There is no fluff in this FAQ, i just get straight to the point, and
give you what you need to know. Its free for copying or distribution,
whatever, don't even bother giving me credit, cuz im sure if you copy
it, you won't anyways. But if you do give me credit, cool points to ya.
I dont have email so if you want to contact me, you have to telnet
to www.marotti.com port 3333, make a new character, and write a
NOTE TO ALL with CVS2 FAQ as a subject. Telnet might be hard to type
in so if you want a client to connect to it that is bearable to type
and read, IN COLOR no less, go to www.zuggsoft.com and download ZMUD.
I use a standard legend for the FAQ, and I dont use short
strong etc, for simplicity.
LP - Light Punch/JAB
MP - Medium Punch/STRONG
HP - Hard Punch/FIERCE
LK - Light Kick/SHORT
MK - Medium Kick/FORWARD
HK - Hard Kick/ROUND HOUSE
F - Forward
B - Back
U - UP
D - Down
HCF - Half circle FORWARD on the Directional Pad(here after
called the D-pad.) It is done by pressing B, DB, D, DF, F
HCB - Half circle from the forward direction to the back direction
on the D-Pad. Exact opposite of HCF
QCF - Quarter Circle Forward, done by pessing D, DF, then F.
QCB - Quarter Circle Back, d, df, b.
-c.- in front of anything means crouch(hit down) and hit the button
after it. For example, c.hp means crouching high punch.
any thing without c. in front of it should be read as if she were
standing.
)____________(
Special Moves
)____________(
Kacho Sen - QCF+P
This is her fan throw.
Speed is detemined by the strength of the
punch button you use.
Ryu En Bu - QCB+P
She twirls with fire encircling her.
Her HP version can sometimes be used
as an anti air but don't use it often as one.
Her HP version also does 2 hits.
I've found that I can only buffer into this
with this from c.mp, but there might be others
Hissatsu Shinobi Bachi - HCF+K
She leaps at the enemy with this attack.
Its good to catch enemies landing from a
jump with this(an enemy just jumping back,
geese's or akuma's air fireballs, yuri's air
fire ball etc.) Timing is critical.
Musasabi no Mai - Hold D, U+P
(Air) QCB,P
This is the move where she flies down at the opponent
with the fan in her mouth. I haven't found much use
for her -hold D, U+P- version. It can miss the wall
if your not close enough and if the enemy walks towards
you. Her (Air) version is more useful. You can mess with
their head by jumping backwards then suddenly doing it,
or you can jump over fireballs and land one.
Kagerou no Mai - Hold D, U+K
Her anti air where she erupts in a pillar of fire.
You can't combo into it with a jumping HK or HP,
c.lp/lk like you can with guiles flash kick, and her
standing HP is a better anti air. The only real use
that I can personally see using it for is rolling
through a projectile and hittin them with one.
Unfortunately, Mai isnt the link up super kind of character. These
aren't all the super combos possible, but if you haven't used Mai
much you can look through this to just get a rough idea and implement
it into a strategy of your own, or just use em as is.
C. C - GROOVE
This is a decent groove for Mai. She has a really great
roll and meter isnt hard for her to build up.
Unfortunately, like I said before, linking supers isnt her strong
point so trying to do it is kind of pointless, she'll do far more
damage just handing out level 3's.
Super Combos.
1. (qcf, qcf + mp),(qcb, hcf + lk)
After the last fan lands immediatle do her Chou Hissatsu
Shinobi Bachi.
2. (qcb, hcf, mk),(qcb, qcb + lp)
This is one of her better super combos.
During her final barrage of hits she will be midair with her
elbow extended, just cancel this into her Beni Suzaku and she
will finish with added damage. You MUST do Beni Suzaku while
she is still in the air due to it being an air super.
3. c.mp, (qcf, qcf + mp), (qcf, qcf+lp)
Just land the second fan super after the third hit on her first
one finishes. Do it if you just wanna show off or waste bar.
Not much damage.
A. A - GROOVE
Mai really shines in A-groove. She has a 6.3+k custom combo
and with roll ability in a-groove it fully utilizes her great
mobility. Only one cc is listed here but you can mess around
and try to do her c.hk d, u+hk one where she juggles them with
fire pillars. i never really tried doing this one because of the
small amount of damage it does.
This is her most commonly known custom combo, if you can fit more
mk's in it does more damage, Im sorry im not more specific on the
number of hits because i just go by feel on this one. When you see
your meter almost gone hit the c.HP and do her Chou Hissatsu
Shinobi Bachi super.
