THE KING OF FIGHTERS XI – PLAYSTATION 2
MAI SHIRANUI´S FAQ
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finished at 12/20/2007.
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updated at 02/21/2008 - corrected some errors in history about Mai´s
fan; and in other sections. Thanks to Eduardo Albavera - Real guardian
of Mai.
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Hello, it´s the first time I wrote a FAQ and I hope it´s ok...
Well, let´s go.
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INTRODUCTION – WHY MAI?
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You must be asking: Why I would choose Mai? Because Mai is hot, gorgeous and
is cheap too!!!In the KOF XI version, Mai is one of the most strong
characters,with a real nice fireball (kachosen), a spetacular LDM,
various combos and great agility. See the strategies section and discover
her true potential!
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Table of contents:
1. Profile (PRF)
2. History (HIS)
3. Comands and special moves (CSM)
4. Normal moves
5. Combos (COB)
6. General strategies and tips (STP)
7. Tips against all characters (TAC)
8. Curiosities(CUR)
9. Contact(CTC)
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1.PROFILE (PRF)
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Name: Shiranui, Mai
Fighting style: Shiranui Ninjutsu
Birth: January, first.
Country: Japan
Blood´s type: B
Height:1,65m.
Weight: 46kg
Hair: Light brown (almost reddish)
Eyes: Brown
Hobbies: Cook
Favorite food: New year´s food
Favorite sport: Badminton
Important things: Andy Bogard, her mother´s hair clamp
Dislike: Spiders.
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2.HISTORY (HIS)
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Mai is a female modern ninja of Shiranui´s family, one of the most popular
families of ancient Japan. She was trained by her grandfather,
Hanzo Shiranui, in the arts of “Shiranui Ninjutsu Style”.
Mai uses a paper fan and she does several moves with it,
including fire in most of them. Her first appearance was
in Fatal Fury 2(Arcade/Neo Geo). After this, Mai´s charisma
bring her to The King of Fighters serie, where she´s absent only
in the XI ARCADE version, but back in PS2 version (YES!).She is
present too in other several games, like SNK vs Capcom Chaos,
Capcom vs SNK, Gals Fighters, etc. We don´t can forget the Mai´s
love: Andy Bogard. In the most games, Mai is always chasing him,
however Andy doesn´t like it so much...
Here a list of Mai´s appearences in games:
Fatal Fury 2
Fatal Fury Special
Fatal Fury 3
Real Bout Fatal Fury
Real Bout Fatal Fury Special
Fatal Fury Real Bout 2 The New Comers
Fatal Fury Special Dominated Mind
The King of Fighters 94
The King of Fighters 95
The King of Fighters 96
The King of Fighters 97
The King of Fighters 98
The King of Fighters 99
The King of Fighters 2000
The King of Fighters 2001
The King of Fighters 2002
The King of Fighters 2003
The King of Fighters Neo Wave
The King of Fighters XI (P2 version)
The King of Fighters Maximum Impact
The King of Fighters Maximum Impact 2
The King of Fighters Maximum Impact Regulation A
Neo Geo Battle Coliseum
SNK Gals Fighters
Capcom vs SNK
Capcom vs SNK 2
SNK vs Capcom Chaos
The King of Fighters Quiz
The King of Fighters Kyo
SNK vs Capcom Card Battle Fighters
However this FAQ is for Mai´s XI version, some of her moves work in several
games.Ah, she did a special appearence in final movies of Haohmaru and Gen-An
in Samurai Spirits, but I don´t know the relationship among them. Mai appears
too in first episode of anime KOF Another Day and in two another animes: Fatal
Fury 2 and Fatal Fury: The Movie.
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3.COMMANDS AND SPECIAL MOVES (CSM)
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I´ll use the default NEOGEO/Arcade settings for buttons.
In the parenthesis, the default setting of PS2.
A: weak punch (square button)
B: weak kick (X button)
C: strong punch (triangle button)
D: strong kick (circle button)
E: Blowback (old CD attack – R1 button)
Notes:
1.Use AC or BD for change characters in battle.If characther is switched du-
ring a combo, it uses some of the skill bar ( the bar above the gauge bar)
2.A danger move costs one gauge bar.
3.A leader danger move costs two gauge bars and can be performed only by the
leader character (who has the green life bar).
4.Use AB or BK+AB for roll (in the defense too, costs 1 gauge bar)
5.Use E in defense to put away the oponnent (costs 1 gauge bar)
6.Overhead: Must be high defended.
7.Crossup: Jump that hit in opponent´s back.
FD : forward
BK : back
UP : up
DN : down
FDN: forward down
HCF: half circle forward
HCB: half circle back
QCF: quarter circle forward
QCB: quarter circle back
Now, I´ll describe Mai´s moves, with a brief note for each one.
