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

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COPYRIGHT:
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This FAQ is copyright Ernesto Schweikert, 2001.  Copying of this FAQ is 
limited to non-commercial purposes, and let me know if you intend to 
post this FAQ at easye@bu.edu. The least you can do is notify me so I 
know where to send updates and the extent of my power :)  Seriously, 
though, you're not paying for having this on your website!


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TABLE OF CONTENTS:
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Intro
Contact Info
Profile of Mai
Legend
Throws
Normal Moves
Special Moves
Super Moves
Strategy
EX Mai
Miscellaneous


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INTRO:
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  I'm not that surprised by the lack of Mai guides on the net; not just 
for Capcom vs. SNK (henceforth referred to as CvS), but for all other 
games she's made an appearance in.  She doesn't seem to be one of the 
more popular characters, but I figure I can still help a few people 
with this guide.  Coincidentally, the lack of Ibuki guides led me to 
make a guide for her, and now I'm starting to realize that I have an 
obsession with female ninjas.  Indeed, had she not a couple already, 
I'd write a guide for Psylocke in MvC 2.  But I digress...

   Like most female ninjas, Mai has speed and a variety of moves.  
Unfortunately, the latter has been reduced considerably in CvS.  She 
has gained better priority, however, and remains a threat if played 
properly (plus she retains that certain, hypnotic bounce in her step... 
must drink milk).  On the other hand, like most female ninjas, too, Mai 
is weak and does not take damage well.  I hope this guide teaches you 
to maximize her strengths and minimize her weaknesses.  If you don't 
know the basics of CvS, I suggest checking out any of the general game 
guides available at www.gamefaqs.com.


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CONTACT INFO:
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Any questions/corrections/comments/awesome combos, e-mail me at 
easye@bu.edu


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PROFILE:
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"You must have been intimidated by my strength, attractiveness, and 
beauty."

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

Mai is a Ratio 2 character in CvS.


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LEGEND:
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WP   Weak Punch
WK   Weak Kick
SP   Strong Punch
SK   Strong Kick

T    Towards
D    Down
B    Back
U    Up

P    Punch
K    Kick


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THROWS:
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  Throw often because throws in this game hurt.  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 SP): Mai does a handstand flip 
over the opponent and then throws them overhead.  Launches farther than 
the other throw, so use this throw to place foes in corner.

FUUSHA KUZUSHI  (up close, B or F and SK): Mai uses her feet to choke 
slam her foe.  Switches side with opponent, so use to get out of 
corners.

YUME ZAKURA  (in air and up close, B, U, or F and SP or SK): Mai leaps 
unto her opponent, using her weight to create a free fall and her 
opponent as a human cushion.  Whenever this move moves comes out, 99% 
of the time it will be accidentally.  That's because there's no air 
blocking in this game, so there's not much strategy in, reason for, or 
chance of using air throws.

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NORMAL MOVES:
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When standing, Mai:

WP  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.

WK  kicks high with her back leg.  Like her WK, has good reach, but is 
slow and misses crouching opponents.  Unlike the KOF series, this kick 
is no longer reliable anti-air.  Up close, Mai performs a weird kick to 
the shins that comes out fast and combos.

SP  swings her extended fan downwards.  Slow and lacking in priority, 
the good news is that it's highly combo-able and hits crouching 
opponents.
T + SP  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 and most standing opponents.  Furthermore, 
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.

SK  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:

WP  defies logic when she strikes her opponent with her "tail" of 
clothing.  This move may look goofy, but it's Mai's best poke because 
it has good reach and priority.

WK  slides her near foot across the ground.  Faster than crouching WP, 
it lacks range but is combo-able.

SP  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.

SK  simply sweeps her opponent.  This move has good reach and is fast; 
still, it suffers from noticeable recovery time.


When jumping, Mai:

WP  strikes below herself with two folded fans (I don't know where the 
second fan came from, either).  This move is quite sticky and has best 
priority when your foe is under you.  Mai's only move with cross-up 
capabilities (though limited).

WK  sticks out a knee.  Also quite sticky and Mai's best air-to-air.

SP  swings her extended fan downward.  Good speed, some air-to-air 
capabilities, but lacks range and priority.

SK  kicks at a slightly downward angle in her traditional SK pose.  
Your main weapon when jumping-in, this kick is fast, carries nice 
range, and is highly combo-able.  It suffers somewhat in the priority 
department.


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SPECIAL MOVES:
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 I list the Japanese name of a move first and then give it an English 
name based on its 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 strong punch going faster than weak.  Moderate damage and 
priority, below-average recovery time (the recovery animation is worth 
it, though :)

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.
  Capcom toned down this move, increasing its recovery time and 
reducing the distance to get a two-hitter.  Nonetheless, this move 
finishes combos nicely, and the recovery time only becomes a problem if 
done alone (i.e., not in a combo) AND right next to the opponent.

MUSASABI NO MAI (KUUCHUU)  Air Dive (in air, D, DB, B, P): Mai dives 
towards her opponent, fan in mouth.  (Unconfirmed: The punch used 
determines the angle Mai dives at; strong punch comes down at a 
slightly wide angle while weak punch goes down at a slightly sharp 
angle.)  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.  Can be comboed.

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 mini-FAQ regarding the quirks of this move.
1)	Can I choose what wall Mai jumps to?
Yes, by pressing UB for the wall behind her and UF for the 
wall facing her (simply pressing up results in the wall 
behind her).  This little quirk adds surprise and confuse 
value to the move.
2)	Can I aim the dive itself?
No, and, unfortunately, this is the move's biggest 
drawback.  The Wall Dive doesn't auto-aim like Vega's 
moves.  Instead, Mai will usually land in the spot she 
leapt from, plus or minus her sweep distance.
3)	Why did Mai leap back but not finish with an air dive?
This happens from time to time, and I'm not sure why this 
happens.  I have noticed, however, that Mai tends to do 
this more often when she is far from the intended wall 
and/or your opponent is moving, causing the screen to 
scroll, effectively 'abolishing the wall' she was jumping 
to.
4)	Can I combo this version?
No.

