FIGHTER GUIDE IORI'S STRATEGY

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Home›Fighter Guides›MAI›Combos & Okizeme
COMBO ROUTES

MAI Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

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ESSENTIAL ROUTES01

Notation

DR = raw Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit Flame = the enhanced version used with a Flame stock

Kachousen = 236P Hishou Ryuuenjin = 623K Ryuuenbu = 214P Hissatsu Shinobi Bachi = 236K Musasabi no Mai = 214P during a forward jump

SA1 Kagerou no Mai = 236236P SA2 Chou Hissatsu Shinobi Bachi = 236236K SA3 Shiranui Ryuu: Enbu Ada Zakura = 214214P

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

SA1 Kagerou no Mai

SA1's former reversal invincibility against grounded strikes and throws was weakened. Its invincibility now mainly covers aerial attacks. Regular version: 6F startup and approximately +26F after a normal hit. Flame version: approximately +40F. Do not rely on SA1 as a general grounded reversal.

st.MP

Whiff recovery increased from 15F to 17F, and the post-attack hurtbox extends farther forward, making whiffs easier to punish.

cr.HP

Improved forward movement on the 2nd hit reduces cases where only the first hit connects. Startup: 10F; on hit: +4; on block: -3.

OD Ryuuenbu

Block advantage changed from -12F to -3F, with increased forward movement. Applies 40% starter scaling and 20% combo scaling. The Flame version deals 1400 damage and causes a wall splat in the corner.

Important

Regular OD Ryuuenbu's midscreen follow-ups changed substantially from the older version.

Testing for this version indicates that older midscreen follow-ups such as L Hissatsu Shinobi Bachi, H Hishou Ryuuenjin, and SA1 generally no longer work.

At midscreen, focus on cancels into SA2 / SA3.

In the corner, options include M / OD Hishou Ryuuenjin and SA1.

j.MP

Reduced horizontal launch distance makes aerial combos more reliable, including OD Hissatsu Shinobi Bachi > j.MP > SA1.

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COMBO ROUTES03

10 essential starter combos

1 Basic light-attack route

cr.LK > cr.LP > cr.LP > L Hissatsu Shinobi Bachi

A basic low confirm. L Hissatsu Shinobi Bachi is punishable on block, so confirm the hit.

2 Hien Ren Kyaku

st.LK > LK > LK > Musasabi no Mai

Gives very strong wake-up pressure.

Meter-spending option

st.LKx3 > OD Musasabi no Mai > H Hishou Ryuuenjin

SA

st.LKx3 > OD Musasabi no Mai > SA2

3 cr.MPmeterless

cr.MP > cr.LP > L Hissatsu Shinobi Bachi

cr.MP: 6F startup / +5 on hit.

4 st.MP > OD Hissatsu Shinobi Bachi

st.MP > OD Hissatsu Shinobi Bachi > j.MP > Musasabi no Mai

Corner Super Art route

st.MP > OD Hissatsu Shinobi Bachi > j.MP > land into SA1

5 cr.MK Drive Rush

cr.MK > CDR > 4HK > cr.MP > H Ryuuenbu > L Hissatsu Shinobi Bachi

Prioritizes damage

> H Hishou Ryuuenjin

4HK forces the opponent to stand. This matters because H Ryuuenbu whiffs against crouching opponents.

6. Basic st.HP route

st.HP > H Hissatsu Shinobi Bachi

Easy to use for punishes, whiff punishes, and after jump-ins.

