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    Mai by Guardianfool

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    SNK VS. Capcom: Chaos/Character Mai Shiranui FAQ
    Started on: December 16, 2003
    Latest Update: February 17, 2004
    Version 0.9
    By: GuardianE2000@juno.com
    This FAQ is copyright of GuardianE2000@juno.com. SNK vs. Capcom: Chaos and Mai
    Shiranui are copyrights of SNK and Playmore.  This FAQ is for personal use
    only, and cannot be altered, printed or distributed for commercial reasons.
    Anyone who I find violating this will be punished to the full extent of the
    I.  Who is Mai?
    	A.  History of Mai
    	B.  Why pick Mai?
    	C.  Character Bio
    II.  Move Descriptions
    	A.  Normal Attacks
    	B.  Special Normal Attacks
    	C.  Special Techniques
    	D.  Super Techniques
    	E.  Exceed Techniques
    III. General Strategy
    IV.  Future Additions
    V.   Credits
    I.  Who is Mai?
    A.  History of Mai
    Shiranui Mai has been in a host of SNK games, created as the general fan
    service girl and strong female character.  She's been in:  Fatal Fury 3, Fatal
    Fury: Real Bout 1 and 2, Fatal Fury Special, Fatal Fury: Wild Ambition, King of
    Fighters 94, 95, 96, 97, 98, 99, 2000, 2001, 2002, Capcom VS SNK, Capcom VS
    SNK 2, SNK VS Capcom Chaos, Gals Fighters, and Cardfighter's Clash.  She has
    also been in two Fatal Fury short feature movies and the full length movie
    (check out the movie!  It's awesome!).  Check out these titles for more Mai!
    By far her strongest incarnations are the KOF 97 and 98 versions.
    B.  Why pick Mai?
    Shiranui Mai is the lovable modern kunoichi with bounce.  She's usually not
    considered a top contender, mostly due to some of her previous incarnations
    (in particular her toned down CvS version), and it will come to a great shock
    for a self-proclaimed expert to fall to Mai's speed and high priority moves.
    Besides, look at her.  How could you say no to that face?  Not only is she
    gorgeous, but she's seductive, bubbly, playful, and can cook.  Too bad she's
    devoted to Andy Bogard.
    C.  Character Profile
    Mai Shiranui- The Dance That Knows Not of Flames
    Nationality: Japanese
    Style: Shiranui Ryuu Ninjutsu
    Occupation: Modern ninja girl
    Birthdate: January 1, 1974
    Eye color: Brown
    Hair color: Reddish brown
    Height: 164 cm
    Weight: 46 kg
    Blood Type: B
    Measurements:     Bust        87 cm
                      Waist       54 cm
                      Hip         90 cm
    Hobbies: Cooking/ Making Bento (box lunches)
    Favorite Food:  Ozouni (New Year's dish)
                    Zouni (Rice cakes cooked with veggies)
    Best Sport: Badmitton
    Favorite Music: Heavy Metal
    Special Skill: Wasai (Japanese sewing)
    Likes: Andy Bogard
    Dislikes: Bears and Spiders
    II.  Move Descriptions:
    A.  Normal Attacks-
    Far Standing Weak Punch-
    General jab move with decent reach and good priority.  Good for poking games.
    Mai reaches forward and stabs with one of her deadly fans.
    Far Standing Weak Kick-
    Standard quick kick to the head.  Nice reach with her legs and helpful for
    starting combos or poking games.
    Far Standing Strong Punch-
    Mai gently swings her fan in an upward motion.  Not very good reach and it
    comes out rather slowly.  Can be used as an air counter in a pinch, but other
    moves are better options.
    Far Standing Strong Kick-
    Mai performs a quick step forward, attacking the opponent's feet/shins.  This
    is a good surprise move and a stealthy approaching attack.  One can easily
    follow this up with a few jabs or a throw.
    Near Standing Weak Punch-
    A downward slash with one of Mai's fans.  Used mostly for comboing.
    Near Standing Weak Kick-
    Mai bends slightly and kicks low.  Used mostly for comboing.
    Near Standing Strong Punch-
    A quick stab of the fan at an upward angle.  Used mostly for comboing.
