----------------------------------------------------------------------- ________ /_ ____ | /_______ / /| | | | | | /|_|_|_|__ /\ -+- | | \ | / _|_|_|_|_ _/| \_ | |--| / \ /_ _| | / \ / \_ /\/ _|_|_ | \ _/ / | ----------------------------------------------------------------------- [Kanji of Shiranui Mai, courtesy of Andy Bogard] CAPCOM VS SNK 2 (CvS2) A GUIDE TO MAI SHIRANUI EASYE JANUARY 2006 VERSION 1.5 ----------------------------------------------------------------------- COPYRIGHT: ----------------------------------------------------------------------- This guide is copyrighted (2002). If you copy the guide, please do not change anything. ----------------------------------------------------------------------- TABLE OF CONTENTS: ----------------------------------------------------------------------- Revision History Intro Contact Info Profile Legend Throws Normal Moves Special Moves Super Moves Combos Strategy -Offense -Defense -Rolling -Groove & Ratio Selection Miscellaneous Credits ----------------------------------------------------------------------- REVISION HISTORY ----------------------------------------------------------------------- All updates made to GameFAQs only. (www.gamefaqs.com) 1.5 - Change of email address to stop spam (hopefully); minor corrections. 1.4 - The test of time for Mai. Changes made, mostly to the strategy section, are based upon reflections of playing Mai in good competition for several months now. 1.3 - Probably last update, just corrected some info and grammar. 1.2 - HUGE THANKS TO ANDY BOGARD FOR THIS VERSION. He's made many notable contributions to this version, and you will find his initials (AB) next to his additions. I've also corrected much of the information, tweaked move descriptions and properties, overhauled the entire combo section with Andy Bogard's help, and rewritten much of the strategy section. This guide has now come into its own, so to speak, rather than being a modified clone of my CvS1 Mai guide. The guide is almost finished; I need to test some combos and add her arcade colors. 1.1 - A few minor changes. 1.0 - Just the basics for now. ----------------------------------------------------------------------- INTRO: ----------------------------------------------------------------------- If you've seen the recent commercial for Dead or Alive 3, you may realize that the same concept at work in the ad underlies a player's initial attraction to Fatal Fury's perennial poster girl. And if you play Mai solely for that reason, I wouldn't blame you. But, if you stick with her and after many weeks of practice come to discover that you still play Mai for her bounciness, well... I still wouldn't blame you. And though her ample charms are reason enough for me to spend countless tokens like a drooling idiot, it's Mai's decent fighting ability that frequently secures her place on my team roster. What can you expect from this guide? Not a detailed explanation of the gameplay, its grooves, or other general miscellaneousness that can be found in a full game guide or JChen's awesome Systems FAQ (available at gamefaqs.com). Basically, a detailed explanation of everything Mai and her changes since CvS1. Of course, the $0.50 question is, "Mai was decent in CvS1, but how does she fare in the sequel?" I'm happy to report that she's changed for the better, despite some disagreeable alterations (though none cosmetic, thank you Capcom). She's now much more like the typical fighting game female ninja -- low strength and stamina but high speed, priority, and a variety of moves. She gains her EX moves from CvS1. ----------------------------------------------------------------------- CONTACT INFO: ----------------------------------------------------------------------- Any questions/corrections/comments/awesome combos, e-mail me at easye1540 (at) yahoo (dot) com ----------------------------------------------------------------------- PROFILE: ----------------------------------------------------------------------- "Fight to the end. That is the way of the ninja. Prepare for death." Fighting Style: Shiranui Ninja Arts Birth Date: January 1 Age: 21 Country: Japan Blood Type: B Height: 165 cm Weight: 45 kg Hobbies: Cooking (she's especially into making Japanese boxed lunches) Favorite Food: Stewed foods (USA) Favorite Food: Ozouni (a New Year's dish including