
  ________    /_ ____      |        /_______
      /      /|  |  |  |   |   |   /|_|_|_|__
     /\      -+- |  |  \   |   /   _|_|_|_|_
   _/| \_     |  |--|     / \       /_   _|
     |       / \         /   \_    /\/ _|_|_
     |          \      _/           /     |


[Kanji of Shiranui Mai, courtesy of Andy Bogard]

CAPCOM VS SNK 2 (CvS2)
A GUIDE TO MAI SHIRANUI
EASYE (Ernesto Schweikert)
NOVEMBER 2001
VERSION 1.0


-----------------------------------------------------------------------
COPYRIGHT:
-----------------------------------------------------------------------
This FAQ is copyright Ernesto Schweikert, 2001.  Feel free to copy and post
this guide for non-commercial purposes, as long as you change nothing and give
me credit.



-----------------------------------------------------------------------
TABLE OF CONTENTS:
-----------------------------------------------------------------------
Revision History
Intro
Contact Info
Profile
Legend
Throws
Normal Moves
Special Moves
Super Moves
Combos
Strategy
 -General
 -Rolling
 -Groove & Ratio Selection
Miscellaneous
Credits



-----------------------------------------------------------------------
REVISION HISTORY
-----------------------------------------------------------------------
All updates made to GameFAQs only.  (www.gamefaqs.com)

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 - that she kicks high.  And if you play
Mai solely for that reason, or for other interesting physical traits, 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 although her ample charms are reason enough for
me to spend 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.  Basically, what you will find is a carbon copy of my CvS1
Mai guide.  The games themselves don't differ widely, and neither does the
Shiranui ninja.  However, I have deleted all irrelevant material and replaced
it with the changes Mai's been through, particulary the moves section (no
cosmetic alterations, thank you Capcom).  Strategy on the whole remains the
same.

  Of course, the $15 question is, "Mai was decent in CvS1, but how does she
fare in the sequel?"  More time is needed to tell, but from what I've played so
far, she's changed for the better.  She's now much more like the typical female
ninja should be -- low strength and stamina, but high speed and priority, and a
variety of moves.  This last one is due to the merging of her normal and EX
selves from the prior game.  Now onto to the guide.



-----------------------------------------------------------------------
CONTACT INFO:
-----------------------------------------------------------------------
Any questions/corrections/comments/awesome combos, e-mail me at
easye1540@yahoo.com



-----------------------------------------------------------------------
PROFILE:
-----------------------------------------------------------------------
"Fight to the end.  That is the way of the ninja."

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 (well, except the
quote, from Fatal Fury 2).



-----------------------------------------------------------------------
LEGEND:
-----------------------------------------------------------------------
LP   Weak Punch
LK   Weak Kick
MP   Medium Punch
MK   Medium Kick
HP   Strong Punch
HK   Strong 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.  Remember, there's
nothing wrong with throwing.

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.  Use this
if you want to play wake-up games.

YUME ZAKURA - (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, and, more importantly, parrying and
just defense, this throw has _some_ use.  And that's when playing against P-
and K-groove opponents who jump in and wait for an attack to parry / just
defend.  Greet their incoming with this throw.



-----------------------------------------------------------------------
NORMAL MOVES:
-----------------------------------------------------------------------
When STANDING, Mai:

LP - strikes directly in front of her with her folded fan.  Has good reach, but
is slow.  You won't be using this too much.  Up close, it comes out a tad
faster, but you still don't want to use it.

MP - (her HP from CvS1) swings her extended fan downwards.  The good news is
that it is now faster and has gained much 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.  Rendered
useless against crouching opponents, the move will trade hits with or whiff
against opponents who are trying a cross-up or landing right on top of you.  In
these cases, block, roll, or use a jumping WK.  (I also comboed a Triple
Butterfly Fan super off of it, but I need to experiment more.)  Up close, Mai
does a weird punch (that I'm pretty sure she had in a Fatal Fury title). 
Highly combo-able, but not much else.

LK - kicks high with her back leg.  Like her LP, has good reach, but is slow
and misses crouching opponents.  Unlike the KOF series, this kick is not
reliable anti-air.  Up close, Mai performs a weird kick to the shins that comes
out fast and combos.

MK - hops into a stationary spin kick (think Chun-Li's HK).  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.  Need to test further for combo-ability.

HK - spins and delivers a big boot, er, sandal to her opponent's face.  This
move has nothing going for it except reach, but avoid this anyhow.  Up close,
Mai does an Ibuki roundhouse that comes out extremely fast and can be comboed
into but not from.