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.


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SUPER MOVES:
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  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 
cannot be aimed.  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 or 8 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.  However, Capcom took out the invincibility 
frames from this super, so its only use is now in combos.
Level 2  No change except for more hits.  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 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 initial flip is 
invincible and may hit once, perhaps even setting up for the rest of 
the hits (can anyone confirm this?).  The elbow thrust itself is quick 
and highly damaging, and the recovery time is small but noticeable.  
Hands down Mai's best super.  I don't know of any combos with this 
super, so if you have one, drop a line.


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COMBOS
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Moves in parentheses are optional or can be used as an alternative.  
Combos with the Super Elbow Lunge exclude the level 3 version.

You can link up to 3 crouching WKs or crouching WPs, or 2 crouching WKs 
into a crouching WP.

(Cross-up with WP), (crouching) close WK, (Super) Elbow Lunge

(Jump in SP or SK), (crouching) SP, any special or super move (except 
the dives)

When your opponent is airborne:
Any jumping normal move, (Super) Air Dive - Although you can 
technically connect the (Super) Air Dive from any jumping normal move, 
you have a better chance of connecting if you use WP or SK.


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STRATEGY
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  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.  Intimidate your opponent by 
letting them know you can punish them for their mistakes, even from 
across the whole screen.  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 or jump out of the way.  Takes some 
practice but worth the effort.  Other than wake-up, Mai has good poking 
abilities but not the best.  You should avoid footsie games and instead 
use Mai's speed to reestablish the pace of the match.  (In the 
Dreamcast version, turning on the running feature improves Mai's 
offense significantly.  The forward dash hop is pretty much useless, 
but the backward dash is quite useful.)

  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.

  Ah, the roll.  Let me just give a few basics on the roll, because 
many times winning a match means knowing how to roll effectively.  (SNK 
veterans may want to skip this part.)  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.  Moreover, the 
entire roll is susceptible to throws, including command ones.  The best 
way to deal with constant rollers, then, is to throw them (timing is 
important).  An easier but riskier tactic is repeated crouching WKs.  
Watch out, though.  A common strategy to negate the end vulnerability 
of the roll is to use at the end of the roll a move with invincibility 
frames and usually high priority, such as a dragon punch or Zangief's 
grab super.  In these cases, I suggest hopping back or jumping off the 
wall if in you're in a corner.  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.

  So what about Groove selection?  Hopefully you've guessed Capcom 
Groove fits Mai the best because it encourages you to be offensive.  
SNK mode may make you rely too much on supers, and, frankly, supers in 
general have lost much priority and invincibility in this game, 
including Mai's.  Remember that as you increase your super meter, you 
also do more damage, up to 1.5x with a full super bar.  (In SNK Groove, 
you don't get any damage boost unless your meter's completely full.)  
So if your opponent is powering up in SNK mode, throw some Butterfly 
Fans or go on the offensive.  Once they're powered up, retreat slightly 
until the super meter wears out.  Repeat.

  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.


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EX MAI
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In EX mode, Mai:

-Retains all normal moves and throws.

-Loses the special move Elbow Lunge and gains the special move:
KAGEROU NO MAI  Flame Pillar (Charge D, U, K): Mai meditates while a 
tall column of fire envelops her body.  WK hits once, comes out faster, 
and extinguishes rapidly, while SK hits thrice, comes out slower, and 
lasts longer.  In both cases, the fire dies as soon as the opponent 
gets hit.  The initial explosion of the move carries almost as much 
priority as a dragon punch and (unconfirmed) may give Mai an 
invincibility frame.  The rest of the move can be treated much 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.

-Loses the super move Super Air Dive and gains the super 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 normal SP Butterfly Fans (the last fan seems to do 
more damage, but I'm unsure).  I also think the strength of the punch 
used has no effect on the super, but I could be wrong.  Nice recovery 
time; the only counter is your foe anticipating the move and jumping 
in.  This move also has two quirks.  Firstly, 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.  Secondly, 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.
Level 3  Fans are ablaze and hit more (about 5 or 6 times).  The 
damage done by levels 2 and 3 of this super don't justify the meter 
expended (unless you need considerable damage quickly).

-Loses any part of a combo that involves the normal Elbow Lunge and 
gains:

crouching WK (WP), WK Flame Pillar

(Combo into a) Crouching SP, Triple Butterfly Fan

-Can afford to be more defensive with the Flame Pillar in her arsenal.  
The move has great priority and deters your opponent's use of rolling.  
Don't play like a charge character, though.  Mai should still be played 
offensively because turtling does not suit her well.  You can come to 
rely extensively on the Flame Pillar, and, given long enough, most 
people will find a counter.  SNK Groove works with EX Mai, if just to 
enjoy the fun of doing countless Triple Butterfly Fan supers when your 
life's flashing.  However, Capcom Groove still works better with EX 
Mai.


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MISCELLANEOUS
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Taunt (Start Button): Mai teasingly waves her fan at the opponent while 
saying something in Japanese.

Colors:
WP: Fruit Juicy Red
WK: Luscious Lavender
SP: Sky High Blue
SK: Effervescent Aqua

  That's about it.  If you have any questions/ corrections/ comments/ 
awesome combos, e-mail me at easye@bu.edu.  I'd especially appreciate 
confirmations on any uncertainties I mention, such as the max number of 
hits of a give move, for example.  (I don't own a Dreamcast, so I can't 
test any of my suspicions ad nauseum.)