rice cakes with vegetables) (Japan) Mastered Sport: Japanese badminton Prized Things: Ornamental hairpins inherited from her grandmother Dislikes: Spiders The above was ripped from Kao Megura's KOF '99 move list (except the quote, which is from Fatal Fury 2). ----------------------------------------------------------------------- LEGEND: ----------------------------------------------------------------------- CvS Capcom vs SNK LP Light Punch LK Light Kick MP Medium Punch MK Medium Kick HP Hard Punch HK Hard Kick T Towards D Down B Back U Up P Punch K Kick ----------------------------------------------------------------------- THROWS: ----------------------------------------------------------------------- Both of Mai's throws share some good damage and priority. SHIRANUI GOURIN - (up close, B or F and HP): Mai does a handstand flip over the opponent and then throws them overhead. Direction pressed determines which way Mai throws her foe. Launches farther than the other throw, so use this to create distance between you and your opponent. FUUSHA KUZUSHI - (up close, B or F and HK): Mai uses her feet to choke slam her foe. Direction pressed determines which way Mai throws her opponent. Is slower but deals more damage than the punch throw. YUME SAKURA - (in air and up close, B or F and HP or HK): Mai leaps unto her opponent, using her weight to create a free fall and her opponent as a human cushion. Now that there's air blocking, parrying, and just defense, this throw has limited use. And that's when playing against C-, P- and K-groove opponents who jump and wait for an attack to block / parry / just defend. - AB: This throw is as strong as the Fuusha Kuzushi. ----------------------------------------------------------------------- NORMAL MOVES: ----------------------------------------------------------------------- When STANDING, Mai: LP - strikes directly in front of her with her folded fan. Decent reach for jab, can chain from her crouching jabs. Up close, it comes out a tad faster, but her crouching one is better. MP - (her HP from CvS1) swings her extended fan downwards. The good news is that it is now faster and has gained priority. The bad news is that the decreased hit stun lessens the time you have to combo from this move. HP - (her T + HP from CvS1) hits at a 60 degree angle with her folded fan. Mai's best anti-air, this comes out fast and has good priority. Nevertheless, it is far from being reliable anti-air (more on this in the strategy section.) Additionally, will whiff almost all crouching opponents and a risky poke against standing ones. Up close, Mai does a weird punch that is highly combo-able, but not much else. - AB: In S-groove, the close standing HP is Mai's sidestep attack. LK - kicks high with her back leg. Has good reach, but is slow and misses crouching opponents. Though angled upwards, this kick is not reliable anti-air. Up close, Mai performs a kick to the shins that comes out fast and combos. MK - hops into a stationary spin kick. A great addition to her poking arsenal, this move is fast and invulnerable to most low attacks, only lacking in range and combo-ability. Up close, she does her KOF '97 close HK, a punt to her opponent's face, which combos easily. HK - spins and delivers a big boot, er, sandal to her opponent's face. Good reach, damage, guard crush, and hits most crouching opponents, but the wind-up is slow. Up close, Mai does an extremely fast roundhouse that can be comboed into but buffers into supers only. When CROUCHING, Mai: LP - strikes her opponent with her one of her "tails" of clothing. This move may look goofy, but it's Mai's best poke because it has good reach and priority. MP - strikes her opponent with both "tails" of clothing. Like its weaker cousin, looks goofy, but with better reach and combo-ability, makes a great poke. HP - leans into a spinning elbow that has good priority, damage, speed, but poor reach. Highly comboable. LK - slides her near foot across the ground. Slightly faster and more combo-able than the LP. MK - slides her entire body forward (like her slide from KOF, minus the extra hit). Good reach, slighlty bad recovery. Use sparsely. HK - simply sweeps her opponent. This move has good reach and is fast; still, it suffers from noticeable recovery time. Buffer with a fan. When JUMPING, Mai: LP - strikes below herself with