HP or 5HK on hit.
    • 6MP into flameless fan hit against a crouching opponent links into 5HP or 4HK.
  • 4HK~HK
  • PC 2HK (HKD)
+48
  • (Corner) Backdash, *.236PP: Meaty (+17 OH, +11) OB
    • Links into 5HP or 5HK on hit.
    • 6MP into flameless fan hit against a crouching opponent links into 5HP or 4HK.
  • *.236KK, j.MP
+49 ?
  • *.214PP, *.236KK, j.MP
+51~58 More advantage for late j.MP.

Frame Kills

This section covers move sequences that can be used to take up a specific amount of frames to set up the perfect timing for Lily's various mixup options.

The following chart is split into columns of 18 frames, which is the duration of Mai's forward dash.
Performing a sequence before or after a forward dash will increase the total duration to the value directly to the right.
For example, 32 frames can be killed with 5HP, and also with Dash 5LK or 5LK Dash.

Sequences ending with "~" mean a chain cancel is required. Such sequences are only compatible with setting up meaty 5LP, 2LP or 2LK.
Other sequences that end with a chain cancelable light attack are not compatible with setting up meaty light attacks except for 5LK.

Frames Sequence Frames Sequence Frames Sequence
1 19
  • 5LP~2LP~
37
  • 2LP~LP, 5LK
2 20
  • 2LP~2LP~
38
  • 2LK~LP, 5LK
3
  • J.X
21
  • 2LK~2LP~
39
  • 2LP~2LK, 5LK
  • LP, MP*
4 22
  • 5LP~LP
40
  • 6MP
5 23
  • 2LP~LP
  • Backdash*
41
  • 2HP*
6 24
  • 2LK~LP
42
  • 5LK, 5LK, 5LK
7 25
  • 2LP~2LK
43
  • Empty Jump
  • LP, Throw
8 26
  • 2LK~2LK
  • 5MP*
  • 2MP*
44
9
  • 5LP~
27
  • LP, 5LK
45
  • LP, 5HP
10
  • 2LP~
28
  • 5LK, 5LK
  • 2MK*
46
  • Jump J.X
11
  • 2LK~
  • DR
29
  • 2LK, 5LK
  • 5MK*
47
12 30
  • Throw
48
13
  • 5LP
  • 2LP
31 49
14
  • 5LK
32
  • 5HP
50
15
  • 2LK
33
  • 2HK*
51
16
  • 5LP~DR
  • 2LP~DR
34
  • 5LP~2LP~2LK
52
17
  • 5LK~DR
35
  • 2LP~2LP~2LK
  • 5HK*
53
18
  • Dash
36 54

There are some move specific quirks to take account of when setting up a frame kill.

  • 5LP and 2LP have the same duration. Cases where either can be used are listed as simply LP.
    • 2LP chain-cancels 1 frame later than 5LP so they are not necessarily interchangeable.
  • 5MP and 2MP have the same duration. Cases where either can be used are listed as simply MP.
    • 2MP moves towards the opponent. 5MP pushes the opponent less so ends up closer when already next to them.
  • Using certain moves (*) will push Mai away from the opponent when performed close to them.
    • 2HK always leaves Mai outside her throw range. A 2 frame micro-walk makes normal throw reach.
    • From longest to shortest distance, 5MK, 2MP, 5MP, 2MK, 5HK, 4HK and 2HP also push Mai back while still leaving her in throw range.
    • If the pushback is causing an issue, try to use Light chains or end the frame kill with Dash.
      • e.g. For 41 frames, perform Backdash then Dash. This ends up closer to the opponent than 2HP.
  • Empty Jump is stricter than other frame kills. There is a 3 frame timing window on the followup to get the optimal 43 frame delay.
    • Inputting the followup too early results in an air attack, resulting in 3 frames of non-cancelable landing recovery.
    • Empty Jump into a movement action (Jump, Dash, Backdash) is subject to a 2 frame delay.

vs. Burnout

Blockstrings

Key moves to use against an opponent in burnout are:

