[SF6] Mai Shiranui Countermeasures Guide [Win Just by Reading]
Categories:
Basic Info
- Active-frame Overhead leads to combo
- 6MP
- Defensive Options
- Has 6F Startup OD invincible reversal: 623KK
- If you play Luke or Kimberly, avoid using Rush after throws
- Has 5F Startup anti-air invincible 623LP
- 236236P has 6F Startup, no Projectile invincible
- 236236K has 7F Startup, no Projectile invincible
- [Enhanced] 236236K has Projectile invincible
- 214214P has 10F Startup
- Has 6F Startup OD invincible reversal: 623KK
- Moves that are plus on Block
- None
Neutral (Awareness Priority)
- Don’t give space
- If the distance gets too far, 236P gets thrown and offense starts from there
- Maintain the range where Mai Shiranui’s 2MK can’t reach
- Lots of gimmicks from LP
- With no plus-on-Block moves, she relies on gimmicks after light Block
- LP→throw
- Counter with Fuzzy jab
- LP→2MK→236P etc.
- Against Mai Shiranui players who slack on LP counter Hit confirm, press a Fuzzy button to not give her free turns
- Don’t abandon the jump option
- Not jumping because you’re afraid of anti-air is a mindset you must not have in the Mai Shiranui matchup
- Show jumps at round start, after throw tech, etc. against 236P – it’s important
- Only start reconsidering after getting anti-aired once
- 623K hitbox is short
- Mai Shiranui’s anti-air special has short horizontal range
- Mixing in empty jumps is effective
- Throw Oki is weak
- The strike option paired with Mai Shiranui’s throw Oki has very low return. In the corner, forward jump or backstep is very effective
- Weak to pokes
- Many of Mai Shiranui’s moves extend forward on Startup, like 2MP and HP
- Placing normals that give return on Counter Hit lets you run the risk-reward in your favor
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
Recommended Counter
623LK doesn’t have strong horizontal range. Mix in empty jumps to make it a mixup.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
Recommended Counter
After Blocking, the recovery varies per strength, but take the most efficient Punish for each.236K
- 236LK
- -10F on Block
- 236MK
- -12F on Block
- 236HK
- -13F on Block
- 236KK
- -12F on Block
Recommended Counter
All versions have a Punish on Block, so properly Punish them.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
Recommended Counter
- Don’t press Parry
- Pressing Parry against the HP and MP versions results in a loss
- Use invincible reversal
- At round start distance, invincible reversal is guaranteed after Blocking the first hit if Mai Shiranui used Rush
- LP→special move
- At round start distance, pressing LP at a Fuzzy timing after Blocking the first hit will Hit Mai Shiranui’s step
- If you input a knockdown special like a dragon punch afterward, you get return
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
Recommended Counter
- After Blocking OD 236P’s 1st hit at close range, pressing a light and inputting dragon punch: this stops Rush and guarantees the dragon punch
- Depending on distance, this can also catch forward step, so keep it as an option
(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
Recommended Counter
In midscreen: Backstep after Blocking the 3rd hit dodges everything. It’s impossible if Rush is used, but since 3 gauge has been spent, build Advantage in the following situations.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.
Recommended Counter
Jumping is good – hold up and even if you take damage, apply risk. Getting Drive Gauge Advantage taken in the corner is more likely to lead to a loss.
- If it was charged
- Jump attack is guaranteed
- If uncharged
- You take air Hit
- No combo (dragon punch followup is theoretically possible but very difficult)