When CROUCHING, Mai:

LP - defies logic when she 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 - again defies logic, this time striking her opponent with both "tails" of
clothing.  Like its weaker cousin, looks goofy, but with better reach and some
combo-ability, makes a great poke.

HP - leans into a spinning elbow that has good priority, damage, speed, and is
highly combo-able.  The only drawback of this move is its poor reach.

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 in KOF '00, minus the extra
hit).  Good reach and recovery isn't as bad as you think; still, use sparsely
to surprise.

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 (I don't know where the second
fan comes from, either).  This move is quite sticky and has best priority when
your foe is under you.  Limited cross-up ability.

MP - swings her extended fan downward.  Ignore this move.

SP - swings her extended fan downward with more speed.  Some air-to-air
capabilities, but lacks range and priority.  Best when used jumping back.

LK - sticks out a knee.  Quite sticky, big priority, and Mai's best air-to-air.
 Unfortunately, it also seems to have lost much air-to-ground capabilities,
reducing cross-up potential.  Need to experiment more with this move.

MK - (her HK from CvS1) kicks at a slightly downward angle in her traditional
SK pose.  It's still fast and carries nice range but has become more difficult
to combo from.  You now need to jump in very deep to pull off a clean combo
with this kick.  But, it appears to have retained its cross-up potential and
gained much priority, especially air-to-air.

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 WP.  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 :)
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 with her fan.  As far as I can tell, the punch you use makes no
difference.  If you're really close, the move hits twice, once with the fan and
again with the flame.  The Flame Twirl makes for a riskier combo finisher than
the Butterfly Fan because of its slow recovery.  However, it now does
noticeably more damage than the Fan, even if it hits only once.  Capcom has
also stabilized its two-hit property, in contrast to its seemingly random
nature in CvS1.

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.  Recovery times
vary, depending how close you land to your opponent, though usually not in your
favor.  (I believe the punch used determines the angle Mai dives at -- the
weaker the punch, the sharper the angle.  The differences seem slight.)
Adds Andy Bogard:
Do a Kuuchuu Musasabi no Mai after a triangle 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 one difference - she starts on
the ground, quickly leaps towards a wall, and then does her air dive (somewhat
resembles Vega's off-the-wall moves).  The following is a list regarding the
quirks of this move.

1) You can NO LONGER choose what wall Mai jumps to (BOO!  HISS!!).  This is
probably my biggest complaint with Mai's changes.  Must...control...fist of
DEATH!!

2) Fortunately, I believe 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 also happens with Vega.)  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.

4) You cannot combo into the move.  You can, however, combo from the move if
your foe is in the corner.  Check out the combos section for more.

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.  Thusly, use
this move in only two situations: in combos and to punish mistakes from afar.

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 gets hit.  Now I haven't tested this move
thoroughly yet for changes, but it 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.



-----------------------------------------------------------------------
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. 
Can be comboed and hits up to 3 times, but it remains to be seen if you can aim
it.  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 jumping on top of
you to get hit by the uppermost flames.
No changes in the level 2 or 3 versions except for more hits.

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.  I'd say
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. 
However, Capcom took out the invincibility frames from the level 1 version, so
its only use is now in combos.
Level 2 - No change except for an extra hit.  It doesn't do much more damage
than level 1, so stick to either level 1 or 3 of this move.
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 about 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.  Hands down Mai's best super.

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.  This move has two quirks.  First, a tiny
delay exists between the release of each fan except the first, occasionally
allowing the opponent to recover before the 2nd/3rd fan hits.  On the bright
side, most characters won't be able to roll through the super unless they have
a long roll, like Rugal.  Second, doing this move extremely up close sometimes
results in the first fan whiffing the opponent (I _think_ it's due to Mai's arm
passing through the opponent and thus releasing the fan behind their back).  If
anybody can confirm any of my suspicions on this move, drop me a line please.
Level 2 - same super except the fans are now aflame and hit 4 times.
Level 3 - Fans are ablaze and hit 5 times.  The damage done by levels 2 and 3
of this super don't justify the meter expended (unless you need considerable
damage quickly).



-----------------------------------------------------------------------
COMBOS
-----------------------------------------------------------------------
Moves in parentheses () are optional while those in brackets [] are
alternatives.  Optional jump-in attacks include cross-up attacks.  I have tried
to list combos in order of increasing difficulty.  Combos with the Super Elbow
Lunge exclude the level 3 version.  Master these!
Note: Most of these combos come from CvS1, so all of 'em may not work or work
only in certain grooves.  I'll delete the ones that didn't make it as I test
them.

1.  You can link up to 3 crouching LKs or crouching LPs.

2.  Jump in HK, Super Elbow Lunge
Notes: Simple, but I mention it because the level 3 version combos as well! 
Thanks to Andy Bogard for pointing this out.