  • 2LP, 5LK and 4HK are all +3 on block.
    • 2MP afterwards will frame trap most options.
      • This links into 2LP on hit if close enough, or 2MP/2MK on Counter-hit.
      • However, JP and Marisa can interrupt with their armored special moves.
    • Alternatively follow-up with a Light attack, which can beat the aforementioned armor, and can be optionally delayed to fish for a Counter-hit.
  • 5LP and 2LK are both +2 on block.
    • 2MP still works as above, but trades with 4 frame moves. The trade combos into 2MP against any character, 2MK against anyone except A.K.I., or even 5HP against some characters.
      • In addition to being interruptible by JP and Marisa's armor, Zangief can try his luck with armored 5HP, and Windclad Lily can trade for a knockdown using Tomahawk Buster.
    • Following up with an optionally delayed Light attack is still a good option.
  • 2HP and 5HP are both +1 on block and leave Mai inside jab range if done close enough.
    • While slow, both of these travel forwards enough to compensate for their pushback. Stealing a turn with one of these while the opponent is scared of getting Counter-hit by faster buttons can lead to extending the blockstring without using any resources.
    • 5LP and 2LP both lead to combos on hit. Follow-up options are:
      • Light chain into 2LP and confirm into special.
      • After Counter-hit 5LP or 2LP, link into 2MP if close enough.
      • After Counter-hit 5LP it's possible to link into 2MK from slightly further away.
  • 5MP and 2MP are also +1 on block and leave Mai inside jab range if done close enough.
    • While they have faster startup, these moves push Mai further away from the opponent, and never end up close enough to chain multiple light attacks afterwards. In order to get a Counter-hit confirm it is necessary to use 5LP for the extra advantage on hit, allowing it to combo into 2MK.
  • 236LP is -3 on block, but gains a significant amount of advantage when canceled from a spaced normal move.
    • 5HP > 236LP is a gapless blockstring up to +5 on block when spaced well.
      • This pushes Mai back slightly, but it can be looped in the corner with a short micro-walk before 5HP. This does leave a mashable gap, but the range makes it extremely difficult and very risky for the opponent to contest. Most attempts to contest it can be punished by simply delaying 5HP to whiff punish the opponent.
    • 5MP > 236LP and 2MK > 236LP can also be slightly advantageous on block but not quite to the same extent, making the follow-up more interruptible.
  • F.236LP gains 4 frames of block advantage, making it +1 on block even when point blank.
    • This means it can be reliably canceled from light attacks and 2MP.
    • When canceled from spaced normals this becomes incredibly oppressive, with 5HP > F.236P loops becoming inescapable without SA.
  • 214LP is ±0 on block and can be used from any cancelable normal move.
    • If the opponent mashes reversal SA afterwards then any inputted normal move can safely be canceled into parry.
    • 4 frame jabs will trade with each other, leading to a scramble situation. 2LP is better on block, but 5LP is better on trade.
      • Jab trades are not particularly effective most of the time as most characters are at least even afterwards, with many getting a slight frame advantage over Mai.
      • However, trades are effective against Dee Jay and Kimberly, as Mai's 5LP deals more hitstun than their best options, leading to +2 and +1 respectively.
  • F.214LP is +2 on block.