P. P - GROOVE
I haven't used Mai much on p-groove(has anybody?), so theres not much
to say here. Chances are, if your using p.groove you probably just
read the faq for a move listing. Im betting a p-groove Mai
would own just because Mai is supreme. Ill leave that to players with
more skill however....
S. S - GROOVE
Im an s-groove advocate so your about to get a speech here. ^^;
Mai is just awesome on s-groove. With dodge and short jump she
is just all over the opponents mental game. There is nothing
better then dodging up close and unleashing a Chou Hissastu
Shinobi Bachi. If you have used s-groove at all you know people
with projectile supers(like mai) are really annoying once they
hit red on their life meter. Instead of Musasabi no
Mai((air) qcb + p)) your now doing now doing Beni
Suzaku((air) qcb, qcb+ p)) when your life meter is low. Sure you
sacrafice some mobility, but Mai can now use -run- adding more
speed to her agility arsenal.
N. N - GROOVE
Mai is pretty good on n-groove, and activing a red dot is
really devastating since she hits so fast. You can sneak in lots
of little hits with big damage.
K. K - GROOVE
Using Mai on k-groove is generally a no-no, unless your really good
at using just defend. However, if you ARE good at using just defend,
you can fit in MASSIVE damage when she is raged. Her quick hits
allow her to fit in more damage then most other characters.
Ratio 1: 80% hp 10880
Ratio 2: 100% hp 13600
Ratio 3: 117% hp 15912
Ratio 4: 140% hp 19040
I truly believe Mai is far better off as a ratio 1 character.
You can opt to put her on 2 blocks and serve vicous beats, but
dont ever put her over 2 blocks. Like most of the "smaller"
characters, the damage they do isnt that drastic when switching
over to 3 or 4 blocks. You can safely rely on the fact that
her HP and HK recover quickly. As long as you stay on the
offensive with her, ratio 1 will be just fine.
For rush down players use dodge, qcb + p, this can really
throw them off if your using s-groove. you can also use
hcf+k instead of qcb+p.
If you feel trapped or pressured, c.hk then get away.
It has great reach!
Mai is great at mind games, especially with small jump!
Her fan projectile is a little slow, so be careful when
you use it.
She doesn't have a standing chain lp or lk, so be
wary of M.bison, Blanka, or E. honda players.
just hit qcb+p instead.
Mai's pink suit is my all time favorite. For some reason
she just looks really nice in it. Just use MK when you
select her, if your going to be a Mai player, check it out.
Her two best grooves in my opinion, are A and S. However,
use what you know best, your a different player then I am,
so try all the grooves out, you might be the next Mai
badass on the block with p-groove.
If you own this game for console, buy an arc stick(arcade stick)
prefferably an ascii pad or a jon stick(check the shoryuken.com
forums for more information.) Here is a short story about my
early fighting game years. I have always favored 2p side, because
most of my friends liked the 1p side. I was never able to use the
1p side very well. Once I bought an arc stick, i had the chance
to learn both sides all over again. Going to the arcade I no longer
have trouble performing specials or supers in ANY capcom fighting
game, on either side no less. If you dont have one, go get one.
After a while you'll find alot of moves you thought were difficult
aren't as hard on an arc stick, and you can do a dragon punch with
out accidently doing a super with ease.
In closing, thankyou for reading the FAQ. Good luck using Mai, and
get ALL of your friends to play cvs2. this is such a solid game
there is no reason why more people arent playing it!
this is a c groove combo from www.gamegen.com
COMBOS
(C-Groove)
1. In corner, Jump-in HP, d + LP, d + LK ~ level 2 Swan's Fandango
(at the 5th hit) ~ level 1 Super Deadly Ninja Bees (11 Hits).
The swan fandago is (qcf, qcf + mp) and the deadly bees is
(qcb, hcf+lk)
Go to gamegen.com right now if you never been before.
They got lots of character artwork for every fighting game
and its truelly a testament to the whole fighting game genre.
Also visit www.shoryuken.com if you have never been before.
this is the real deal no bulls--t site.
For combo videos on capcom vs snk 2 go to www.gamecombos.com.
Watching combo videos will give you some ideas on what to do
with other characters and how to use supers properly.
DC, rest in peace, we will remember your supreme import ability
for a long time to come, especially seeing as how its now
non-existent. You name shall live on with Capcom vs Snk 2.
SNK, rest in peace, you too shall live on in Capcom vs Snk.
You will be sadly missed as well as the KOF series.
Too bad there couldnt have been a sequel to Mark of the Wolves :(