two folded fans. Good priority when your foe is under you. - AB: This move no longer lasts the whole jump, only half of it (i.e. less sticky). MP - swings her extended fan downward. The HP is better. HP - swings her extended fan downward like the MP, but has more priority. Lacks range but useful in air-to-air when jumping away from your opponent. LK - sticks out a knee. Huge priority and Mai's best air-to-air and cross-up. Also good air-to-land. - AB: This move no longer lasts the whole jump, only half of it (i.e. less sticky). MK - (her HK from CvS1) kicks at a slightly downward angle. Fast and carries nice range but has become more difficult to combo from. You need to hit deep to pull off a clean combo with this kick. But, it appears to have retained its cross-up potential and has gained much priority, especially air-to-air. Also her best air-to-land. HK - goes old school by doing her jumping HK from the older Fatal Fury games. Basically, it looks just like her MK except she has her back turned. Excellent reach and combo-ability, average speed, not-so-great priority. ----------------------------------------------------------------------- SPECIAL MOVES: ----------------------------------------------------------------------- I list the Japanese name of a move first and then give it an English name based on a simple description (_not_ a translation), all followed by the move's command input. For convenience's sake, I refer to the move by the homemade English name for the rest of the guide. SANKAKU TOBI - Off-the-wall jump (Jump towards a wall, then push UF as soon as you touch the wall): This move is handy when trying to escape corner traps or to cross-up your opponent with LP. Use sparsely. KACHOU SEN - Butterfly Fan (D, DT, T, P): Mai throws her fan in standard fireball pattern. Punch used determines speed of fireball, with HP being the fastest. Moderate damage and priority, below-average recovery time (the recovery animation is worth it, though :) - AB: Her fan will no longer pass over certain projectiles, like Terry's Power Wave in CvS1. RYUU ENBU - Flame Twirl (D, DB, B, P): Mai spins around, creating a blast of flame energy. The Flame Twirl makes for a riskier combo finisher than the Butterfly Fan because of its slower recovery, though it recovers very quickly when whiffed. Does more damage than the Fan, even if it hits only once. - AB: The LP & MP versions seem identical, but the HP version hits twice, once with her hand and again with the flame. The HP version combos from any cancelable attack, save the crouching HK. MUSASABI NO MAI (KUUCHUU) - Air Dive (in air, D, DB, B, P): Mai dives towards her opponent, fan in mouth. The dive carries good priority, damage, and speed, but its start-up is so slow that the move becomes anticipatory. The punch used determines the angle Mai dives at -- the weaker the punch, the sharper the angle, though the differences are slight. Thanks to Andy Bogard for confirming this. Recovery times vary. Aim for below the knees, which produces the safest recovery. - AB: Do a Kuuchuu Musasabi no Mai after an off-the-wall jump for escaping corner traps. This creates a lot of space between you and your opponent, leaving you time to think and breath. MUSASABI NO MAI (CHIJOU) - Wall Dive (Charge D, U, P): The same exact move as above, with the same exact properties, excepting two differences - she starts on the ground, quickly leaps towards a wall, and then does her air dive (resembles Vega's off-the-wall moves). She also recovers more quickly. The following is a list of quirks of this move. 1) You can no longer choose what wall Mai jumps to (a handy feature in CvS1). 2) Fortunately, you can now semi-aim this move. Like the Air Dive, it seems that the punch used determines the angle Mai dives at -- the weaker the punch, the sharper the angle. 