7 st.HPDrive Rush

st.HP > CDR > 4HK > cr.MP > H Ryuuenbu > L Hissatsu Shinobi Bachi

8 Jump-in

j.HK > st.HP > H Hissatsu Shinobi Bachi

Meter-spending option

j.HK > st.HP > OD Hissatsu Shinobi Bachi > j.MP > Musasabi no Mai

9 DR overhead

DR 6MP > cr.MP > H Hissatsu Shinobi Bachi

Save meter

DR 6MP > st.LKx3 > Musasabi no Mai

10 corner / Hoshi Kujaku TC

4HK > HK > M Hishou Ryuuenjin

SA1

4HK > HK > SA1

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ESSENTIAL ROUTES04

Punish Counters / whiff punishes

st.MK PC

st.MK PC > st.HP > H Ryuuenbu > L Hissatsu Shinobi Bachi

Alternatively:

> H Hishou Ryuuenjin

Check spacing: st.HP may not reach after a distant st.MK.

st.HK PC

st.HK PC > crumple at +61F

basic

st.HK PC > DR st.HP > H Ryuuenbu > L Hissatsu Shinobi Bachi

SAeasy

st.HK PC > SA2

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COMBO ROUTES05

Invincible-Reversal Punishes

Midscreenstable route

cr.HP PC > cr.MP > H Ryuuenbu > L Hissatsu Shinobi Bachi

damage

> H Hishou Ryuuenjin

Near-maximum damage option

cr.HP PC > cr.MP > CDR st.HK > cr.MP > CDR st.HK > cr.MP > H Ryuuenbu > L Hissatsu Shinobi Bachi > SA3

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ESSENTIAL ROUTES06

Drive Impact wall splat

Meterless

DI wall splat > 4HK・HK > M Hishou Ryuuenjin

SA1

DI wall splat > 4HK・HK > SA1

Using Drive meter

DI wall splat > st.HP > OD Ryuuenbu > L Ryuuenbu > H Hishou Ryuuenjin

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ESSENTIAL ROUTES07

Year4 OD Ryuuenbu

OD Ryuuenbu

Startup: 16F; on block: -3F; starter scaling: 40%; combo scaling: 20%.

When to use it

• cr.MP > OD Ryuuenbu • cr.MK > OD Ryuuenbu

etc.

A buffered follow-up option for frame traps and Drive chip, with less risk of a large punish on block.

Important

After regular OD Ryuuenbu at midscreen:

• L Hissatsu Shinobi Bachi • H Hishou Ryuuenjin

It is safer not to rely on these older follow-ups.

Midscreen > SA2 / SA3

Corner options: M / OD Hishou Ryuuenjin, or SA1.

These are the basic options for the version described here.

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COMBO ROUTES08

corner / OD Ryuuenbu > SA1

cr.MP > OD Ryuuenbu > SA1

After SA1 > +26F

Continue into late-active meaty setplay.

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ESSENTIAL ROUTES09

Flame stocks

Using SA1 grants 5 Flame stocks.

Stocks are gained even on a miss. Each enhanced special move or Super Art consumes 1 stock. There is no time limit.

Representative route

Hien Ren Kyaku > Flame OD Musasabi no Mai > Flame H Ryuuenbu > Flame H Hishou Ryuuenjin

Alternatively:

> Flame SA1

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ESSENTIAL ROUTES10

Year 4: Flame OD Ryuuenbu

Flame OD Ryuuenbu

-3F on block, 1400 damage, and a corner wall splat.

Example

Flame OD Ryuuenbu > st.HP > H Ryuuenbu > L Hissatsu Shinobi Bachi > H / OD Hishou Ryuuenjin, or SA1 / SA2

High difficulty

Flame OD Ryuuenbu > st.HP > charged OD Kachousen > Midare Kachousen > DR > follow-up options > SA3

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SETPLAY11

Key Frame Advantage by Ender

Grounded L Hissatsu Shinobi Bachi > approximately +27F

Grounded M Hissatsu Shinobi Bachi > approximately +23F

Grounded H Hissatsu Shinobi Bachi > approximately +22F or more

H Ryuuenbu > L Hissatsu Shinobi Bachi > +30F

LKTC > Musasabi no Mai > +41F

Flame LKTC > Flame Musasabi no Mai > approximately +42F

M Ryuuenbu > +35…41F approx.