    Near Standing Strong Kick-
    Mai's very high kick.  She spreads her long legs and extends one high in the
    air.  Great position and awesome view, but used mostly for comboing.
    Up + Weak Punch-
    A simultaneous attack with Mai's fan and her foot at a downward angle.  This is
    ideal for an opponent walking forward to attack.  Typical air to ground with
    pretty good reach.
    Up + Weak Kick-
    Mai throws her "tail" and fan out horizontally from her body.  This move has
    excellent reach, extending almost half the screen distance.  She can easily
    knock jumping opponents from the air with this move.
    Up + Strong Punch-
    While jumping, Mai extends her arm upward with her fan down.  Her knee is
    tucked with her lovely behind showing.  Not a whole lot of uses, other than
    striking an opponent that is airborne and higher up the screen than you are,
    which doesn't happen often.
    Up + Strong Kick-
    Mai extends her leg out horizontally while throwing the rest of her body back.
    Although pretty, it doesn't have a whole lot of uses unless you want to do a
    little more damage than the Up + Weak Kick.  The Up + Weak Kick still has
    greater reach and speed, though.
    Down + Weak Punch-
    Mai throws her "tail" out to strike while crouching.  Good reach and poking.
    Comes out fast, like it's standing counterpart.  Might want to be used in close
    quarters because it's faster than the Near Standing Weak Punch.
    Down + Weak Kick-
    Mai slips her leg out slightly in a short little kick.  Reach is not
    particularly good.  Should be used only in combos.
    Down + Strong Punch-
    Mai reaches behind herself in a powerful elbow to the lower region.  No real
    decent range or speed.  Should be used in combos, but nothing really more than
    Down + Strong Kick-
    Mai's characteristic sweep.  She sweeps her leg back and kicks, flashing her
    behind and her butt giving a very cute jiggle.  A fan favorite!  Good reach
    and priority.  It should be used every so often to keep a foe on his/her toes.
    Jumping Forward Weak Punch-
    Mai is positioned like a pouncing cat, her arm extended downward for an air to
    ground approaching attack.
    Jumping Forward Weak Kick-
    An odd move, Mai jumps forward with fan in mouth, hand on tail exposing her
    backside, and knee forward in a short aerial attack.  There's not a whole lot
    of use for this move.  Can possibly be used for an air to air attack, but the
    strong punch version is so much more effective and safer.
    Jumping Forward Strong Punch-
    Mai launches herself forward with a downward slash of her fan.  Decent
    approaching move air to ground and can be more effectively used as an air to
    air attack.
    Jumping Forward Strong Kick-
    This move should be the primary jumping approach move.  Mai stretches her foot
    outward and downward in a characteristic "flying kick" style.  Great reach and
    priority.  Excellent move to set up combos.  Safe to use without a lot of room
    for punishment.
    Throw 1 (Weak Punch + Weak Kick)-
    Mai deftly grabs the opponent and flips over top of them, ending with an
    overhead toss.  With this throw, the foe ends up on the same side that he/she
    was in relation to Mai before the throw.
    Throw 2 (Strong Punch + Strong Kick)-
    Holding herself up on one hand, Mai reaches up and grabs with her feet.  She
    then flips the opponent down on the other side of her with a swift movement of
    her powerful legs.  A nice looking throw.  This reverses the position of Mai
    and her opponent.
    B.  Special Normal Attacks-
    Forward + Weak Kick-
    Our lovely ninja executes a short hop forward, stretching out her one leg and
    flashing her fans behind her.  This is another good surprise/approaching attack
    but it is rather slow on start up.  The reach is further than the standard
    standing strong kick, though.  Good thing about this move is that it is an
    overhead attack, meaning that a crouched blocking opponent will not be able to
    defend against it.  Mix it up with your regular combos in order to possibly get
    an easy hit in.
    Down + Strong Kick (In air)-
    Mai flies downward at a 45 degree angle, attacking with her lovely ass.  Who
    wouldn't want to get hit by this move?  Reasons this is a useful attack?  Not
    only does Mai look awesome while performing it, it's a great surprise move.
