okay I've done a couple tests after thinking on this video for a bit. Mainly on your point of no good safe special to cancel into after three jabs that can punish a mashed 5 frame move, example being jamie stand fierce. Now yes, you are still correct, she has no light hashogeki which nets you a guaranteed punish on a mashed 5frame after do a three hit light string. Hashogeki is great and also technically can give you punish on a mashed 4frame too. Now then here's what mai can do, I tested her moves and confirmed yes, none of her specials work against the 5 frame. It reminded me of terry who has a similar issue, he can't really cancel into any safe on block special after a 3 hit light string. That when I remembered something I saw riddles do often, he would cancel his light string into ex quick burn which is safe on block because of the pushback and beats out mashed c.lp after three lights. Funnily enough though it gets hit by jamie's hp after 3 lights and cancel, so against jamie you have to cancel after 2 lights. Anyways, that got me thinking if any of mai's ex move were safe on block and fast enough and then I found it, EX fan. EX fan is safe on block(-3), also 12 frames, hmmm pretty fast so I tried it out and it works (sorta). After three lp canceled into EX fan you will always beat out a mashed option like jamie's hp and a c.lp. Only issue is that on counter hit, you can't confirm into anything cause you're only plus 5 and too far away to connect with a light. Still though, plenty of time to go for high, low, throw mix. Also if you know for certain they'll mash hp then you can cancel after the second jab and you can actually connect a jab on counter hit, it'll lose to c.lp doe. Also for some reason when canceling after two jabs sometimes I'd trade and be plus 7-10 which was odd but if that happens you can get a solid combo from that. Anyways still though this all doesn't help the case of "mai is drive gauge heavy" but it is an option if you are annoyed at a jamie player. Hope this was interesting and if it was not then sorry, my bad dude.
it feels like they want you to use her corner carry to enable the rest of her kit. almost like a 3-step character? with some QoL improvements and something to make her corner carry truly obnoxious, I think she’d be a fun, strong character
I think current mai is already fun and strong but they were definitely cautious with her balance. A handful of strategic qol buffs when Elena hits will have her in a good spot.
IMPORTANT TIP WHEN VERSING JAMIE: so the jamie situation you can back dash into stand heavy punch or end the string with down heavy punch both give you a punish counter combo, but the back dash version is a mind game if they know that option the down heavy punch is a very safe alternative. Those are the two best methods if found that are safe and rewarding.
Amazing how the FGC glazes a character to high heavens and back everytime a trailer drops, where obviously the new character is being put into all the advantageous situations to make them look better, then they glaze them a bit more when they come out, then after pros figure it out it goes 2 ways: “disgusting, Capcom made this a pay to win character, greedy tactic to get my money” or “the character is not top tier, what’s the point of releasing it at all, disappointed, Capcom can’t design a good character anymore”. I swear ya’ll in the comments crying are just refusing to have fun no matter what
Yeah, i dont care if her and Terry arent top tier, they are fun for me, so im happy. There are some things i dont like for sure, but overall i really like them
I'm surprised by what people have to say about her. She's a pain in my ahh personally, especially one of her low attacks being insanely fast and it just takes one to lead into a combo where I lose near half of my life bar. Or she mixes it up with an over head that is plus if blocked, so if you try to take your turn back, oops, you got hit by her lightning fast low attack and now half your life is gone. If you trade attacks with her, she'll beat you out with her lightning fast low attack if you don't immediately block afterwards, but then it's just an endless string of more attacks/mixups Not to mention her fans still being a threat even after blocked or parried, so once she throws it, it's almost like she just earned a turn from one fan throw.
Wow she has Ken’s corner carry and that’s his one thing that’s all he has? Sounds like we have another fireball/DP style character that’s better than Ken (the worst shoto) 😉
It's pretty crazy having a character that can air to air an opponent from full screen if you're quick enough, especially while also being able to throw so many variations of projectiles. if anyone ever catches on and applies this it might be seen as overpowered. (foreshadowing) 😮
She feels like release Aki to me. You can get away with a lot of fake shit until people learn what she does. After that period, she's decent, but with some obvious holes in the gameplan that'll hold her back. Now all we need is time to see if she will also get buffed for 4 patches in a row. lol Also, that's probably the best analysis of the character I've seen so far. One dude left a comment in the last Trash Talk episode like "Bison broke people's brains on DLC characters" and I feel like there's a grain of truth there. If the character isn't _immediately_ a menace too many people dismiss them as not tournament viable. It's good to see someone also go through the good things she has, despite the flaws that hold her back. Great character for the casual level. Maybe a safe pick for future patches, but not immediately worth a million dollars.
The guy just want Mai to be ultra top tier. Every character need some weakness. You want OKI after super, want guaranteed jabs with safe enders, excellent punishers from distance. What else do you want? If Mai has every thing Broski pointed, the character would be one of the best in the game. An absolute monster to play against.
