舞
Mai — 对策
Key Info
- Sustained overhead — with combo on hit
- 6MP
- Defence
- OD Ryuenjin (623KK): 6F startup, fully invincible
- If you play Luke or Kimberly, avoid Drive Rush after throws
- Ryuenjin LK (623LK): 5F startup, anti-air invincible
- SA1 Kagerono Mai (236236P): 6F startup, no projectile invincibility
- SA2 Cho Hissatsu Shinobibachi (236236K): 7F startup, no projectile invincibility
- Enhanced version has projectile invincibility
- SA3 (214214P): 10F startup
- OD Ryuenjin (623KK): 6F startup, fully invincible
- Advantage on block
- None
Neutral Game (Focus Points)
- Do not retreat
- Too much distance lets her throw Kagero no Mai (236P) and begin her offense from there
- Maintain a spacing where her 2MK cannot reach
- Heavy use of light-button setups
- She has no moves that are plus on block, so she steals turns after light normals
- LP → throw: counter with fuzzy c.LP
- LP → 2MK → 236P, etc.: if she is skipping LP counter-hit confirms, press a strike during the fuzzy window to make her uncomfortable
- Do not abandon the jump option
- Being afraid to jump in the Mai matchup is the wrong mindset
- Show jump-ins against her Kagero no Mai (236P) — especially on wakeup or after delayed tech
- Let her anti-air you once, then reassess from there
- Ryuenjin (623K) has a narrow horizontal hitbox
- Her anti-air special lacks horizontal range
- Mixing in whiff baits is effective
- Her throw mix-up is weak
- The strike side of her judo mix-up has very low return
- In the corner when held down, forward jump or back dash is extremely effective
- Weak to pre-emptive normals
- Many of Mai's moves (2MP, HP, etc.) advance forward before hitting
- Placing a normal that rewards you on counter-hit lets you win the risk-return battle
ムササビの舞
Watch for the aerial trajectory and use an invincible reversal on reaction, or simply block and wait for landing recovery. Characters with strong vertical anti-air buttons can challenge Musasabi no Mai cleanly. Avoid mashing normals on wake-up against Mai as she will often use this to punish unsafe ground pressure.
(ホールド)236PP→6P(蓄力)







Remember that (Hold)236PP→6P has no strong offensive follow-up unless Mai uses Drive Rush. Mai's most common options afterward are:
- Step → Throw
- Step → Overhead
- Step → Low
Recommended counters
In mid-screen, back-dashing after blocking the third projectile avoids all three options. If Mai uses Drive Rush instead, back-dash becomes less effective — but she has spent 3 Drive Gauge, so focus on building your own advantage in the next exchange.
OD version
- 214PP (【強化版】OD 龍炎舞)
- Mai is -12 on block
- Punishable with 5–6F confirms
Recommended counters
Even the OD version is -12 on block despite the Drive Gauge cost. Always confirm with a 5–6F button after blocking.
- 236PP→P (乱れ花蝶扇 / Midare Kachousen)
- Mai is 0 on block — neutral frame situation
- No guaranteed punish
Recommended counters
Neutral on block — neither side has a frame advantage. No punish available; focus on the neutral game after blocking. Often comes as a follow-up to OD Kachousen, so keep calm and read the situation.
When Mai cancels HP into 236P, the opponent faces a mix-up situation. If she charges it, Drive Impact is guaranteed. Without a charge it can be reversal-attacked, but Overdrive invincible moves are also viable.
Recommended counters
Jumping is effective — jump with an attack and absorb damage as an air hit if needed, accepting the risk rather than being cornered with a Drive Gauge deficit.
- If HP was charged:
- A jump attack is guaranteed
- If HP was not charged, you take an air hit:
- No guaranteed combo follows (anti-air follow-up is possible but difficult)
- 236HP ([強化版] 強 花蝶扇)
- Mai is -6 on block
- Disadvantaged — hold block
Recommended counters
At -6 on block it is disadvantaged but not directly punishable. Hold block and prepare for the next exchange.
OD version
- 236KK ([強化版] OD 必殺忍蜂)
- Mai is -12 on block
- Punishable with 5–6F confirms
Recommended counters
Even the OD version is -12 on block despite the Drive Gauge cost. Always confirm with a 5–6F button after blocking.
OD version
- 236PP ([強化版] OD 花蝶扇)
- Mai is -3 on block
- Slightly minus — no guaranteed punish
Recommended counters
At -3 on block it is slightly minus with no guaranteed punish. Hold block and prepare for the next situation.
- 236PP→P ([Boosted] 乱れ花蝶扇 / Midare Kachousen)
- Mai is 0 on block — neutral frame situation
- No guaranteed punish
Recommended counters
Neutral on block — neither side has a frame advantage. No punish available; play the neutral game after blocking.
- 623HK ([強化版] 強 飛翔龍炎陣)
- Mai is -31 on block
- Punishable with 5–6F confirms
Recommended counters
A massive -31 on block. Often used as an invincible reversal — always run your max punish after blocking.
OD version
- 623KK ([強化版] OD 飛翔龍炎陣)
- Mai is -40 on block
- Punishable with 5–6F confirms
Recommended counters
A massive -40 on block — the worst frame disadvantage among all of Mai's specials. She spent OD Gauge and is still heavily punishable. Land your maximum-damage punish every time you block this.
Watch for the angle change during Mai's jump and use a reversal on her landing or block and punish the recovery. Characters with large vertical hitbox anti-airs can interrupt this on reaction. Avoid late anti-air attempts as the angle shift will cause you to miss.
【空中】ODムササビの舞
Block the attack and respond with a quick normal on Mai's landing. The OD version has improved frame data compared to the standard air version but the landing recovery is still punishable if you react correctly. Invincible reversals are the most reliable answer if timed for her landing frames.




![[強化版] H Kachousen](https://content.dood.gg/street-fighter-6/img/mai/skill/501.gif)
![[強化版] OD Hissatsu Shinobi Bachi](https://content.dood.gg/street-fighter-6/img/mai/skill/504.gif)
![[強化版] H Hishou Ryuuenjin](https://content.dood.gg/street-fighter-6/img/mai/skill/505.gif)
![[空中] Musasabi no Mai](https://content.dood.gg/street-fighter-6/img/mai/skill/506.gif)