Shiranui Mai FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 January 28, 2002 Everything. ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Desperation Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This FAQ is for Shiranui Mai. I'm sure everyone loves her for the same few reasons. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. The Translations I transliterated directly from the Cantonese names, so they might be a bit off or sound funny. =========== II. Profile =========== Full Name: Shiranui Mai (The Dance which Does not Know Flames) Age: 25 (as of the King of Fighters 2000) Birthday: January 1, 1976 Nationality: Japan Height: 5.4 ft Weight: 50kg Favorite Food: Ozouni Favorite Sport: Hane Tsuki (??) From: Garou Densetsu 2 (Fatal Fury 2) ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF LP= Light Punch MP= Medium Punch HP= Hard Punch LK= Light Kick MK= Medium Kick HK= Hard Kick P= Any Punch K= Any Kick PP= Two Punches Simultaneously KK= Two Kicks Simultaneously PPP= All Three Punches KKK= All Three Kicks QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) 360= Spin Joystick in Full Circle Super Jump= Tap Down, then Up or any Up direction quickly to do a further, large jump. A trail will appear behind the opponent if done correctly. Dash= Tap Forward or Back twice quickly to move quickly in that direction. Throw= When near an opponent, press either Forward or Back and Hard Punch or Hard Kick to execute a throw attack. Throw Escape= When being grabbed for a throw, Press either Forward or Back and Hard Punch or Hard Kick to escape. Evasion= Press Light Punch and Light Kick simultaneously. Depending on the groove, the character will perform an action that will evade most moves for the duration of the action. Taunt= Press Select to do a special taunt. Grooves ******* C-Groove: --------- This mode is similar to the Alpha Series as well as Capcom Groove in the original game. The character has a gauge at the bottom of the screen, which is divided into three sections, shown by a larger area as the level increases. Attacking and performing moves will increase this gauge. Depending on the Level, Different levels of Super Combos can be performed: Level 1- Super Combo Command + LP or LK Level 2- Super Combo Command + MP or MK Level 3- Super Combo Command + HP or HK The higher the level, the more powerful it usually will be. The levels are cumulative, so doing a level 2 super on with a Level 3 gauge will leave the bar with 1 level left. Dash- Tap either Forward or Back Twice quickly to do a small dash in that directly. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Air Block- Press Back whilst in the air to block. Super moves cannot be air blocked. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. A-Groove: --------- This mode is similar to the Custom Combo Groove, the V-ism from Street Fighter Zero 3. At the bottom of the Screen is a Custom Combo Gauge, which can be filled up by attacking. At 50% full, a Level 1 Super combo can be performed. When full, a Custom Combo can be performed. Level 1- Super Combo Command + Button Level 2- Custom Combo - HP and HK Simultaneously Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a rolling dodge which can pass through most Special and Super Attacks, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. P-Groove: --------- This Groove is the most similar to the Street Fighter 3 system. It includes the Parry Command as well as a single level Super gauge which fills up when attacking. Super Combo- Super Command +Button Note that there is only one level in P-Groove, and that it will be a Level 3 combo. Parry- The Instant the opponent makes contact with a hit, Tap forward for High Attacks, and Down for low attacks. The opponent will Parry the away the opponent, leaving them open for a counterattack. The timing window has been decreased significantly though, making it harder to perform. Dash- Tap Forward or Back Twice to do a quick small dash towards the enemy. Safe Fall- Press All Three Punch Buttons whilst Landing to recover on the ground. Small Jump- Tap Up, or any Up Directional to do a small jump. S-Groove: --------- This groove is similar to the Extra mode from the King of Fighters series, as well as the original SNK-Groove from the Original Capcom vs. SNK. The Super Gauge is filled by Charging, Pressing the HP and HK simultaneously. The Character will begin charging up their powers and their gauge will start increasing. Note that the character cannot move or perform any attacks whilst doing this. When the Bar is full, the character is slightly stronger as well as being able to do a Level 1 Super Combo. Note that the bar will start decreasing once it reaches the maximum and the opportunity to perform Super combos will end when the bar is empty. When the Character takes enough damage, the Vitality Gauge will begin flashing. At this point the Character can do unlimited Level 1 Super moves, and if the Super Gauge is also full, a Level 3, MAX Super Combo. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Dodge- Press LP and LK simultaneously to do a quick dodge animation. The character does not move, but has the same properties as the roll. Small Jump- Tap Up, or any Up Directional to do a small jump. N-Groove: --------- This Groove is similar to the Advance Mode from the King of Fighters. The character can perform Super combos when they have 'stock.' The super Gauge is filled by attacking. When full, the Super gauge will reset but a Counter will appear in the box next to it, indicating the character now as 'stock.' The Character can perform as many Level 1 super Combos as there are number of stock. The character can 'Power MAX' by pressing HP and HK together. It will cost a single stock unit, but the character will become more powerful. In addition, MAX level moves can be performed. Run- Tap Forward or Back Twice to run towards the enemy. Safe Fall- Press All Three Punch Buttons whilst landing to recover on the ground. Rolling- Press LP and LK simultaneously to perform a moving dodge, which can pass through most Special and Super moves, as well as the opponent. Counter Attack- While blocking, immediately tap Forward + MP+MK to perform a counterattack. Note that it requires 1 level of the Super Gauge to perform this move. Small Jump- Tap Up, or any Up Directional to do a small jump. K-Groove: --------- This groove is he most similar to that of Samurai Spirits (Showdown.) the gauge fills up as the character gets hit and receives damage or performing Just Defense. When the gauge fills up, the character will be in Rage MAX mode, which allows the character to perform MAX Super combos as well as dealing more damage. Note that the bar will start decreasing once it reaches the maximum and MAX mode will end when the bar is empty. Just Defense- Tap Back right before the enemy makes contact with their hit. If done successfully, the character will take no Guard damage as well as gain some vitality. The character will also recovery sooner and be able to counterattack. Run- Tap Forward or Back Twice to run towards the enemy. Tactical Recovery- When Knocked down, press all 3 Punch Buttons to delay your character getting up. Small Jump- Tap Up, or any Up Directional to do a small jump. ================= IV. General Moves ================= Standing- ********* Light Punch- Pokes at the opponent with her fan. Extra range since she uses he fan. Up close it becomes a shorter ranged poke to the gut. Combos in other moves. Slower than other LP's though. Medium Punch- Does a downwards slash in an arc with her fan. Shorter range than LP but looks to be about the same speed. Covers above her too, so it can be used as last minute anti-air. Hard Punch- An upwards angled poke to the face with her fan. Looks like her LP but angled upwards. Can hit opponents in the air. Becomes elbow to the opponent up close. Combos into other moves too. Light Kick- A quick high kick to opponent's face. Somewhat short range though. Up close it becomes a weird looking low kick to the opponent's legs. Medium Kick- Does a leaping, short ranged tornado kick. Does a high split kick up close, literally doing the splits. She does kick high as well, so there Microsoft. Combos into other moves. Hard Kick- Does a step side kick to the midsection. Good range since she moves forward whilst doing the move. Doe a roundhouse kick up close. Jumping- ******** Light Punch- A flying downwards punch. Pretty typical move really. She holds her fan but doesn't use it to increase her range. Lasts throughout the attack. Medium Punch- Does a downwards slash with her fan. Short ranged though. Hard Punch- Looks the same a MP. Does more damage though and slightly higher priority. Light Kick- A flying knee attack. Short Ranged and lasts the entire jump. Used for combo starting on vulnerable opponents or something. Medium Kick- Does a standard looking jump kick. Angled so it can be used as anti-air as well as combo starting. Good range. Hard Kick- Major Fan Service kick. Does a jump kick with the