[SF6] Mai Shiranui Countermeasures Guide [Win Just by Reading]

Street Fighter 6 (SF6) Mai Shiranui countermeasures guide. Covers neutral basics, counters for 236P, OD 236P, and OD charged 236P, dragon punch counters, forward jump and backstep usage, organized for beginners through advanced players.

623K

Mai Shiranui’s anti-air special move. Used for anti-air and combo enders.

  • 623LK
    • 5F Startup
  • 623MK
    • 6F Startup
  • 623HK
    • 7F Startup
  • 623KK
    • 6F Startup OD invincible

214P

Used as a combo ender.

  • 214LP
    • Mai Shiranui is -4F on Block
  • 214MP
    • Mai Shiranui is -6F on Block
  • 214HP
    • Mai Shiranui is -6F on Block
  • 214PP
    • Mai Shiranui is -12F on Block

236K

  • 236LK
    • -10F on Block
  • 236MK
    • -12F on Block
  • 236HK
    • -13F on Block
  • 236KK
    • -12F on Block

236P

  • 236LP
  • 236MP
  • 236HP
  • 236PP

Mai Shiranui’s main weapon – if it gets charged, offense is guaranteed. Projectile speed and second-hit 236P height change with strength. Uncharged 236P can be cancelled by other fireballs, so characters with projectiles should throw them occasionally.

Check Mai Shiranui’s options for each projectile strength:

  • 236LP→forward step→throw
    • If you’re Parrying, you lose
  • 236LP→Rush
    • By crouch Blocking, you walk back and the second hit whiffs
    • If you Parry, you get standing Block and the second hit Blocks, so you lose
  • 236HP→forward step
    • At round start distance, invincible reversal is guaranteed after Blocking the first hit
  • 236MP→Rush
    • At round start distance, invincible reversal is guaranteed after Blocking the first hit

236PP

Mai Shiranui’s projectile that starts offense once thrown. After Blocking the 1st hit, a delayed 2nd hit follows. Learning the responses lets you handle it to some degree.

1st hit counter:

  • Don’t walk back
    • Walking back increases Mai Shiranui’s Advantage on Block
    • And makes the two counters below impossible
  • Just Parry
    • When you Block OD 236P close, Just Parry for a punish
    • You have to accept the 1st hit, so it’s worth going for
  • Neutral jump
    • At mid-range, neutral jump to dodge OD 236P is the easiest counter
    • Mai Shiranui’s dragon punch has short horizontal range, making it hard to punish neutral jumps
    • Walking back before jumping makes anti-air easier, so not walking back is important

2nd hit:

  • OD invincible
    • When Mai Shiranui rushes in, at about mid-range, dragon punch is guaranteed so don’t slack
  • Impact
    • Gets countered if she uses Rush, but if she uses forward step it’s guaranteed, applying risk to Mai Shiranui
  • Backstep
    • If Mai Shiranui chooses throw, it becomes your offensive turn
  • Damage escape
    • Input a knockdown move like dragon punch. If it hits Mai Shiranui, the offense ends. Even if it’s Blocked, you just take the OD 236P 2nd hit knockdown with no combo followup

(Hold) 236PP→6P

Regarding (Hold) 236PP→6P, remember that without Rush there’s no real offense. Mai Shiranui’s common actions are the following 3:

  • Step→throw
  • Step→Overhead
  • Step→Low

HP

HP cancel 236P leads into a mixup.

If it’s the charged version, Impact is guaranteed, but if uncharged, it gets countered. If OD invincible is committed, it technically connects but creates a Drive Gauge gap.

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