For the Ex tackle you have to dash forward a bit after doing it to get lvl 1. Punk did it yesterday but I think u have to do medium punch early or something
I use mainly Juri now and Mai is a problem for me. I was well on my way to reaching Master with her but now, because of all the Mais, I'm down to halfway D4.
The one problem I have with Mai is that she can grab between the first and second hit of her charged fireball, as a Gief player I feel helpless but idk, probably skill issue
I might be crazy, but I think she's sooo strong with the Flame Stocks and after some time we're all gonna agree with Capcom that she should be limited on how easily she can activate it. Her "tax" is that she has to put the opponent in the corner to use it, and she's really good at that already, so it's not even a heavy tax considering how nuts her Flame Stocks are imo.
PRO TIP; After you use Heavy Ryuuenbu in a combo, INSTEAD of linking into light cartwheel, IF you let the combo drop and use MEDIUM cartwheel, and the opponent blocks it, even if they backroll, you get a full screen corner carry and you're guaranteed +4 in their face.
Unless your opponent is a human and reacts to your 50000 year meaty and just perfect parries or DPs or supers or anything. Why do people suggest such awful tech that has zero benefit to it? "Wow you're +4 in their face" ok and if you do light cartwheel and walk forward you're +12 in their face while dealing tons of extra dmg and building extra drive and super gauge? I mean, what kind of mental gymnastics do you have to go through to think this has any utility?
@@thuroria7631 Something is useful to someone. Not every character has a true reversal, outside of wake up drive reversal. Super isn't available 100% of the time. Not every player can reliably perfect parry. Hell, that "dirty" drive impact tech is bad on its face but even it has SOME use. Suboptimal isn't the same thing as unviable.
@@thuroria7631 okay, we get it, you’re the arrogant wannabe smart guy here, good for you. What he said could still be useful for a lot of people below master rank where people barely use parry, let alone pull off a perfect parry. Just because you puked a more optimal thing here, doesn’t mean what he said doesn’t have its uses.
I feel like every "weak" thing about Mai is something an actual lower tier character would kill to have. Her fireballs lose the fireball war? Well they're better than Manon's fireballs that's for sure. Hell even as a Chun main, Mai seems like a much much easier version of Chun without trading much downside for it. Makes me feel like I'm playing the wrong character when you list all these things that are bad about Mai but on Chun they're even worse lmao, like her DP and being meter hungry.
247 games against Mai so far (Ranked only, not counting lounge and casual. Also still not Master, I'm super close) and she's extremely annoying to fight against as Marisa, yeah I know I could pick a better character
I thought that with this character, they were going to slowly remove the throw loop... which is in my opinion the most annoying thing in this game but it seems they are still thinking this is something healthy for the game...
First time I saw her throw I thought she'd have Chun style post throw oki, but it turned out that not only does Mai have one of the best throw loops, but it's also one of her strongest features. Sometimes this game makes me sad.
i didnt know she had to jump through hoops for the best wakeup reversal/anti air super in the game, a perfect throw loop, a strong low forward drive rush game, incredibly strong oki, incredibly strong corner pressure, incredible corner carry etc
@@mattb6616 Stop. You're not all Sisyphus struggling in vain. Jamie has good tools, and even the worst character in the game isn't an awful character all around. I swear, you Jamie players act like getting two drinks is like top decking Exodia on turn one or something.
I feel like Mai is gonna be more kinda frustrating to play against, but in a bad way. She will have some weird combos as it looks like Mai's players won't want to go for the lvl 1 most of the time (ex: if they are not fightin' against an heavy fireball character), but will have the capacity to bully weak defense character without ways to deals decently against his fireballs ex. And that for most o the time a relatively low damage character. Futhermore, with the disappearence of throw loops for everyone in this game next season, i don't think she will pass the test anymore (yes, that's a message for Capcom)
Looks like any 3-light chain linked into stand strong reliably beats Jamie's stand fierce. The first hit or two miss and you get a punish. There are specific frames where it will trade, but reversal timing will always lose for him.
Idk if there is any appetite for this but could you do a what makes akuma strong? You do a good job explaining things and I’m trying to pick up the character as my first serious street fighter game. I know classically his main strength is having many options but what options are particularly strong? It feels overwhelming where when I play Ryu I have a better idea of what I should be doing
I love her DP, it might be my favorite arc-wise (people don't seem to punish it as much), but I seem to be the only one in that. And its invincible + 6FP. Like Manons whiffs ALL the time
manon's is so stupid. it has a 3 frame gap in the middle of the move where it can't hit jump-ins, so if you don't time it perfectly people can literally jump in with a button and still hit you during your anti-air animation through the hurtboxes. it's one of the more rewarding anti-airs in the game with heavy and OD leading into medals, but the 3 frame gap makes it legitimately just feel broken in a bad way. You do the move right and it still whiffs because every other anti-air special or DP in the entire game is 10 frames active but Manon's is 3 frames active, 3 frame gap, 3 frames active
I wouldn't say her buffed level 2 is amazing, I mean in isolation it is, but to get there you need to use your level 1 in the same round. You lose the fire buff/stocks after round ends. Its too conditional to call "Good". Round 1 this isn't happening and because its so conditional its rare it ever happens in later rounds.
it is probably the single greatest "if you do literally anything im punishing it no matter where you are on the screen" super in the entire game so yeah its pretty amazing
@ Rashid's level 2 is "amazing". Mai's is a very conditional, situational, niche ability that rarely has an opportunity to be used, and even with all the setup its still not as good as rashids level 2.