3) Occasionally, Mai will leap to a wall but not finish with an Air Dive. This will happen when you are far from the intended wall and your opponent is moving, causing the screen to scroll, effectively 'abolishing the wall' Mai was jumping to. HISSATSU SHINOBI BACHI - Elbow Lunge (B, DB, D, DT, T, K): Mai cartwheels into a lunging elbow hop that spans the entire screen. The cartwheel hits once (if done close enough) as well as the elbow itself. Obviously, the range on this move rocks, as do its damage, start-up, and speed. On the other hand, priority is so-so, and the recovery time invites your foe to a free super. Not recommended unless you're going for style points. KAGEROU NO MAI - Flame Pillar (Charge D, U, K): Mai meditates while a tall column of fire envelops her body. This move can go on for a while but the fire will die as soon as the opponent touches the flame. Plays like Blanka's electricity - bad range, unable to absorb projectiles, vulnerable to low attacks, and low priority against ground attacks but high priority against air attacks. - AB: The button pressed determines the number of hits and strength: LK, 1 hit; MK, 2 hits; HK, 3 hits. The MK & HK versions have some invincibility at the start. ----------------------------------------------------------------------- SUPER MOVES: ----------------------------------------------------------------------- I list super moves in the same manner as special moves. The description given is for the level 1 super. A new paragraph follows for any changes in the level 2 and 3 versions. BENI SUZAKU - Super Air Dive (in air, D, DB, B, D, DB, B, P): An Air Dive with flames engulfing Mai's body. The same exact properties as a normal Air Dive - fast, damaging, speedy, but slow on start-up and unfavorable recovery times. Hits 3 times. A word of caution: though Mai's entire body is ablaze during the move, her hit frames remain around her head. So don't expect opponents above you to get hit by the uppermost flames. Level 2 - 4 hits, gains start-up invincibility, and comes out faster (AB). Level 3 - 5 hits, gains start-up invincibility, and comes out fastest (AB). - AB: This move has a fixed angle, so you cannot aim it. In previous games, it could change direction (when crossing up) but not anymore. CHOU HISSATSU SHINOBI BACHI - Super Elbow Lunge (D, DB, B, DB, D, DT, T, K): A fiery Elbow Lunge that hits up to 7 times. Same properties as the normal Elbow Lunge except it hits more and does more damage. A lot more damage. This is one of the most damaging level 1 supers in the game. This move usually pushes opponents far away enough to make serious retaliation impossible. Sadly, the level 1 version no longer has any invincibility, and the command motion makes comboing the move difficult. Level 2 - 9 hits and gains some invincibility (AB). Level 3 - Mai flips with invincibility frames into the air and performs an Elbow Lunge that spawns a spectacular conflagration around her body. The move hits 11 times and reaches almost full screen. The elbow thrust itself is quick and highly damaging, and the recovery time is smaller than levels 1 and 2 but still noticeable. Mai's most damaging move. MIZUTORI NO MAI - Triple Butterfly Fan (D, DF, F, D, DF, F, P): Mai lets loose three Butterfly Fans. The fans share the same priority, speed, and damage as a normal HP Butterfly Fan. Nice recovery time; the only counter is your foe anticipating the move and jumping in. Due to the new juggling system, all three fans won't connect on jumping opponents anymore. Level 2 - same super except the fans are now aflame and hit 4 times. Level 3 - Fans are ablaze and hit 5 times. Rather weak for a level 3 super. ----------------------------------------------------------------------- COMBOS ----------------------------------------------------------------------- Mastering combos is essential as it's Mai's only way to deal significant damage. Combo #1, created by Andy Bogard, is a list of cancelable normal attacks and what they can cancel into. 1. Any jumping normal move (optional), a. Standing/Crouching LP/LK, 1. HP Flame Twirl 2. Elbow Lunge 3. Super Elbow Lunge b. Standing/Crouching MP/HP or close standing MK, 1. Butterfly Fan 2. Flame Twirl 3. Elbow Lunge 4. Super Elbow Lunge 5. Triple Butterfly Fan Notes: The standing HP in part (b) is the close standing one. 2. Jump in HK, Super Elbow Lunge Notes: Simple, but I mention it because the level 3 version combos as well, for nice, easy damage. Thanks to Andy Bogard for pointing this out. 3. Far Standing HP, Triple Butterfly Fan Notes: Interesting only because you don't expect the usually anti-air only HP to combo. Also, the close standing HK combos into the Triple Butterfly Fan and the Super Elbow Lounge. 