H Ryuuenbu > +43…51F approx.

L Hishou Ryuuenjin: +29F; Flame version: +31F.

M Hishou Ryuuenjin: +31F; Flame version: +32F.

H Hishou Ryuuenjin: +31F; Flame version: +32F.

OD Hishou Ryuuenjin: +20F; Flame version: +27F.

cr.HK > +38F

forward throw > +21F

back throw > +17F

SA1: +26F; Flame version: +40F.

SA2: +23F; Flame version: +38F.

SA3 > +19F

CA > +20F

Hissatsu Shinobi Bachi, Ryuuenbu, and Musasabi no Mai advantage varies with spacing and height.

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SETPLAY12

Setplay

1 L Hissatsu Shinobi Bachi > forward dash: Important

L Hissatsu Shinobi Bachi grounded hit > forward dash > +9F

From there:

Options: walk-up throw, late-active 4HK, or shimmy.

Approximate advantage from late-active 4HK

hit: +5F block: +1F

2 L Hissatsu Shinobi Bachi > DR overhead

L Hissatsu Shinobi Bachi > DR 6MP

Perform it immediately to reach the opponent around wake-up.

Options

Options: DR overhead, DR low, DR throw, or stop DR early and shimmy.

3 H Ryuuenbu > L Hissatsu Shinobi Bachi +30F

H Ryuuenbu > L Hissatsu Shinobi Bachi airborne hit > +30F

forward dash > +12F

From there:

• throw • strike • shimmy

Alternative option

+30 > immediate DR 6MP

4 M Hissatsu Shinobi Bachi > forward dash

M Hissatsu Shinobi Bachi grounded hit > forward dash > +5F

From there:

• throw • shimmy

cr.LP active-frame meaty

hit: +6F block: +1F

On hit, this can combo into cr.MP.

5 H Hissatsu Shinobi Bachi > forward dash

H Hissatsu Shinobi Bachi grounded hit > forward dash > +4F

> the throw is meaty

Another strong option

H Hissatsu Shinobi Bachi > DR 4HK

Meaty on the final active frame

hit: +11F block: +7F

4HK forces standing > st.HP > H Ryuuenbu

6 Hien Ren Kyaku > Musasabi no Mai safe jump

st.LKx3 > Musasabi no Mai > +41F

> forward jump HK

As a guideline, you can land and block invincible moves with 6F or slower startup.

It may lose to a 5F anti-air-invincible move.

Flame version

Flame Musasabi no Mai > approximately +42F

A stronger safe-jump setup.

7 Musasabi no Mai > two forward dashes

LKTC > Musasabi no Mai > two forward dashes > +5F

From there:

• throw • strike • shimmy

8 corner / forward throwthrow loop

forward throw > +21F

forward dash 18F > +3F

corner

• forward throw • cr.MP • st.LK • walk-back shimmy

9 corner / forward throw > DR

forward throw > immediate DR

Options

• st.MK • cr.HP • 4HK

DR into block can also bait an invincible OD reversal.

10. Corner Hishou Ryuuenjin ender at approximately +30F

Example

H Ryuuenbu > H Hishou Ryuuenjin

Alternatively:

4HK / HK > M Hishou Ryuuenjin

> +30F approximately

cr.MP whiff > +4F

From there:

• throw • shimmy

Alternative

LP whiff > L Ryuuenbuactive frames

Approximate values

On hit: approximately +7F. On block: approximately 0F.

11 corner / Hoshi Kujaku TC +48F

4HK > HK

Approximately +48F in some situations.

From there:

st.MK whiff > L Ryuuenbu

Meaty on the final active frame

hit: +9F block: +2F

An important meterless setup that gives advantage on block.

12 H Ryuuenbu +43F > active framesoverhead

H Ryuuenbu etc. > +43F

st.LP x2 > 6MP on a later active frame

Time the overhead as a late-active meaty.