Her Buffed LVL2 is definitely a FINAL GAME-FINAL ROUND ender when the mental stack is maxed out and nerves are on edge and when one person cracks in neutral and whiffs they get punished for the win or corner win condition. Super niche but it makes her better that most characters that don't have as strong of an option.
I think the level 1 issue is a balancing decision. It is already an invincible reversal, that also serves as an anti-air and gives Mai a very nice buff. So i think capcom decided that should not be easy to combo so you cant just throw it at every interaction. But yeah it is a strange decision to make a character feel weird to play with just for balancing if you ask me
it is literally the only anti air in the entire game that beats crossups all the time with no effort, no crosscut inputs needed, no worries, if someone tries to jump over you they just die. seems pretty good.
I think her light confirm situation to stop matching is quite specific. You don't use LP. You use the LK target combo and let her jump back on block. Same startup frame data as LP. And yeah, she does have "small combos" off most things and it's clearly a gameplan area where she's all about that hybrid zoning and that's rarely going to be the strongest.
I feel handicapped when playing Mai. Not having medium to medium or heavy to medium routes is such an awkward combo structure. I get it when grapplers get this limitation, but not a nimble ninja char, especially when all her buttons are negative OB. Yeah, you can confirm from 1 button but that's not fun at all. I don't like using DR combos all the time either, 3 bars to connect a few normals with scaling is a robbery. Her fans are very good, though. Anyways, I wanted to play her, but ended up very dissapointed in her core design where fan gimmicks and stupid 50/50s are the only good things about her, besides dp and cr MK DR.
She has a heavy to medium with meaty 4HK, its auto timed (light DP > dash forward > 4HK) and leaves you +6 or +7, i dont remember exactly (+3 on block). Anyways i dont see it as a problem at all. Its not the type of combo you would do in neutral, especially because characters with this type of link tends to have a normal with low range to compensate (Ryu MP, chun MP, Cammy 2HP, Bison MP, Akuma 2 MP, etc). With oki you can do this type of links with meaty setups or counter hit confirm
i wonder if this is why grappler players like Snake Eyez have been more likely to say she's very good, because they're already used to these limitations
OD Fireball is good but if I was being objective, I really don't see a reason to play her over my previous main, Luke. She has surprisingly few tricks in her bag for being a nimble ninja character.
Interesting how capcom designed her dp. Usually when they give a character a bad dp, you have to do the dp late, but it seems with her you need to do hers early against long jumps so as to hit her opponent with the larger hit box.
I think the reason why they didn’t allow her to do many strings/combos before her combo enders is because she has insane corner carry especially when she ends with her cartwheel elbow. They had to balance it out some way. They couldn’t give her more strings cos that may give more corner carry on top of the insane corner carry she she already gets from her combo enders. Also it seems Capcom just wants you rushing opponents into the corner and not doing many (stationary) combos in the middle. Traditionally her archetype is to zone and rush and they’re leaning into that, which is why she’s a great fit for SF6.
im noticing that a lot of newer characters in this game have moves that miss on crouching opponents. seems like thats going to be a common thing for the future of sf6
Mai doesn't quite have the same problem Jamie and Manon have since she still has all her movies and has a good drive rush, but having to give up corner carry and oki and in midscreen drive meter just to set up lvl 1 is too much for how powerful her regular corner carry and throw loop game is.
Usually guest characters are crazy and break the rules of the game they’re in, but im not sure id know mai and terry were guests if i didnt watch youtube. Double edged sword i think
It's character-specific. If the gap between the special and the jump strong is 18 frames, level 1 hits Zangief but not Jamie. If the gap is 19 frames, the normal misses both characters. The shortest delay looks like 14 frames, where the super misses both characters.
As main Chun, she is the type of character for me. I love playing neutral with long range normals. Her stand HK is my favorite, it works perfectly as a space trap. Its so easy to whiff punish people trying to get their turn after blocking it
She feels so disapointing to me, you die for everything, need drive for anything and her whole gimmick being her projectile hits twice is frustrating to me. i dont think i would call her garbage, but she feels so mid to me
“Oh no, a character is mid tier and not the best one in the game, so disappointing”. I swear ya’ll are setting yourselves up for disappointment by thinking that every dlc is going to be a pay to win character, for whatever reason.