back facing the screen. As such you can see her butt as well as how little she actually wears. Otakus and Mai Fans should be getting nosebleeds over this move. Other than that it is pretty much the same as MK. Crouching- ********** Light Punch- Whips out her tail thingy. Comes out as fast as button is jammed, as well as having longer range than most people's LP. Medium Punch- Sticks out two tail thingies this time. Further range and slightly more damage. Hard Punch- Turns and hits with her other elbow (facing away from opponent.) Has very little range- in fact she is leaning further forward when crouching than when she does the attack. Combos into other moves though. Light Kick- Sticks out her leg out along the ground, hitting the opponent's ankle. Comes out as fast as button is jammed. Medium Kick- Sliding kick. Does not knock down though and has long recovery time. Cannot combo. Hard Kick- Does a spinning sweep. Some Fan Service here, but not as much. Comes out fast though and has good range. Good as a counter or surprise attack. ================ V. Special Moves ================ Command Moves ------------- Sankaky Tobi - (Triangle Jump) - (Jump against wall, then Opposite Direction) Mai jumps against the wall and pushes off, leaping higher. Throws ------ Shiranui Gourin (Shiranui Style Strong Fall) - (B or F+HP) Mai flips over the Opponent's shoulders and throws them over as she lands. Fuushua Kuzushi (Demolishing Windmill) - (B or F+HK) Mai grabs the opponent with her legs and slams them into the ground. (^__^) Yes she does strike a pose when she lies there after the throw. Yume Sakura (Dream Cherry) - (B or F+HP, in air) Mai grabs opponent and forces them onto the ground (^_^) whilst landing right on their gut. Special Moves ------------- Kacho Sen (Flower Butterfly Fan) - (QCF+P) Mai flings a spinning fan towards the opponent. She then grabs another one out from her costume. (^_^) Moves pretty slowly in comparison though, but comes out somewhat fast. Some recovery as she reaches in and grabs a new fan. Doesn't seem to combo, and mainly useful for Projectile countering or annoying the opponent. Button used determine speed of projectile, where LP is so slow the opponent could actually get hit! Ryu En Bu (Dragon Fire Dance) - (QCB+P) Mai does a small leap forward whilst turning around. Her tail..thing whips around in flames, catching the opponent on fire if it connects. Short ranged, but useful for negating projectiles as well as combo ending. Pretty good priority, but she is vulnerable during after her leap forward. The move takes a while to perform too. The Button used varies (by very little) how far she leaps forward. Hissatsu Shinobi Bachi (Deadly Ninja Bees Attack) - (HCF+K) Mai does a cartwheel like move then flies forward with her elbow. All versions reach full screen and button used does not vary anything, to my knowledge. Does two hits right up close. Pretty vulnerable move, prone to all projectiles as well as special moves nearly. Useful only in combos or close counter attacks really. It does move pretty fast though. Musasabi no Mai (Giant Flying Squirrel Dance) - (Charge D, then U+K) Or (in Air, QCB,P) Mai leaps backwards and dives down towards the enemy, headfirst. If done in air, she does the dive part of the move. Button used determines the angle she dives down, where the stronger buttons moves her at an angle closer to the opponent. Good for surprise attack I suppose, but move too slowly to evade and counter too well. Pretty vulnerable move. There is a delay in the air, as she positions herself down towards the enemy if you do the QCB+P version. Kagerou no Mai -(charge D, then U+K) Mai strikes a pose whilst a pillar of flame strikes up around her. Looks to be from the Fatal Fury series. The flame come out near immediately, so I think it's a defensive move. Doesn't reach far though. Doesn't seem to combo. It can still get hit my low attacks and projectiles though. =================================== VI. Super Moves/Desperation Attacks =================================== Chou Hissatsu Shinobi Bachi (Super Deadly Ninja Bees) - "Shiranui-Ryuu Kyuukyoku Ougi!" - (QCB, HCF+K) "Haaa...Chou Hissatsu Shinobi Bachi!" Mai does a flaming version of her Deadly Ninja Bee attack. Does more hits and has much higher priority. Comes out faster too. Does massive damage and plenty of hits, can be used into combos too. The higher the level, the larger the flames as well as number of hits. Mizudori no Mai (Dance of the Waterfowl) - "Hitotsu, Futatsu, Mittsu!" - (QCF, QCF+P) Mai