13 SA1 +26F: Year4 Important

SA1 > +26F

cr.LK whiff > 4HKactive frames

Approximate values

hit: +7F block: +3F

Gain 5 Flame stocks with SA1 > late-active meaty > Flame-enhanced combo.

14. Flame SA1 at +40F

Flame SA1 > +40F

forward dash 18F after > +22F

From there:

Options include late-active attacks, throws, and Flame Kachousen, with considerable flexibility.

15 OD Kachousencharged

OD Kachousencharged

Additional hit from the rebounding fan

hit: +25F block: +21F

The delayed hit keeps the opponent occupied.

During that time:

• throw • cr.LK • 6MP

Apply the mix-up to open the opponent up.

Note

A Perfect Parry leaves you at a major disadvantage. Do not overuse this.

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ESSENTIAL ROUTES13

Year 4: after OD Ryuuenbu is blocked

cr.MP > OD Ryuuenbu

block > -3F

Do not immediately mash an attack afterward.

Vary the sequence with:

• cr.MP > cr.LP • cr.MP > delayed OD Ryuuenbu • cr.MP > block

Mix these options into your pressure.

OD Ryuuenbu deals substantial Drive chip, making it useful for threatening Burnout.

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ESSENTIAL ROUTES14

Against an opponent in Burnout

Strong options

• OD Ryuuenbu • L Ryuuenbuactive frames • Kachousen(Charged)

When Ryuuenbu connects on later active frames:

Light version: up to approximately +2 on block.

Flame version: up to approximately +4.

These are the upper values listed in the data used for this guide.

Note

Year 4 SA1 is not an invincible reversal against grounded strikes, so Mai's defense is weaker when burned out with her back to the corner.

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ESSENTIAL ROUTES15

10 Practical Starter Routes

1. cr.LK > cr.LPx2 > L Hissatsu Shinobi Bachi

2. st.LKx3 > Musasabi no Mai

3. cr.MP > cr.LP > L Hissatsu Shinobi Bachi

4. st.MP > OD Hissatsu Shinobi Bachi > j.MP > Musasabi no Mai

5. cr.MK > CDR > 4HK > cr.MP > H Ryuuenbu > L Hissatsu Shinobi Bachi

6. st.HP > H Hissatsu Shinobi Bachi

7. DR 6MP > cr.MP > H Hissatsu Shinobi Bachi

8. L Hissatsu Shinobi Bachi > forward dash > +9F > throw / 4HK / shimmy

9. LKTC > Musasabi no Mai > +41F > forward jump HKsafe jump

10. corner

forward throw > forward dash > +3F throw loop

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ESSENTIAL ROUTES16

Current Game Plan

Make contact with Kachousen, st.MP, or st.HP > knock down with L Hissatsu Shinobi Bachi / Musasabi no Mai > forward dash / DR > overhead / low / throw / shimmy > carry to the corner > forward-throw loop > land SA1 in a combo > gain Flame stocks > boost damage with enhanced specials > corner damage and setplay.

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ESSENTIAL ROUTES17

Notes for Older Guides

Use the following current-version replacements.

SA1 is not an invincible grounded reversal.

st.MP is easier to whiff-punish.

Regular OD Ryuuenbu's midscreen follow-ups changed substantially.

OD Ryuuenbu: -3F on block, 40% starter scaling, and 20% combo scaling.

Flame OD Ryuuenbu deals 1400 damage and causes a corner wall splat.

j.MP's aerial combo utility improved.

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ESSENTIAL ROUTES18

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data, August 2026 version; Mai combo material updated 2026-8-9; Year 4 adjustment and new-combo testing dated 2026-8-7; setplay material updated March 2026; Classic Mai wake-up pressure research.

Some articles updated August 9 still include older OD Ryuuenbu routes. This guide prioritizes August 7 in-game testing and UFD for the version described here.

Combo and setplay conditions and advantage vary with spacing, late-active timing, airborne hit height, Flame stocks, and position relative to the corner.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.