Both hits lose drive. It's almost certainly a bug, since the training dummy set to perfect parry actually does recover drive as expected. Only when the parry is done by an input is drive lost.
Don’t you dare complain about her dp, atleast the best counter option isn’t to just neutral jump it like with Jamie. Her dp is top tier compared to his.
Yep I said it right away . She’s not that good. Glad to hear my opinion validated. I personally think she’s going to shake out to be a more defensive character . She has really good tools on defense. She’s basically a very good neutral based character with some setplay. She doesn’t rely on set play and it isn’t her win condition but it’s there if you have an opportunity to use it
Mai should have had : - Uncharged fireball should act like a normal fireball - 214HP should combo into LVL1 midscreen - Fire stocks should carry between rounds But Capcom would rather keep her in check for no reason and drip feed us buffs later.
Uncharged fan property is a joke. Charged one is verrry slow. Also why can't she wall bounce. We have Rashid who can. First Terry is suck, now her. I dunno.
Well on one hand she has the best wakeup reversal/anti air super in the game, a perfect throw loop, a strong low forward drive rush game, incredibly strong oki, incredibly strong corner pressure, incredible corner carry, etc etc. But on the other hand, I can't effortlessly combo into Level 1 super off every single interaction no matter where I am on the screen, so she's bottom 1.
@@hermontarmand2404 nah she'll be fine. sajam and broski aren't the be all end all of understanding character strength, especially about a week or less in
She seems pretty strong. I don’t think I could jump that high, so she must have a pretty good squat at least
you can fly?
no, jump good
Have you seen her forward throw Geif? She's definitely strong!
She must have an insane benchpress
She's jumping that high, and with those weights attached to her chest! She might be the strongest character in the game.
@@cammyshill3099she can lift like 500 pounds bc she can airthrow gief
okay I've done a couple tests after thinking on this video for a bit. Mainly on your point of no good safe special to cancel into after three jabs that can punish a mashed 5 frame move, example being jamie stand fierce. Now yes, you are still correct, she has no light hashogeki which nets you a guaranteed punish on a mashed 5frame after do a three hit light string. Hashogeki is great and also technically can give you punish on a mashed 4frame too. Now then here's what mai can do, I tested her moves and confirmed yes, none of her specials work against the 5 frame. It reminded me of terry who has a similar issue, he can't really cancel into any safe on block special after a 3 hit light string. That when I remembered something I saw riddles do often, he would cancel his light string into ex quick burn which is safe on block because of the pushback and beats out mashed c.lp after three lights. Funnily enough though it gets hit by jamie's hp after 3 lights and cancel, so against jamie you have to cancel after 2 lights. Anyways, that got me thinking if any of mai's ex move were safe on block and fast enough and then I found it, EX fan. EX fan is safe on block(-3), also 12 frames, hmmm pretty fast so I tried it out and it works (sorta). After three lp canceled into EX fan you will always beat out a mashed option like jamie's hp and a c.lp. Only issue is that on counter hit, you can't confirm into anything cause you're only plus 5 and too far away to connect with a light. Still though, plenty of time to go for high, low, throw mix. Also if you know for certain they'll mash hp then you can cancel after the second jab and you can actually connect a jab on counter hit, it'll lose to c.lp doe. Also for some reason when canceling after two jabs sometimes I'd trade and be plus 7-10 which was odd but if that happens you can get a solid combo from that. Anyways still though this all doesn't help the case of "mai is drive gauge heavy" but it is an option if you are annoyed at a jamie player. Hope this was interesting and if it was not then sorry, my bad dude.
These kinds of reviews are certainly appreciated compared to the idom-like “she’s in sf6 so she sucks and she’s bland” ones
Idom should have been a Tekken player given how much he hates his own game
he never said that 🙄
@@RamonesFan201 damn, there was 0 reason to lie and you did it anyway
@@RamonesFan201he definitely said she’s boring. Says she’s a mix of Chun and Juri and he thinks Juri is the most boring character.
it feels like they want you to use her corner carry to enable the rest of her kit. almost like a 3-step character? with some QoL improvements and something to make her corner carry truly obnoxious, I think she’d be a fun, strong character
I think current mai is already fun and strong but they were definitely cautious with her balance. A handful of strategic qol buffs when Elena hits will have her in a good spot.
🤔you have to be 1 of the best SF teachers on UA-cam.
Many play but you thoroughly explain the how’s and the why’s.
2:57 Mai does indeed have big swinging heavies.
thank god you said it so I didn't have to.
For reference Broski had worse things to say about AKI, who he ended up maining. So she's pretty good.
They definitely handicapped her so that she wouldn't be broken before capcup.
This is almost too based for Capcom. Honestly feel like its prolly a coincidence.
Thank you sir. Don’t play the game anymore so this is great info for spectating
Classic Capcom. Here’s a character with some cool and interesting mechanics….most of which you won’t be able to use much.