    • As long as Flame Stocks are available, strings using 5LP, 2LP and 2MP in no particular order can be looped by simply ending with F.214LP to get back in range again.
  • 236PP
    • Just do it whenever and use the secondary fan hit to cover a high/low/throw mixup.
  • DR~5HP > 236[P]
    • Similar to the above, but reactable if the opponent has a projectile invincible SA.
    • The height of the fan bounce can be controlled with button strength. The opponent won't know which one was used until it bounces.
    • Trades with 4 frame moves, but the opponent still has to deal with the second fan hit. Tag them after the trade with a long range move like 5MK or 2HK, then Dash or Drive Rush back in.
    • Somewhat loopable, using DR~5HP > 236[HP] then 2MK to tag the opponent while the fan is in the air. Parry Drive Rush after the second fan connects to do it again.
  • DR~5HP > F.236[PP]
    • An expensive but gapless blockstring with time to do basically whatever you want while the fans are bouncing on the opponent's head.
Drive Impact
Burned out opponent's options against Drive Impact blockstrings
Gap Counter
0 No gap. Locks on block. Combos on hit.
(N) No gap, but can choose to create a gap of up to N by delaying the DI cancel.
1-2 Opponent can only escape with an invincible Super Art.
For most characters this is the case up to 5 frames. Exceptions are listed below.
3+ JP and Marisa can counter with their armored special moves.
4+ Zangief can counter with his armored Heavy Punch.
5+ Dhalsim can teleport out.
6+ Opponent can interrupt with reversal throw.
8+ Opponent can jump out (Except Lily and Zangief who need 9 frames).
Drive Impact blockstring gaps during burnout
Block Hit DR~Block DR~Hit Notes
5HP > DI 2 2 0 0 Does not stun if the opponent gets Counter-hit.
This can be worked around by using a delayed cancel.
2MP > DI 7 3 3 (2)
5MP > DI 7 6 3 2
2MK > DI 7 7 3 3 From a Drive Rush, stuns even if the opponent gets Counter-hit.
2LP > DI 14 13 10 9
5LP > DI 15 12 11 8
5LK > DI 13 15 9 11
Guaranteed Drive Impact setups against a burned out opponent with no SA
String Drive Required
Advantage
vs JP/Marisa On Hit On CH Notes
L/M/H > DRC~2LP, 5HP > DI 3 +1~ +2~ Stun KD Sets up Drive Impact from any cancelable attack.
2LP > DRC~2MK > DI 3 +1~5 Armor Stun Stun 2MK trades with 4 frame moves. Confirm into 2MP combo, or 5HP against some characters.
Against Zangief this needs enough health to survive absorbing his 5HP.
Lily can trade for a knockdown with Windclad Tomahawk Buster.
M/H > DRC~2MK > DI 3 +2~ Armor Stun Stun
5HP > DI 0 +5~10 +7~10 Stun KD At +5 this trades with 4 frame moves. Confirm into 2MP combo, or 5HP against many characters.
Meaty 4HK, 5HP > DI 0 +10~11 +11 Stun KD
DR~2LP, 5HP > DI 1 +12~16 +13~16 Stun KD
DR~2MK > DI 1 +15~19 Armor Stun Stun
DR~4HK, 5HP > DI 1 +15~19
+20~22
+17~19
+20~22
Stun KD
Stun
At +15 this trades with 4 frame moves. Confirm into 5HP combo.
At +20~22, there is no gap before 5HP so the opponent cannot get Counter-hit to avoid Stun.
DI 1 +21~26 +23~26 Stun Stun Natural meaty Drive Impact.
For higher advantages use frame kills to set up either this or one of the above.
DR~DI 2 +32~37 +34~37 Stun Stun Frame kill for the +35 knockdown after an opponent gets comboed by DI.
Whiff 2LK, DR~4HK, 5HP > DI 1.5 +35~37 +35~37 Stun Stun An alternative +35 frame kill that builds some drive back with a gapless meaty blockstring.
Whiff 5LP/2LP, DI 1 +34~39 +36~39 Stun Stun A cheaper +35 frame kill. However, this hits on Frame 4 of wakeup so needs enough health to survive trading with a light attack. Can also be beaten by armored moves from JP, Marisa and Zangief.

Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP/5LK/2LP 2LK 2MP 2MK 5MP/4HK 5MK/5HP/2HK 2HP 6MP
5LP~DRC 6 7 8 9 10 11 12 22
2LP~DRC 5 6 7 8 9 10 11 21
5LK~DRC 4 5 6 7 8 9 10 20
2MK~DRC 0 1 2 3 4 5 6 16
5MP~DRC 0 0 0 1 2 3 4 14
2MP~DRC 0 0 0 1 2 3 4 14
5HP~DRC 0 0 0 0 0 0 0 9


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LK~DRC +2 No combo without Counter-hit or Punish Counter
2LP~DRC +4 DRC~5LP, 5HP
5LP~DRC +5
2MK~DRC +8 DRC~2MP, 5HP
DRC~4HK, 2MP
DRC~4HK, 5LK~LK~LK
5MP~DRC +11 DRC~5HP > 236[PP], 5HP
DRC~5HP > F.236[PP], j.HK
DRC~2HP, 4HK~HK
2MP~DRC +14 DRC~5HK, 2MP
5HP~DRC +15


Defense

Reversals

  • 623KK
    • 6f startup. Full invulnerability.
    • Does not armor break, so can be beaten by Drive Impact.
  • SA1
    • 6f startup. Strike/Throw invulnerability. Loses to projectiles.
    • Gives 5 Flame Stocks as long as it doesn't get hit out of its startup by a projectile.
    • Hits both above and behind Mai, hitting opponents that jump forwards in an attempt to bait 623KK or throw tech.
    • The frame 1 freeze means it loses to delayed buttons and ±0 option selects.
    • Flame Stocks increase its horizontal range, making it better at catching backdashes.
  • SA2
    • 7f startup. Full invulnerability.
    • The frame 1 freeze means it loses to delayed buttons and ±0 option selects.
    • Flame Stocks significantly increase its movement speed, allowing it to punish meaty fireballs from further away.
  • SA3
    • 10f startup. Full invulnerability.
    • Can be safe-meatied by Light attacks with up to 7 recovery frames.
      • Cannot be done by Dhalsim, E.Honda, JP, Lily, Luke, Manon, Marisa, M.Bison, Zangief.
    • The frame 1 freeze means it loses to delayed buttons and ±0 option selects.
    • Leaves the opponent close enough to dash into +1 jab/throw pressure.
      • CA makes this +2 but leaves the opponent slightly further away, needing the corner to get close enough for a throw.
  • Drive Reversal
    • 18f startup. Full invulnerability. Armor break.
    • Loses to safe-meaty Light attacks and some Medium/Heavy attacks.
  • 623K
    • 6f startup. Anti-Air invulnerability.
    • Beats certain airborne meaties like E.Honda's headbutt.
  • Backdash
    • Avoids throws and usually provides a small frame advantage, putting the opponent in a strike throw mixup.
    • If the opponent times their throw particularly late, they can be directly punished with 5LP/2LP/5LK, or a backthrow into the corner.
  • Forward Jump
    • Avoids throws and delayed attacks, but is vulnerable to early attacks, and can be anti-aired after a throw whiff.
    • Inputting j.214P directly above the opponent's head can mess up their anti-air, resulting in a safe escape from the corner.
    • Aerial SA2 can sometimes be used to dodge if the opponent tries to anti-air with their own SA.
    • Aerial SA2 done low to the ground can punish throws, and a burned out opponent may not be able to punish it.

Anti-Airs

  • 623K/KK
    • Anti-air invulnerability.
    • The Light version has the most anti-air invulnerability and doesn't move forwards much, making it good at hitting opponents above Mai or high in the air.
    • The Medium version is slightly slower but moves forwards, making it better for certain jump arcs.
    • The Heavy version is slower again, but has slightly more horizontal range.
    • The OD version is fast, fully invulnerable, and has the most horizontal range.
      • Note that this still does not have as much anti-air invulnerability as the Light version.
    • Flame Stocks increase the horizontal range of every version, making them more effective at beating ranged jump-ins.
  • 4HK
    • While this is an option, in most cases it is not as good as 623K. This is because it resets the opponent in the air, and there is not enough time to dash in to pressure their landing.
    • However, if the opponent does an aerial special move then this leads to a combo that deals more damage than 623K.
      • If the opponent is low enough then it's possible to connect with the 4HK~HK target combo.
      • If the opponent isn't too low then it may also be possible to combo into SA2, either after the target combo or directly after 4HK.
  • 5HP
    • Not particularly good for anti-airing normal moves, but hits quite high up and leads to big rewards upon swatting a dive kick or any other airborne special move.
      • If it hits the opponent cleanly out of their special move, it combos into any special move or a Drive Rush combo.
      • If it trades hits then it's sometimes possible to link SA2.
  • j.MP
    • Floats the opponent on hit. Combo into j.214P or SA2.
    • Particularly potent with Flame Stocks, as F.j.214PP leads to extended juggle combos.
  • j.LP
    • Mai's fastest air normal. Particularly useful from a backward or neutral jump against a close opponent to avoid the risk of whiffing with 623K.

Anti-Projectile

  • F.SA2
    • If you have Flame Stocks and 2 bars of SA Gauge then the opponent should never be allowed to throw a fireball.
    • Without stocks, the regular version can still go through projectiles but only when much closer to the opponent.
  • j.SA2
    • Aerial SA2 does not have any invincibility, but at its lowest height it passes over projectiles to hit the opponent in the head.
    • Option 1: Input 2369236K on reaction to a fireball. Prone to whiffing over the opponents head if the input is performed too slowly.
    • Option 2: Input 236 in anticipation of a fireball. Finish the motion with 2369K on reaction to the fireball.
    • Option 3: SF6 Modern.png
  • SA3
    • Has quite a lot of range. At the right distance from the opponent it's possible to react to a fireball, clipping the opponent's extended hurtbox.
    • At particularly long ranges it may hit the opponent without triggering the cinematic. In this case it can combo into 623K for more damage if close enough.
  • 214LP
    • Erases regular projectiles without having to commit to a slow charged fan.
  • F.236P
    • Flame Stocks make Mai's regular fans hit twice, meaning it takes two regular projectiles to stop them.
    • Loses outright to OD projectiles.
  • 236PP
    • Beats regular projectiles.
    • Only hits once, which means it loses to other OD projectiles with their multiple hits.
  • F.236PP
    • Beats regular projectiles.
    • Hits twice, allowing it to trade evenly with other OD projectiles.
  • 236[PP]~6P
    • Takes a long time to activate but wins most fireball wars due to hitting 4 times for just 2 Drive bars.

Fighting vs. Mai

TO-DO



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