Mai

Who is Mai?

Gliding onto the stage with the elegance of a butterfly, Mai Shiranui plays as a midrange monster with a particular emphasis on tricky projectile mixups and a unique resource-based install. While Mai's kit can fly high, she's also a very straightforward and easily accessible character.

Mai's big claim to fame is her stellar neutral control. She has an arsenal of incredibly good buttons, chief (keef) among them her 5MP and 5HP. Her excellent 4HK anti-air doubles as a strong meaty pressure tool, and her 6MP overhead comes with all the standard benefits. In general, Mai has all the things a strong SF6 character wants in terms of buttons, but she really comes into her own with her special moves. Kachousen is one of the best fireballs in the game, thanks to the huge amount of utility packed into one move. Its uncharged variant is a decent projectile, but when charged up (or used with the OD variation) it bounces above the opponent on contact and falls onto them for an additional hit. If Mai is close, she can enforce a true high/low mixup by timing a strike alongside the fan fall, hitting them where it hurts the most. She also has a classic DP in Hishou Ryuuenjin, which lets her set up a mean zoning game if the opponent fails to stop her.

Kachousen's excellence informs the rest of Mai's kit, as the rest of her moves are all about getting the opponent nice and comfortable in the corner. Once she's ducked her way past the opponent's blows and found a hit, Mai's combos all give great corner carry thanks to Hissatsu Shinobi Bachi. Ryuuenbu is a disjointed poking special that's great for both counterpoking and setting up meaties, while Musasabi no Mai is an incredibly good divekick that causes Mai to hesitate before she launches downwards, which can easily mess up anti-air timings. Once the opponent is cornered, Mai uses Kachousen, the Drive System, her strong arsenal of pressure tools and her throw loop to break opponents down and send them packing. This is all standard shoto stuff, but what really lets Mai turn up the heat on her opponents is Kagerou no Mai, her install super.

Upon performing her Level 1, Mai gains Flame Stocks that enhance her special moves. Not only do all of her special moves gain better properties, but many of them also change their frame data. For example, Kachousen is much more advantaged on block, with charged flame Kachousen being very difficult to interrupt with a reversal. This gives Mai unique decision-making compared to the rest of the cast- does she spend Level 1 for a more consistent gameplan, but with less guaranteed return, or save for a Level 3 and be more dependent on the Drive System to enforce her offense? Mai's average damage is much lower than her contemporaries without Flame Stocks, meaning she has to make a very careful choice based on her opponent's life, her available Super meter, and even what round the match is currently on. Different matchups and situations call for different decisions, which gives Mai a lot to think about while she's running circles around her opponents.

Mai does have drawbacks, however. Her level one Super can work as an anti-air reversal, but it's not strike or projectile immune, limiting her options in the corner and especially in burnout. Her fan pressure is suffocating, but uncharged unenhanced Kachousen loses to strikes, forcing her to charge them in fireball wars and putting her at risk for jump ins. And worse yet, she has few ways outside of Kachousen to generate plus frames, and lacks Ken's close-range blender to keep the pressure going. Her DP is reliable, but it has terrible horizontal range and can be baited and punished with crafty spacing. Flame stocks are a powerful resource, but she has limited ways to combo into Kagerou no Mai, and without it her damage on big finishers suffers.

To sum it all up, Mai's strong zoning and potent Flame Stocks allow her to control the neutral like few else on the roster. Her simple, strong kit gives her a lot of ways to play around with the opponent, while also rewarding strong fundamentals consistently. If you prize a consistent partner and don't juggling resources a bit more than normal, there's few else who can put on a show quite like Mai.

Pick / Avoid

Play Mai if…

  • Fan Favorite: A zoning game that can be converted into a strong offense when executed correctly.

  • Deadly and Graceful: Great damage or corner carry routes, both of which are accessible from most hits.

  • Dangerous Beauty: Easy-to-manage multipurpose normal moves.

  • No Escape: Scary corner pressure enforced by projectiles.

  • The Fire Gets Hotter: A snowballing mechanic with stock-enhanced specials.

Think twice if…

  • Coming in Waves: Committing to your fireball game to apply pressure safely.

  • No Heat Without Fire: Lacking large damage cash outs without access to empowered specials.

  • Driven to Perfection: Lacking plus frames on block without Drive Rush.

  • The Dance Exhausts: Only has invincible level 2 and 3 supers, limiting her options on the back foot.