IMPORTANT TIP WHEN VERSING JAMIE:
so the jamie situation you can back dash into stand heavy punch or end the string with down heavy punch both give you a punish counter combo, but the back dash version is a mind game if they know that option the down heavy punch is a very safe alternative. Those are the two best methods if found that are safe and rewarding.
I think her releasing like this is okay gives room to slowly buff to a good spot and not end up like bison or akuma on release
Amazing how the FGC glazes a character to high heavens and back everytime a trailer drops, where obviously the new character is being put into all the advantageous situations to make them look better, then they glaze them a bit more when they come out, then after pros figure it out it goes 2 ways: “disgusting, Capcom made this a pay to win character, greedy tactic to get my money” or “the character is not top tier, what’s the point of releasing it at all, disappointed, Capcom can’t design a good character anymore”. I swear ya’ll in the comments crying are just refusing to have fun no matter what
Yeah, i dont care if her and Terry arent top tier, they are fun for me, so im happy. There are some things i dont like for sure, but overall i really like them
I'm surprised by what people have to say about her. She's a pain in my ahh personally, especially one of her low attacks being insanely fast and it just takes one to lead into a combo where I lose near half of my life bar. Or she mixes it up with an over head that is plus if blocked, so if you try to take your turn back, oops, you got hit by her lightning fast low attack and now half your life is gone. If you trade attacks with her, she'll beat you out with her lightning fast low attack if you don't immediately block afterwards, but then it's just an endless string of more attacks/mixups
Not to mention her fans still being a threat even after blocked or parried, so once she throws it, it's almost like she just earned a turn from one fan throw.
To be fair her fan toss recovery frame is very long.
"Big swinging heavies"
So that's why I miss LK DP so much. Thanks Broski!
If you hit her level 2 in an airborne combo, you can combo into level 1, which looks awesome and satisfying to land 😊😊
Cool, but why is your profile pic a cat and not a capybara?
I can actually respect this opinion based on the analysis given/data shown ,unlike most others who play this game and just talk.
Wow she has Ken’s corner carry and that’s his one thing that’s all he has? Sounds like we have another fireball/DP style character that’s better than Ken (the worst shoto) 😉
It's pretty crazy having a character that can air to air an opponent from full screen if you're quick enough, especially while also being able to throw so many variations of projectiles. if anyone ever catches on and applies this it might be seen as overpowered. (foreshadowing) 😮
❤
Broski was also one of the players talking about Rashid projectile oki cause he was a jp main
The flame in Mai’s DP not having a hitbox is as egregious as Gief’s lariat not hitting on both sides. Lmfaoooo Capcom goofed again
She feels like release Aki to me. You can get away with a lot of fake shit until people learn what she does. After that period, she's decent, but with some obvious holes in the gameplan that'll hold her back. Now all we need is time to see if she will also get buffed for 4 patches in a row. lol
Also, that's probably the best analysis of the character I've seen so far. One dude left a comment in the last Trash Talk episode like "Bison broke people's brains on DLC characters" and I feel like there's a grain of truth there. If the character isn't _immediately_ a menace too many people dismiss them as not tournament viable. It's good to see someone also go through the good things she has, despite the flaws that hold her back. Great character for the casual level. Maybe a safe pick for future patches, but not immediately worth a million dollars.
Unless I got em in the corner, I mainly use Lvl 1 to anti air crossup attempts and other close jumps. It's good for that and it goes very high up
good luck on capcom cup
Finally I can have an opinion.
The guy just want Mai to be ultra top tier. Every character need some weakness. You want OKI after super, want guaranteed jabs with safe enders, excellent punishers from distance. What else do you want? If Mai has every thing Broski pointed, the character would be one of the best in the game. An absolute monster to play against.
Yes, I want her to be as close as her KoF version, menacing.
For the Ex tackle you have to dash forward a bit after doing it to get lvl 1. Punk did it yesterday but I think u have to do medium punch early or something
I use mainly Juri now and Mai is a problem for me. I was well on my way to reaching Master with her but now, because of all the Mais, I'm down to halfway D4.
The one problem I have with Mai is that she can grab between the first and second hit of her charged fireball, as a Gief player I feel helpless but idk, probably skill issue
iDom was saying the same thing about lvl 1... about how little he found himself actually using it, despite it being her "unique" trait.
I noticed the same from a lot the high level matches. Now I know why.
Thank you for sharing Mai thoughts!
Mai thoughts exactly
No those were his thoughts, not yours smh my head
I might be crazy, but I think she's sooo strong with the Flame Stocks and after some time we're all gonna agree with Capcom that she should be limited on how easily she can activate it. Her "tax" is that she has to put the opponent in the corner to use it, and she's really good at that already, so it's not even a heavy tax considering how nuts her Flame Stocks are imo.