3.  (Jump in HP, HK, or deep MK), [crouching] close HP, Butterfly Fan [Flame
Twirl]

4.  (Jump in HP, HK, or deep MK), [crouching] MP, Butterfly Fan [Flame Twirl]

5.  (Jump in attack), [crouching] close LK, (crouching LK), [Super] Elbow Lunge

6.  HP, Triple Butterfly Fan
Notes:  Interesting only because you don't expect the usually anti-air only HP
to combo.  Must experiment more to see if HP combos into more.  Avoid this
combo anyway as HP isn't useful to hit grounded opponents (except tall ones
like Sagat and Zangief).

7.  (crouching LK), (crouching LK), crouching LK, Triple Butterfly Fan

8.  Jump in HK, Level 3 Super Air Dive
Notes: may work with MK and/or other level Super Air Dives

9.  When your opponent is airborne:  Any jumping normal move, (Super) Air Dive
Notes: Doubtful this one will work in any groove other than A.  Easier to combo
off a LP or LK.

Thanks to Mr. James Chen and Shoryuken.com for combos 10 - 12:
(Again, these are CvS1 combos, so they may not work)

10. (Jump in attack), [crouching] close LK, (crouching LK), Level 2 Super Elbow
Lunge, Level 1 Triple Butterfly Fan
Notes: C-groove only

When your opponent is in the corner:

11. (Jump in HP, HK, or deep MK), crouching HP, Flame Twirl, Level 3 Super
Elbow Lunge

12. Air or Wall Dive, Level 3 Super Elbow Lunge

Poking Tactics:
(crouching LP or LK x2), crouching LP or LK, crouching MP, (crouching HK),
Butterfly Fan
Notes: The Butterfly Fan will not connect if you succesfully sweep the
opponent.  On the other hand, the fan will cover Mai as she recovers from a
blocked sweep.  Unfortunately, you can no longer combo the Triple Butterfly Fan
after the sweep.  You could substitute a standing MK after either the crouching
LK or crouching MP, but you can't buffer it with a fan.



-----------------------------------------------------------------------
STRATEGY
-----------------------------------------------------------------------
GENERAL
Mai should be played like every other female ninja - offensively.  However, she
neither has the usual priority nor confuse moves needed to excel offensively. 
Mai doesn't even rule footsie games.  Still, the picture is not as bleak as it
may sound.  Mai is swift, has some simple but damaging combos as well as moves
that have almost full screen range.  The best way to play Mai is to use her
speed to pressure opponents.

  Offensively, this is quite simple.  This does not necessarily entail a
hit-and-run style, but Mai is certainly effective at it.  Another method of
pressuring your opponent is to constantly crowd them.  You can try a variety of
moves at your opponent's wake-up, such as a Wall Dive from the opposite wall or
several WKs linked into WP (watch for the super).  The safest move is timing a
Butterfly Fan to hit at the exact moment your foe gets up, so he can't roll /
dodge / jump out of the way.  Other than wake-up, Mai has good poking abilities
but not the best.  You should avoid too many footsie games and instead use
Mai's speed to reestablish the pace of the match.  She has improved her poking
/ footsie game, though, with the addition of two extra buttons.  Of particular
note are her crouching MP and her standing MK.  Plus, she has the crouching MK,
which can be effective when unexpected (every other round or so).  And though
Mai _still_ has no overhead, you can master the hop to act as such (P, S, N
grooves).

  Defensively, the speed concept equals the old adage "the best defense is a
good offense."  Remember, the best block is not to block at all.  Mai's speed
helps you avoid moves entirely, plus there's the roll.

ROLLING
  Ah, the roll.  Not all grooves utilize the roll, but the most popular ones
do, so you're certain to encounter rolling strategies the majority of the time.
 Know when to use the roll.  The roll provides you with a means to escape moves
and thus not eat block damage.  The entire roll, however, is not invincible. 
The very beginning and the very end of the roll leave you vulnerable, primarily
so you can't roll on wake-up and can't abuse the move to kingdom come,
respectively.  The end vulnerability has also been extended, further eroding
its use.  Moreover, the entire roll is susceptible to throws, including command
ones.

  The roll is meant for 2, maybe 3 things, depending on whom you play. 
Basically, you can use it for offense, defense, and as a means of
transportation.  Offensive rolling is ANTICIPATING a move, like when you
predict your opponent is gonna throw a fireball.  Defensive rolling is REACTING
to a move, such as a jump-in attack or a fireball that's already traveled half
the screen.  Rolling to travel is used by charge characters so they can advance
while still maintaining their charge.  These last 2 are pretty safe, but
offensive rolling is risky because nobody can anticipate moves 100% of the
time.