4. a. Jumping MP/MK/HP/HK, level 2 Super Air Dive b. Any jumping normal move, level 3 Super Air Dive Notes: Thanks to Andy Bogard for help with this combo. He also adds that an airborne C-groove foe may block the first hit but the Super Air Dive can completely connect (except from MP). It helps if Mai is higher than her opponent. 5. A-groove only: Activate Custom Combo, Standing HK x 9, Crouching MK x 8, Crouching HP, Super Elbow Lunge Notes: I've seen many customs, but this is the easiest and most damaging. Thanks to James Chen's FAQ for pointing out the 9 HKs and 8 MKs for maximum damage. ----------------------------------------------------------------------- STRATEGY ----------------------------------------------------------------------- OFFENSE With her speed, a variety of moves and pokes, and the second best roll in the game, Mai is best played as highly offensive. As one of the fastest characters, she can usually dance around others, constantly pressuring with the diverse amount of moves at her disposal. Constant pressure and hit-and-run style suit Mai well. Mai has good poking abilities but not the best. Know when you're outmatched up close. Since the last game, she has improved her poking / footsie game, though, with the addition of two moves -- her crouching MP and her standing MK. The crouching MK can be occasionally effective. Crouching HK buffered into Butterfly Fan makes an excellent finish to multiple light pokes. And though Mai _still_ has no overhead, you can master the hop to act as such (P, S, N, K grooves). Butterfly Fan is fast but leaves Mai wide open when whiffed. It is usually safe when it connects though (hit or block). The exception is when the opponent is in the corner, as hit or blocked, it will not push her foe away far enough for her to avoid retaliation. Flame Twirl has ultra fast recovery time when whiffed. Great to throw out at a distance to stop anything short of a super and to build meter. The Wall Dive increases in effectiveness the closer Mai's back is to a corner and the opponent is to Mai. The less distance Mai has to cover, the faster this move will be. Lightning fast at point blank range, with fast recovery to boot. Do not rely on any of Mai's supers. As opposed to Ryu, Blanka, Rock, etc., the opponent has little to fear when Mai has a level 3 super at her disposal. Her two ground supers juggle horribly. If your opponent is not firmly grounded, you will get minimal hits and measly damage. The Super Air Dive juggles but not cleanly, usually doing less than full damage. The number of hits depends largely on your position in the air and relative to your opponent. Fortunately, Mai builds meter quickly in offense oriented grooves, and her supers lend themselves easily to combos. DEFENSE Defensively, the speed concept equals the old adage "the best defense is a good offense." Mai's speed helps you avoid moves entirely, plus her roll is short and sweet. Her biggest problem area is anti-air -- she has three limited anti-air moves, the standing HP, the Flame Pillar, and the close standing HK. Her best anti-air is the standing HP, with great priority, reach, and damage. However, if you don't react fast enough, it will sometimes trade hits with some extremely high priority and long range attacks, such as Blanka's Bastard Jumping HK. A bigger problem occurs when an opponent jumps in at a sharp angle, as Mai will instead pull off her close standing HP, which is horrible anti-air. Still, nail the angle and timing, and this is the anti-air of choice. The Flame Pillar is quite the opposite. It will usually stuff just about any steep jump-in or cross-up attempt (not to mention close rolls), but wide angle jump attacks will usually trade hits. Additionally, despite being a charge move, the Flame Pillar comes out slowly. The close standing HK is something you may want to fool with. It has horrible reach and priority, but it comes out quickly and stops almost any steep jump-in or cross-up attempt. It shares the problem of her standing HP, though, in that the far HK, which will leave you wide open, comes out if you press the button early. With some practice, especially against the comp, this becomes decent. GROOVE, RATIO, & ORDER SELECTION Let's review the facts: Mai is fast but weak, has great offense and the 2nd best roll in the game, builds meter quickly, and her supers sorta suck. Groove selection is obvious (in order of preference): N-groove plays to all of Mai's strengths. It offers