PRO TIP; After you use Heavy Ryuuenbu in a combo, INSTEAD of linking into light cartwheel, IF you let the combo drop and use MEDIUM cartwheel, and the opponent blocks it, even if they backroll, you get a full screen corner carry and you're guaranteed +4 in their face.
Unless your opponent is a human and reacts to your 50000 year meaty and just perfect parries or DPs or supers or anything.
Why do people suggest such awful tech that has zero benefit to it? "Wow you're +4 in their face" ok and if you do light cartwheel and walk forward you're +12 in their face while dealing tons of extra dmg and building extra drive and super gauge? I mean, what kind of mental gymnastics do you have to go through to think this has any utility?
@@thuroria7631 what mr are you? Out of curiosity
@@thuroria7631 Something is useful to someone. Not every character has a true reversal, outside of wake up drive reversal. Super isn't available 100% of the time. Not every player can reliably perfect parry. Hell, that "dirty" drive impact tech is bad on its face but even it has SOME use. Suboptimal isn't the same thing as unviable.
They can, and will, perfect parry or dp once they see the startup.
@@thuroria7631 okay, we get it, you’re the arrogant wannabe smart guy here, good for you. What he said could still be useful for a lot of people below master rank where people barely use parry, let alone pull off a perfect parry. Just because you puked a more optimal thing here, doesn’t mean what he said doesn’t have its uses.
I feel like every "weak" thing about Mai is something an actual lower tier character would kill to have. Her fireballs lose the fireball war? Well they're better than Manon's fireballs that's for sure. Hell even as a Chun main, Mai seems like a much much easier version of Chun without trading much downside for it. Makes me feel like I'm playing the wrong character when you list all these things that are bad about Mai but on Chun they're even worse lmao, like her DP and being meter hungry.
Something brian_f brought up is she doesnt have a good 5f to deal with bison scissor kicks
“these big swinging heavies” is crazy broski
247 games against Mai so far (Ranked only, not counting lounge and casual. Also still not Master, I'm super close) and she's extremely annoying to fight against as Marisa, yeah I know I could pick a better character
The 4 fan version is probably meant to beat drive impact
I thought that with this character, they were going to slowly remove the throw loop... which is in my opinion the most annoying thing in this game but it seems they are still thinking this is something healthy for the game...
First time I saw her throw I thought she'd have Chun style post throw oki, but it turned out that not only does Mai have one of the best throw loops, but it's also one of her strongest features.
Sometimes this game makes me sad.
Mai Thoughts on Mai...redundancy, no?
I hope they fix their dp, it looks underwhelming
Mai is perfect
Broski talking about Mai having to jump through hoops for good tools while Jamie is standing right there is next level coincidence
Bro, just take a sippy and you're good to go. Y'all Jamie players need to relax.
lmao Jamie gets drink levels for just landing a BnB or a throw
i didnt know she had to jump through hoops for the best wakeup reversal/anti air super in the game, a perfect throw loop, a strong low forward drive rush game, incredibly strong oki, incredibly strong corner pressure, incredible corner carry etc
lmao the Jamie downplay will never end
@@mattb6616 Stop. You're not all Sisyphus struggling in vain. Jamie has good tools, and even the worst character in the game isn't an awful character all around. I swear, you Jamie players act like getting two drinks is like top decking Exodia on turn one or something.
I feel like Mai is gonna be more kinda frustrating to play against, but in a bad way. She will have some weird combos as it looks like Mai's players won't want to go for the lvl 1 most of the time (ex: if they are not fightin' against an heavy fireball character), but will have the capacity to bully weak defense character without ways to deals decently against his fireballs ex. And that for most o the time a relatively low damage character. Futhermore, with the disappearence of throw loops for everyone in this game next season, i don't think she will pass the test anymore (yes, that's a message for Capcom)
18:10 Cammy doesn't have a good jab ender either. - a cammy player
The true question is: is your mai weak?
Looks like any 3-light chain linked into stand strong reliably beats Jamie's stand fierce. The first hit or two miss and you get a punish. There are specific frames where it will trade, but reversal timing will always lose for him.
As a jamie main, it's good to know
@@baldbishop1667 If Mai's fishing for that you can just do low forward like you're any other character and you'll get a counter.
@ArchaicEX i usually do 4hp but that's a better choice. Ty.
Voted for you to win Capcom Cup. Let’s go!!!
Idk if there is any appetite for this but could you do a what makes akuma strong?
You do a good job explaining things and I’m trying to pick up the character as my first serious street fighter game. I know classically his main strength is having many options but what options are particularly strong? It feels overwhelming where when I play Ryu I have a better idea of what I should be doing
I love her DP, it might be my favorite arc-wise (people don't seem to punish it as much), but I seem to be the only one in that. And its invincible + 6FP.
Like Manons whiffs ALL the time
It's amazing for overheads as well
manon's is so stupid. it has a 3 frame gap in the middle of the move where it can't hit jump-ins, so if you don't time it perfectly people can literally jump in with a button and still hit you during your anti-air animation through the hurtboxes. it's one of the more rewarding anti-airs in the game with heavy and OD leading into medals, but the 3 frame gap makes it legitimately just feel broken in a bad way.