    While jumping back in supposed retreat, just push Down + Strong Kick and Mai
    will fly back down to attack again.  Meanwhile, the opponent has already begun
    walking forward to punish you for running away.  The move comes out
    surprisingly fast and has excellent priority over other moves.  It can actually
    knock some general move counters out if timed right.  Also, Mai flies a half
    screen's distance.  The range on this move is superb.  One last thing to
    commend is the recovery time of the move.  If it is blocked, Mai actually
    bounces off of the opponent, landing safely a few steps away rather than right
    next to the just whiffed opponent.  This is an infinitely safer position.
    Cross ups are definitely possible, so aim and let her fly!
    Wall Jump (When near a wall in the air, press up and away)-
    Mai can leap off of the wall and propel herself even further into the air and
    with a higher jump.  This is good for escaping a corner trap.
    Taunt (the start button)- Mai places a hand on her hip and waves her fan at
    her opponent while saying, "Ora, ora!"  ("Come on, come on!") winking
    Air throw (while in the air with your opponent, Weak Punch +Weak Kick or
    Strong Punch + Strong Kick)-
    This move really serves no purpose other than to earn style points.  Since
    there is no air blocking, there's really no point in being able to throw
    someone in the air.  The move does good damage, though and it looks nice.
    Mai grabs the enemy with her elbows and flips them under her so that they both
    crash straight to the ground, Mai comfortably on top.
    C.  Special Moves-
    Ka Cho Sen (Quarter Circle Forward + P)-
    Mai tosses her fan at her opponent.  Weak Punch version is slower and can be
    followed with a super jump.  The fast version is good for pressuring the
    opponent into making a move.  The move has a fairly slow startup, far slower
    than many other characters' projectiles, but it can be used in a pinch.
    Recovery time (where she pulls another fan from inside her outfit... where does
    she keep those anyway?) is pretty slow too, so use with caution.
    Ryu En Byu  (Quarter Circle Back + P)-
    Mai makes a quick spin, striking with her tail set aflame.  Both the Weak and
    Strong versions are fast, have good reach, and deal good damage.  There is very
    little difference between the two versions.  The strong one has the ability to
    hit twice (one with the spinning motion and the other with the flame).  To be
    used as a good combo finisher.  This move should be used a lot to pressure an
    approaching opponent or to follow up a jump in.  Almost no start up and usually
    little recovery time since it pushes the enemy away.  One should be wary about
    cornered opponents since they can still easily counter the move.  Also an
    excellent counter to a whiffed attack on Mai.  Did I mention that this move's
    flame can extinguish fireballs?  Pretty sweet.
    Sayo Chidouri (Quarter Circle Back + K)-
    Mai launches a powerful, high priority downward fan slash.  This move can be
    used to knock opponents out of the air or to keep the pressure on a cornered
    opponent since it has more range than the Ryu En Byu.  Not to be used in close
    quarters, however.  The fan attack will actually completely miss enemies who
    are too close.  You wouldn't want to use this as a quick counter anyway since
    the start up is pretty slow, although execution is quick.
    Hakuro No Mai (Dragon Punch Motion + P)-
    Primarily can be used as a general move counter, this move whips out quickly
    and strike hard.  Mai extends her arms and opens her fans while gracefully
    twirling and stepping forward.  The strength of the button press will determine
    the duration of the move.  Be careful about which version to perform, since Mai
    is vulnerable to attack during move.  There is also a recovery time issue at
    the end, and so although the move does decent chip damage, it leaves Mai almost
    helpless.  Good against aerial attacks and finishing a combo, but other moves
    are better.  Just throw this one out as a surprise every once in a while for
    chip damage.  Lacks the priority necessary to be a viable move in Mai's arsenal,
    but at the same time it can be used as a nice wake up move.
    Koshuu No Mai (Dragon Punch Motion + K) X 2-
    Mai leans back and winds up to perform a flying elbow attack.  This move is
    surprisingly useful.  Some may complain about the start up (where she rears
    back), but this proves to be a good way to counter a projectile.  When she
    leans back at the beginning of the move, fireballs pass over her.  She can then
    strike her target freely with no nasty fireballs in the way.  Upon striking,
    you can perform another dragon punch motion with a kick for the second phase of
    the move, where Mai somersaults in the air, her tail set aflame.  The second
    part of the move should almost always be performed, if not to add damage, but
    also to push a blocked opponent away.  Only one circumstance would arise where
    you might not want to use the second part.  One would be if the enemy was in
    the corner and the second move's recovery time would leave you open to attack.