Vitals

Health10,000
Fwd Walk
0.050
Back Walk
0.035
Fwd Dash
1.45
Back Dash
0.90
Fwd Jump
1.90
Back Jump
1.52
Jump Height
2.12
Throw Range
0.80
Drive Rush
2.38
Jump4+38+3 f

Guides & Data

Players to Watch

She's so broken that literally everyone plays her. Here are some:

Community

Patch History

2.04013 Aug 2026Yasmine release. Balance changes for all characters.
  • Modern Controls:
  • Can now select the strength of Hissatsu Shinobi Bachi (236K) using 1S/2S/3S
  • Assist Combo 2: ender changed from SA1 juggle → SA2 cancel (due to the OD Ryuuenbu changes)
  • Now a safe buffer on block, but no longer can combo into M Hissatsu Shinobi Bachi when low on Super Gauge
  • 5MP
  • Whiff recovery increased 15 → 17
  • Total whiff animation increased 26 → 28
  • Body hurtbox expanded forward on whiff until the end of active frames
  • Expanded the arm hurtbox on whiff that lasts until frame 15 of recovery
  • 2HP
  • Increased forward movement on 2nd hit (Range: 1.605 → 1.705)
  • Pushback on hit decreased for the 2nd hit
  • Pushback on block increased for the 2nd hit
  • Ensures Mai is always out of throw range (must walk back vs. Marisa/Zangief)
  • This actually nerfs her DR~2HP pressure, as she will be +1, still out of throw range, and unable to convert a 2LK starter
  • Proximity guard hitbox of the 1st hit expanded to match the full range of the 2nd hit
  • j.MP
  • Reduced knockback distance on airborne opponents
  • This makes follow-up juggles more consistent, most notably allowing a midscreen juggle from 236KK into SA1
  • This allows Mai to hitconfirm light normals into SA1 Flame stocks much more easily
  • Kachousen (236P, Normal/Flame)
  • Changed the animation to exaggerate the movement before throwing the fan, making it easier to react to
  • OD Ryuuenbu (214PP, Normal/Flame)
  • Blockstun (3rd hit) increased 17 → 18
  • Block recovery decreased 24 → 16 (now matches recovery on hit/whiff)
  • Note: the in-game frame meter shows 20f recovery on hit/block because all remaining active frames are converted to recovery frames
  • Block Advantage increased -12 → -3
  • Total block animation decreased 70 → 62
  • Perfect Parry Advantage increased -27 → -19 (3rd hit)
  • Pushback on Block decreased on 2nd hit, increased on 3rd hit
  • KD Advantage decreased +48 → +39 (launches the opponent lower and farther away)
  • Now properly combos into SA2/SA3 when canceled
  • Increased forward movement (Range on 1st active frame: 1.41 → 1.71)
  • 40% Starter Scaling added
  • 2-hit Combo Scaling added
  • Normal version only:
  • Damage increased 200,400x2 (1000) → 200,400,700 (1300)
  • Chip Damage increased 50,100x2 (250) → 50,100,175 (325)
  • Flame version only:
  • Damage increased 200,450x2 (1100) → 200,450,750 (1400)
  • Chip Damage increased 50,112x2 (274) → 50,112,187 (349)
  • Juggle Increase value (3rd hit) decreased 1 → 0 (no longer increases the juggle counter)
  • Now causes a free juggle Wall Splat in the corner (KD +61~82, higher advantage if opponent hits the wall at the peak of their launch arc)
  • Summary of these extensive changes:
  • OD Ryuuenbu is now a safe advancing special with high pushback on block, making it a solid buffer tool even without hitconfirming it
  • Deals much higher damage on its own, but is less rewarding to land midscreen (importantly losing its SA1 juggle)
  • The extra damage scaling mitigates much of this damage boost, but is necessary considering how easily and safely it can confirm into SA2/SA3
  • Now leaves Mai +1 oB vs. Burnout for a looping blockstring that deals decent chip damage
  • The wall splat on the corner Flame version gives Mai a good reason to use a stock on this, as it gives great juggle extensions
  • Flame Musasabi no Mai (F.j.214P)
  • KD Advantage increased +39(46) → +44(51), now identical to normal j.214PP
  • 30% Starter Scaling added
  • Flame OD Musasabi no Mai (F.j.214PP)
  • Expanded collision box upward to ensure Mai will not whiff under the opponent in juggles
  • SA1 (236236P, Normal/Flame)
  • Strike/Throw invincibility removed on frames 1-8 (normal) / 1-6 (Flame)
  • Now only Anti-Air invincible on frames 1-39 (normal) / 1-77 (Flame)
  • Flame SA2 (F.236236K)
  • The frontmost combo-only hitbox was shifted slightly upward on active frames 1-3 for juggle consistency
  • Note: the patch notes incorrectly attributed this change to the Normal/Flame versions of Air SA2
  • Air SA2 (j.236236K, Normal/Flame)
  • Damage distribution changed so that Mai gets most of her damage even when the early hits don't connect (no change to Chip Damage distribution)
  • Now deals 20% bonus damage to all hits on Counter-hit/Punish Counter (more rewarding as a whiff punish or anti-fireball tool)
  • Normal: 500x4,800 → 250x4,1800 / 300x4,2160 (3360)
  • Flame: 200x11,800 → 100x11,1900 / 120x11,2280 (3600)

Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.