You do the move right and it still whiffs because every other anti-air special or DP in the entire game is 10 frames active but Manon's is 3 frames active, 3 frame gap, 3 frames active
No she is bad I have yet to get a major win or a girlfriend this is Mais fault buff Mai
As always, your analysis is remarkable.
That capybara could definitely TOD Akuma.
She at least seems better then Terry and I think she has like real shit for high level gameplay
I wouldn't say her buffed level 2 is amazing, I mean in isolation it is, but to get there you need to use your level 1 in the same round. You lose the fire buff/stocks after round ends. Its too conditional to call "Good". Round 1 this isn't happening and because its so conditional its rare it ever happens in later rounds.
it is probably the single greatest "if you do literally anything im punishing it no matter where you are on the screen" super in the entire game so yeah its pretty amazing
@@mattb6616 It's effectively a three bar super you have to combo into her super restrictive lvl 1 first to do so I think it's fine to be that strong.
@ Rashid's level 2 is "amazing". Mai's is a very conditional, situational, niche ability that rarely has an opportunity to be used, and even with all the setup its still not as good as rashids level 2.
@@thepunisherxxx6804 rashid's level 2 isn't "amazing" it's "broken".
Her Buffed LVL2 is definitely a FINAL GAME-FINAL ROUND ender when the mental stack is maxed out and nerves are on edge and when one person cracks in neutral and whiffs they get punished for the win or corner win condition. Super niche but it makes her better that most characters that don't have as strong of an option.
I think the level 1 issue is a balancing decision. It is already an invincible reversal, that also serves as an anti-air and gives Mai a very nice buff. So i think capcom decided that should not be easy to combo so you cant just throw it at every interaction. But yeah it is a strange decision to make a character feel weird to play with just for balancing if you ask me
it is literally the only anti air in the entire game that beats crossups all the time with no effort, no crosscut inputs needed, no worries, if someone tries to jump over you they just die. seems pretty good.
No (yes)
I think her light confirm situation to stop matching is quite specific. You don't use LP. You use the LK target combo and let her jump back on block. Same startup frame data as LP. And yeah, she does have "small combos" off most things and it's clearly a gameplan area where she's all about that hybrid zoning and that's rarely going to be the strongest.
I feel handicapped when playing Mai. Not having medium to medium or heavy to medium routes is such an awkward combo structure. I get it when grapplers get this limitation, but not a nimble ninja char, especially when all her buttons are negative OB. Yeah, you can confirm from 1 button but that's not fun at all. I don't like using DR combos all the time either, 3 bars to connect a few normals with scaling is a robbery. Her fans are very good, though. Anyways, I wanted to play her, but ended up very dissapointed in her core design where fan gimmicks and stupid 50/50s are the only good things about her, besides dp and cr MK DR.
Same here, was very excited for this character but she’s just surprisingly frustrating to play. I’ve already moved on.
LITERALLY HOW I FELT, 1 TO 1.
her only strenght being "oh her projectile mix up is good" is so damn borring.
She has a heavy to medium with meaty 4HK, its auto timed (light DP > dash forward > 4HK) and leaves you +6 or +7, i dont remember exactly (+3 on block). Anyways i dont see it as a problem at all. Its not the type of combo you would do in neutral, especially because characters with this type of link tends to have a normal with low range to compensate (Ryu MP, chun MP, Cammy 2HP, Bison MP, Akuma 2 MP, etc). With oki you can do this type of links with meaty setups or counter hit confirm
i wonder if this is why grappler players like Snake Eyez have been more likely to say she's very good, because they're already used to these limitations
OD Fireball is good but if I was being objective, I really don't see a reason to play her over my previous main, Luke. She has surprisingly few tricks in her bag for being a nimble ninja character.
Interesting how capcom designed her dp. Usually when they give a character a bad dp, you have to do the dp late, but it seems with her you need to do hers early against long jumps so as to hit her opponent with the larger hit box.
I think the reason why they didn’t allow her to do many strings/combos before her combo enders is because she has insane corner carry especially when she ends with her cartwheel elbow. They had to balance it out some way. They couldn’t give her more strings cos that may give more corner carry on top of the insane corner carry she she already gets from her combo enders. Also it seems Capcom just wants you rushing opponents into the corner and not doing many (stationary) combos in the middle. Traditionally her archetype is to zone and rush and they’re leaning into that, which is why she’s a great fit for SF6.
No Mai pun in the title unfollowed 😢
You forgot to say that she doesnt have a 5f punish like other characters light kick, its annoying dealing with knee press and stuff like that.