    The weak punch version moved a little less than half the screen's distance.
    The strong punch version stretches just short of the entire screen.
    Hissatsu Shinobi Bachi (Half Circle Forward + K)-
    Mai rushes forward, rolling and then performing a flying elbow.  In the weak
    kick version, it is possible to strike the opponent on start up, where she is
    rolling forward, and perform a 2 hit combo with the move.  This version moves
    across the entire screen, but very slowly.  The heavy kick version does not
    combo, but is fast and continues moving far past the screen's distance.  This
    is one reason that you do NOT want this move blocked!  This is not a move to
    throw out every once in a while.  This is a move, that when used incorrectly,
    will get you beaten to a pulp.  If this move is blocked, there is a lot of room
    for punishment on Mai.  In her recovery time, she will end up right next to the
    opponent where all kinds of hell can be unleashed on her.  If you use this
    move, make sure it connects.  Great counter to ground fireballs though, since
    Mai flies over them during her attack.
    Musasabi No Mai (In air, Quarter Circle Back + P)-
    Mai stops in mid air and dives head first at an angle towards the opponent,
    fan in mouth.  The strength of the button determines the angle that Mai dives.
    Strong Punch has slightly farther reach.  Both only stretch about halfway
    across the screen.  A good mix up move.  Unexpected and fast and high priority.
    Deals massive damage.  A few of these can even the score easily.  It can become
    predictable and very punishable, however, so use it sparingly.  If blocked,
    you'll want to follow it up with sometime fast and high priority like a
    crouching Heavy Kick.  The best way to use this move is to make Mai hit the
    opponent's foot, so that if it connects, she'll deal the damage, but if she
    misses or the move is blocked, she's out of reach for many types of counters.
    On a side note, even though normally each character can only perform one attack
    while in the air at a time, Mai can perform two by striking with a normal air
    punch or kick and then quickly performing this move.  She will, upon after
    hitting the enemy, perform this aerial nosedive.  This can surprise many other
    D.  Super Techniques-
    Mizudouri No Mai (Quarter Circle Forward X 2 + P)-
    Mai throws out three fans, the total damage being a little less than half of a
    life bar.  The Super version of the Ka Cho Sen.  Execution is fast and priority
    is good.  The advantage of having a move with several projectiles instead of
    just one is that it is easier to hit an airborne opponent and a grounded
    opponent has to block longer.  The bad thing is, hitting an airborne opponent
    will do minimal damage since it is likely only one of the fans will strike its
    mark.  The move does give Mai plenty of breathing room, however, and can allow
    you to plan your next strategy.  The slight delay on the third fan may confuse
    some fighters' timing when trying to jump over the attack.  Overall, a good
    move to throw out there to give yourself time to think.
    Houou No Mai (Quarter Circle Back X 2 + P)-
    Mai launches herself up into the air and hugs herself.  She descends at an
    angle, a spinning ball of flame.  The range of the move is about half a
    screen's distance.  For the most damage, the ideal spacing is about a quarter
    screen's distance away from a grounded opponent.  The damage is less than that
    of the super Ka Cho Sen to a grounded one, dealing about 6-7 hits and less than
    half a life bar's damage.  If Mai actually meets the opponent in the air,
    however, this move tears through the enemy's health bar with 10-11 hits.  The
    timing is difficult to master and the damage is somewhat sporadic at times, but
    meeting an enemy in the air is not as difficult as one might think.  In fact,
    the move can sometimes inadvertently coax an enemy to jump up to Mai in an
    attempt to knock her out of the sky.  This results in a face full of fire for
    the foolish adversary.  Also, this is the super to whiff an opponent with since
     the brunt of the damage is done during the first few hits.  Recovery time's
    decent, but against a grounded blocking opponent, it's still bad news.  Nice
    counter for projectiles since the beginning frames and Mai's launch seem to
    pass right through them.  Preferred over the super Ka Cho Sen.