  Yet, scrubs do this all the time.  They roll and immediately perform an
attack.  They're not really anticipating ANY move.  What they're betting on is
that you can't hit them before they can bust out their high priority
move/super.  (Witness Blanka's roll into his super, Shotokans into a (super)
dragon punch, Guile into his Flash Kick, you get the idea.)  For the most part,
they're right, despite the greater invulnerability.  You can't hit them outta
the roll unless you're wildly flailing crouching jabs or shorts.  An effective
method, but throwing someone out of their roll is even better.  It's just a
matter of timing it right.  Faster characters have an easier time with this
because they can position themselves faster to get in throw range, which is why
I like Mai so much.  Once the roll is rendered useless for the scrub, probably
half of their strategy's gone.

  One last word of caution: don't roll yourself as a response to your foe's
roll because they will recover first and apply the above tactics to punish you.
 Mai's roll is about average length and speed.  Use it primarily as a defensive
measure because she lacks moves with invincibility frames and high priority to
use rolling offensively.

GROOVE & RATIO SELECTION
  So what about Groove selection?  If my guide hasn't put you to sleep yet,
you've probably guessed that offense-oriented grooves fit Mai the best.

N-groove suits Mai the best, as it is the most mobile groove, with running,
rolling, and hopping of particular importance to Mai.  (The run into a roll is
somewhat useful, but don't overestimate it.)  Plus, if you play offensively,
having a super handy will never be a problem.  The one thing I don't like about
this groove is that a broken stock ends quickly and puts your opponent more on
the defensive, making it difficult to pull off level 3 supers.  Other grooves:

C-groove: Another offensive groove, probably the 2nd best one for her.  You
lose some mobility but gain air blocking and the ability to save and bust out a
level 3 super whenever.

A-groove: I haven't seen nor see the possibility of many, highly damaging
custom combos with Mai, so A-groove is canned.

P-groove: Be forewarned, parrying is more difficult in this game than in 3rd
Strike.  Additionally, Mai, like Ibuki, the female ninja from 3S, has little
use for parrying, both ninjitsu practioners being highly offensive characters.

S-groove: No.  Just don't.  Trust me.

K-groove: Slightly better than P-groove (e.g., ability to run), but K-groove
shares its problems.  You won't get much mileage from K-groove either, as Mai's
weak stamina means you'll enter rage only twice, unless you're really good at
just defense and/or are level 3 or 4.

  Mai is best as ratio 2.  At ratio 1 she lacks respectable damage to be
effective while her weak strength and stamina don't justify ratios 3 and 4. 
However, if you're just beginning with Mai, the best the way to learn her is to
make her ratio 3 while picking a partner you're already comfortable.  Experts
should try a ratio 4 Mai just for the challenge.  Also, ratio 4 characters are
the best way to rack up groove points to face the secret bosses.
  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 this section.

Colors:
I've only gotten two colors so far in the arcade, red for punch and black for
kick.

Special Intros:

Chun-Li: Chun-Li, biting one of her fingers, stares at Mai, who is turned away,
like in her normal intro, but wearing Chun-Li's outfit.  The color of the
outfit depends on the color pattern of Mai's outfit, but she seems to use
Chun-Li's colors, not hers.  Mai then "notices" Chun-Li is waiting for her and
spins, throwing the outfit away as if it was a cape.  Then Mai points at Chun
Li and says: "Kakkate rasshai!" (Come on [and fight me]!) as Chun Li stands,
arms akimbo, cheerily saying something I can't make out.

Joe Higashi: Mai stands, arms akimbo, looking down and away from Joe, while Joe
uppercuts two tornados her way, which ruffle her clothers.  I don't remember if
Joe says something, but she says something, which I can't make it out.

Taunt (Start Button): Mai teasingly waves her fan at the opponent while saying
"Hora, ganbatte," which means something like "Hey, cheer up!"

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.
There are two different quotes for this pose, but I can't figure out what Mai
is saying.

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!"



-----------------------------------------------------------------------
CREDITS
-----------------------------------------------------------------------
Thanks to:

Andy Bogard <andy_bogard@thekingoffighters.com> for providing 3/4 of the
miscellaneous section, numerous confirmations, and the kanji that graces the
top of this guide.

James Chen and Shoryuken.com for the expert level combos.  I must suggest again
that it is imperative you visit their site if you wish to stand a chance
against Sheng Long.

  That's about it.  If you have any questions/ corrections/ comments/ awesome
combos, e-mail me at easye1540@yahoo.com  I'd especially appreciate
confirmations on any uncertainties I mention, such as the max number of hits of
a give move, for example.