throws a bunch of fans towards the enemy. Higher levels set the fan on fire. Unlike the KoF version, they are pretty close together. Ca be used in combos and can by pass normal projectiles. Comes out fast too. All versions have three fans. Beni Suzaku (?) - "Shiranui-Ryuu Kyuukyoku Ougi!" - (in Air, QCB, QCB+P) Mai does a more powerful, flaming version of the Musasabi no Mai. Does more hit and higher priority. Good for making opponents whiff their anti-air attacks. Other than that I dunno much else to say about this move. ================== VII. General Notes ================== This version of Mai seems to be the same as all the other ones really. She loses the Sachiyo Dori in this version. ================ VIII. Strategies ================ Judging from her speed, she is another fast, ninja type character. She has some good combos since almost everything can link. Character Strategies: --------------------- Versus; Gouki/Ryu/Ken ------------- Chances are the shotokans will be a common enemy. The Double Strike is a good way to teach them not to throw fireballs. Mai moves much faster than they do, so try to out-speed them. Mai's kicks are pretty powerful as well, and has some good pokes. She can link almost anything too. Play cautiously though, since their Dragon punch is a good counter to Mai's mostly air based game. Chunli ------ If this match doesn't make your head spin, then something is wrong. Both characters use the same tactics, and are about the same in terms of speed and power. Basically it depends on who has the better skills. Kusanagi Kyo ------------ Kyo players will try to stay in close range and whip out their combos. Mai is much faster though, so try to use pure speed and hard hitting combos. Don't stay in one place for too long, since Kyo can close in quickly and hit just as hard with his moves as well as powerful Super moves. Terry Bogard ------------ Hmm a Match from Fatal Fury. He is pretty slow but has very good special moves. Try to dodge his moves and hit him during his recovery time. The Kachoken is a good counter for his Power Wave. Throw out random LP Kachokens to throw off his timing. Geese Howard ------------ This can be a hard battle. His counters can make poking dangerous, and his normal moves are very high prioirity. Do note that players cannot really perform the counter on the spot, but instead, predict most of the time. Try doing a Crouching LK out of his range several times. If he whiffs a low counter, counter it. Vice ---- Vice is now back to her powerful KoF '98 incarnation. She has all her grappling moves, including her air-follow ups. Vice players need to stay in between close and mid range, so your best bet is to zone them. Being a grappler, you can't really beat them up close, so use the crouching MK to keep he away as well as annoy her. She can roll past and do a lot of damage though, so keep moving around. Vice might whiff a throw or two, so counter quickly since the window of opportunity is pretty small. Yagami Iori ----------- He can Ya Otome jump ins as well as do a lot with his jumping HK. Iori is pretty slow though, and Mai should be able to out poke him. He can beat Mai in the air most of the time, but Mai is much faster, so try to make him whiff a move. ========== IX. Combos ========== ============= X. Miscellany ============= Win Quote: ---------- "I am the best female ninja in Japan! Hee hee hee!" "You Lost! Now stop crying and accept that reality." "This is the Shiranui style Ninjitsu!" "I thought you'd be...Stronger!" Special Intros: --------------- -Vs Benimaru- Benimaru throws a heart into the air and Zaps his air up. -Vs Chunli- Sees another Chun-Li. Mai takes of her disguise and Chun Li looks confused. -Vs Joe- Joe throws a short range Hurricane attack. It stops in front of Mai. Mai talks a bit. Comment: -------- -Well animated in this game. -She does kick high as well. So there Microsoft. -Me Bouncy! ===================== XI. Notes and Credits ===================== -Capcom Vs SNK 2 is Trademark and Copyright of Capcom. All Characters mentioned relating to the game are as such property of Capcom. -Translations for "Fuusha Kuzushi," "Musasabi no Mai," referenced from Mr. Chris "KMegura" MacDonald's "The King of Fighters 2000 FAQ/Movelist" Hosted at Gamefaqs.com -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for a frustrating Mai. -L.N for the NGPC sessions back then. -N.H; Your dance does know of flames. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com