    E.  Exceed Techniques-
    Hissatsu Shinobi Bachi (Quarter Circle Back, Half Circle Forward + 2 Kicks)-
    Exceed version of the Deadly Ninja Bees.  This move's strong, fast, has good
    priority, catches airborne opponents (upon launch and descent), has invincible
    frames, and can evade projectiles.  Very good properties here.  The only issues
    are the lack of chip damage, which isn't a big deal, and the recovery time,
    which IS a big deal.  This move was meant to hit and if it doesn't, Mai stands
    dangerously close to the opponent while she recuperates from her move.  The
    move is fairly easy to time and combo into, so this really should not be an
    issue.  Once you reach Exceed, you'll have to decide what will be more
    effective, two Supers or one Exceed.
    III.  General Strategy
    So, you wanna know how to play with Mai, huh?  Don't we all.  With some simple
    strategies, you won't be owning the arcade by any means, but you will at least
    have a feel to play Mai appropriately and do real damage to some fool's ego who
    thinks that Mai is one big joke.
    Mai doesn't have much of a long range game.  Her only options are the Ka Cho
    Sen (which is not really recommended) and the Musasabi No Mai, which can be
    predicted easily if abused.  Starting off the match, make sure to stay mid to
    close quarters to make the most effective use of her moves.  This is where you
    dish out her expansive arsenal of specials and play some foot games.  Most of
    Mai's mid game moves provide shelter with their priority and chip blocked
    opponents without any fear of retaliation.
    On the approach, Mai can use small jumps, but she really does need to watch out
    for a special move counter headed her way.  The Down+Kick is extremely
    effective in the respect.  If you land close enough, you can follow it up with
    a crouching hevy kick to push the blocked opponent back even further.
    Mai is not particularly a rushdown type of character, but she can certainly
    string together some nice combos.  Her Ryu En Byu is extremely valuable in this
    respect.  She can end any combination with this move and allow herself enough
    breathing room to get another combo going or back off to think.  Simple, but
    quick and effective light punch/kick combos are Mai's best method of throwing
    out the Ryu En Byu.  To start off a combo, dashing or the jumping Heavy Kick
    are good "in"s.  Using a special move is often far too risky with Mai's usually
    horrible recovery time or the "push back/knockdown" feature.
    Mai's biggest weakness is her lack of a real general move counter.  She doesn't
    have Ken's Shoryuken or Iori's Fireball.  Her specials can be used to counter
    different approach moves, but none have that quickness and priority of a good
    anti air move.  This is why it is important to constantly keep the opponent on
    his or her toes.  Keep them blocking and trick them with Mai's mix-ups.  This
    is the key to her success.
    When given the option of two Supers or one Exceed, which do you choose?  Let's
    say the opponent is wide open and his stupid ass is hanging out waiting to be
    punished.  If you think you can perform the motions fast enough, whip out that
    badboy Exceed.  It'll hurt nicely.  Let's say that you've been observing how
    the opponent has been playing and you really think that he/she plays strictly
    offensively and doesn't know how to block.  Whip out two Supers, or better yet
    combo into them.  Let's say you don't have a clear shot, but it could connect,
    and the other player is pretty good.  Whip out two Supers if you're sure that
    you can time them well enough to not get countered.  Don't be pressured to use
    a move at all.  It's a shame to let it go to waste, but the mere fact that you
    are in MAX mode gives indication of your intentions and will make your opponent
    play more defensively.  Mai is no Terry.  She can't throw out Buster Wolfs
    without any fears.  Her supers need to be used methodically and the spacing
    needs to be measured.
    Although Mai should definitely be played offensively, use caution with her
    rather poor recovery times.  Take full advantage of some of her reach moves.
    You'll be handling Mai well in no time.
    IV.  Future Additions
    Things soon to be added to the FAQ:
    ~Combo List (testing)
    ~Winning Poses
    ~Miscellaneous Information
    V. Credits
    To Vincent/Willard at Hopkins.  The place is where its at!
    To SNK for FINALLY making a Dark Ken (I refuse to call him Violent Ken)!
    To Gamefaqs for creating such a versatile and user friendly database!
    To MarimbaMadMike and FlashFire3296!

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