Interesting question about the bug; can you go into burnout by perfect parrying a fan?
im noticing that a lot of newer characters in this game have moves that miss on crouching opponents. seems like thats going to be a common thing for the future of sf6
a chunk of the main cast has moves that whiff on crouchers as well. ryu, chun, blanka, gief, sim. Tht's off the top of the noggin, there's prolly more
3 light punches into a crouching light kick seems safe against Jaime HP
Mai doesn't quite have the same problem Jamie and Manon have since she still has all her movies and has a good drive rush, but having to give up corner carry and oki and in midscreen drive meter just to set up lvl 1 is too much for how powerful her regular corner carry and throw loop game is.
Usually guest characters are crazy and break the rules of the game they’re in, but im not sure id know mai and terry were guests if i didnt watch youtube.
Double edged sword i think
I called her being top mid-tier day 1, lets see if that rings true
pros: big cans
Fans*
She's mid but I like her
I believe you use her level one after ex tackle if you delay the medium punch as you fall.
It's character-specific. If the gap between the special and the jump strong is 18 frames, level 1 hits Zangief but not Jamie. If the gap is 19 frames, the normal misses both characters. The shortest delay looks like 14 frames, where the super misses both characters.
Oh and it's frame-perfect on Zangief, the super misses if the delay is 17 frames and the normal misses if it's 19. So good luck.
hey youtuber can you validate my opinion by telling me your top 3 picks for a future cvs3?
As main Chun, she is the type of character for me. I love playing neutral with long range normals. Her stand HK is my favorite, it works perfectly as a space trap. Its so easy to whiff punish people trying to get their turn after blocking it
Yeah as a Chun main she feels really intuitive mostly. Might be my new main, not sure yet.
She can fly across the screen of course she is strong
Nah
2:58 "big swinging heavies that combos on punish counter..." and then "cammy" out of nowhere, lol.
She feels mega ass. I feel like i lose every trade. Im probably bad too, but im just uncomfortable at any range lol.
I have to say: i enjoy playing mai a lot, almost as much as i HATE facing her. That OD uncharged fan is a free ticket to the casino 😂
Quite strong, but not top tier
Capybara's are so lame!!
you are so lame >:D !!!!
Strong? No. Broken? Yes.
Scrub? Yes.
She feels so disapointing to me, you die for everything, need drive for anything and her whole gimmick being her projectile hits twice is frustrating to me.
i dont think i would call her garbage, but she feels so mid to me
“Oh no, a character is mid tier and not the best one in the game, so disappointing”. I swear ya’ll are setting yourselves up for disappointment by thinking that every dlc is going to be a pay to win character, for whatever reason.
regardless, I think I'm about done fighting the army of mais in ranked, can we go back please :smile:
2:54 looks at M Bison SHP (+1)
Ye
I think you need parry 2 hit on charge fan to get your money back.
Both hits lose drive. It's almost certainly a bug, since the training dummy set to perfect parry actually does recover drive as expected. Only when the parry is done by an input is drive lost.
Haven’t played in a week or so, logged on yesterday and the first 10 fights were Mai….. I’d say she’s pretty strong
Don’t you dare complain about her dp, atleast the best counter option isn’t to just neutral jump it like with Jamie. Her dp is top tier compared to his.
The physics on those mambas are just too much
Yep I said it right away . She’s not that good. Glad to hear my opinion validated. I personally think she’s going to shake out to be a more defensive character . She has really good tools on defense. She’s basically a very good neutral based character with some setplay. She doesn’t rely on set play and it isn’t her win condition but it’s there if you have an opportunity to use it
Haven't seen anything in this game that Mortal Kombat doesn't have. I dont see what the hype is.
nice vid spot on, she is too drive hungry and level 1 routes are od dependent.
Her perfect "eyes" make her top tier
Mai should have had :
- Uncharged fireball should act like a normal fireball
- 214HP should combo into LVL1 midscreen
- Fire stocks should carry between rounds
But Capcom would rather keep her in check for no reason and drip feed us buffs later.
Uncharged fan property is a joke. Charged one is verrry slow.
Also why can't she wall bounce. We have Rashid who can.
First Terry is suck, now her. I dunno.
she would be the unquestionable top 1 of the game with these buffs and the fanbase is acting a fool rn
@@mattb6616 No, she wouldn't. You're delusional. The current top tiers would still shit on her even with these buffs.
@@yagami999913 thats foolish lol
So she would be a fun rewarding character....just not in unga bunga fighter 6.
Well on one hand she has the best wakeup reversal/anti air super in the game, a perfect throw loop, a strong low forward drive rush game, incredibly strong oki, incredibly strong corner pressure, incredible corner carry, etc etc. But on the other hand, I can't effortlessly combo into Level 1 super off every single interaction no matter where I am on the screen, so she's bottom 1.
She's overpowered (at least at the scrub level I'm at). She seems to have all the tools and a ton of priority.
Not so much in a higher level.
@@hermontarmand2404 nah she'll be fine. sajam and broski aren't the be all end all of understanding character strength, especially about a week or less in