the best mobility, the meter builds the fastest, and you can power up instead of using a super. Running and quick recovery adds to Mai's swiftness, and hopping fills in her lack of overhead. C-groove retains the rolls but sheds the less important mobility options of N-groove. However, you gain air blocking and can hold a full bar indefinitely. Neither of those really matter to her, though. The key here is that Mai builds meter quickly, making an ideal partner for those who don't (i.e., Vice, Zangief, etc.). A-groove again finds Mai building meter quickly and also sets her up with some good customs. The problem here is that, like her regular supers, her damaging customs depend on the opponent being completely grounded. P-groove restrains Mai, cutting off her mobility and to an extent her ability to serve as battery to the meter. Like the above grooves, you do pass off unused meter, though. You can also get away with a lot with good parrying skills. K-groove, in one word, no. Sure you can run and quick recover, but just defending doesn't afford the same offensive opportunities as parrying. Combine that with Mai's weak stamina and lost meter if you die, and K-groove is not an option. S-groove, for when you absolutely, positively want to die. Her counter hits suck, and charging for meter isn't what Mai was made for. Mai is effective as either ratio 1 or 2; her weak strength and stamina don't justify higher ratios. Because she builds meter quickly but her supers suck, she should usually go first. I won't get into character-specific strategies, but if you're having difficulty beating a particular opponent, feel free to drop me a line. ----------------------------------------------------------------------- MISCELLANEOUS ----------------------------------------------------------------------- Many, many thanks to Andy Bogard for much of this section. Taunt (Start Button): Mai teasingly waves her fan at the opponent while saying "Hora, gambatte," which means something like "Hey, cheer up!" or "Hey, do your best!" Colors: LP - Fruit Juicy Red MP - Bubbly Sea Green HP - Bouncy Beige LK - Periwinkle Lingerie MK - Pink Explosion HK - Faded Black 3P - Heinousness 3K - Angel of Death Black...with Licorice Trim Special Intros: Chun-Li: Chun-Li stares at Mai, resting her left hand on her hips. Mai is turned away, wearing Chun-Li's outfit (the color of the outfit depends on the color pattern of Mai's outfit, but she uses Chun-Li's colors, not hers). Mai then "notices" Chun-Li is waiting for her and spins, throwing the outfit away as if it were a cape. Then Mai points at Chun-Li and says, "Kakkate rasshai!" (Come on [and fight me]!). In response, Chun-Li adopts a posture joining her legs and puts a hand on her chin (to restrains her laughter), chuckles and says: "Zuibun hadena to jo ne!" Joe Higashi: Mai stands, arms akimbo, looking down and away from Joe, while Joe uppercuts two tornados her way, which ruffle her clothes. Joe says "Ora~" while Mai's speech is the same as in win pose #3 (see below). Mai's Win Poses: 1. Throws her fan upwards and catches it with the same hand. Quote: "Yo, Nippon Ichi!" ("Hey, [I'm] the best in Japan!"). Yet another variation of her classic pose. 2. Just like in the Real Bout games, she lays on the floor and opens her fan. She says "Kono te do da na, ne?" 3. Like #2, except she says "Oita ga sugi ta de yo ne." Winning Quotes: "I am "the best Female Ninja" in Japan! Hee hee hee!" "You are not even half as good as Andy." "Hey, just remember that I'm a true Japanese woman, kind and graceful!" "You lost. Now stop crying and accept that reality." "Now please chant! 'Nippon Ichi!'" "This is Shiranui style Ninjutsu!" "I thought you'd be... stronger!" "You must have been intimidated by my strength, attractiveness, and beauty." ----------------------------------------------------------------------- CREDITS ----------------------------------------------------------------------- Thanks to: Andy Bogard for several contributions, confirmations, and commentaries, as well as the kanji that graces the top of this guide. Shoryuken.com for their cool combo clips and James Chen's Systems FAQ. Visit the site or read the guide now if you haven't done so already. That's about it. If you have any questions/ corrections/ comments/ awesome combos, e-mail me at easye1540 (at) yahoo (dot) com