THROWS:
1.WINDMILL WASTER: FD+C/D (near oponnent)
Description: Mai uses her both legs to hang the opponent, throwing him/her to
opposite side (D version) or the same side (C version).
What I must say? It´s only a normal throw...
2.DREAM BLOSSOMS: FD, BK or DN + C/D (in the air, near oponnent)
Description: She grabs the opponent in air and uses her knees to smash him/her
to ground.
Dream Blossoms is a great air-throw.Try use it when the jump´s
punch/kick don´t work in aerial dispute against your oponnent.
COMMAND MOVES:
1.TRIANGULAR JUMP: In the corner, jump against the wall and jump
again in the opposite side.
Description: The famous triangular jump, like Chun li´s.
Very useful when cornered, don´t hesitate to use it!
2.RED CRANE STRUT: FDN+B (cancelable in any special move/DM
at first hit/ breaks high defense).
Description: A long range slide. Two hits.
This move has a bad, bad recovey time. Use it wisely: in combos, or like
a anti-air against some attack jumps.
3.CAMELIA CONGA: FD+B (cancelable in Mussassabi no Mai/Perturbed Peonies,
if done after a normal attack).
Description: Mai does a move similar to her ground throw.
Very useful in combos!Only. I said ONLY in combos(much slow).
4.MAMMOTH WINDMILL DROP: in the air, DN+A (overhead, has a
strong effect, like Kyo´s D+C, not cancellable).
Description: Mai uses her both hands to perform a powerful attack.
If you use Kyo, don´t think this move is equal. In fact, has the same
effect, but low priority.
5.FLOATING FEATHERS: in the air, DN+B (overhead, not cancellable)
Description: Mai raises her arms and attack with her knees.
A very interesting move.Almost always works like a crossup.
6.PUNY PLUM PUNT: in the air, DN+D (overhead, not cancellable)
Description: Mai uses her...hummm....buttock to "fly" toward her
opponent.Master its degree and use it like a crossup. High priority!
SPECIAL MOVES:
The name in parenthesis is the english version of move´s name. I like more
the japanese version. Kachosen! Ryuembu!!!!
1.KACHOSEN (FOLDING FAN FANDANGO)
QCF+A/C
Description: Mai throw a fan toward the screen.
Finally!!Different of old versions, here Mai´s fireball is a
great move!!!!!!With a excellent recover time, you must use
this move often.Only watch the oponnent´s distance, or you´ll
may suffer a killer combo...
2.RYUEMBU (DRAGON FLAME FANDANGO)
QCB+A/C (cancellable in DM moves at first hit)
Description: Mai uses her fan to do a fire´s circle.
The old move, but it works fine, specially like a anti-air.
Only figure out the oponnent´s distance, doing hit only the
fire on him/her.Abuse this move, ´cause its recovery time
is very good and also destroy projectiles.
3.KOYASEN TORI (NOCTURNAL PLOVER)
QCB+B/D (cancellable in Ryuembu)
Description: She does a "half-moon" attack with her fan.
Humm...This move works well on a combo with Ryuembu.
I think it´s all. I tried use it like a anti air,
but you need a very good timing for this.
Basically, do the move (B version) before the oponnent´s
jump reach Mai´s body, or it´ll certain fail.
4.SHINOBI BACHI (DEADLY NINJA BESS)
HCB+B/D
Description: Mai pass through the screen, attacking with her elbows.
Here is a misunderstood move.Everybody says
“this move sucks!!”.Isn´t true; in fact, it is really
a nice move. It is fast and works a anti-air
in certain situations,but has a very bad recovery time...
Use it when the oponnent jump of a away distance and doesn´t
reach Mai´s body.But remember: only do this move with sure,
because a error may cause a great counter-attack!!
5.MUSSASSABI NO MAI (FLYING SQUIRELL FURIANTE) (1)
In the air, QCB+A/C (cancellable in LDM move)
Description: Mai put her fan in her mouth and flyes toward the opponent.
The Mai´s trick on sleeve!This move has a high priority
against several uppercut moves, but caution: don´t abuse it,
or Mai will stay without possibility of defense.
Train the correct range for A and C version and
you´ll master it!!!
5b.MUSSASSABI NO MAI (2)
Hold DN 2sec, U+A/C, then:
a- HOLD A/C (cancellable in LDM move)
Description: She continues her attack thus she touch the wall.
b- QCB+A/C (cancellable in LDM move)
Description: After a small "fly", she continues her attack.
c- DN+A/C (overhead)
Description: She does her Floating Feather move.
d- DN+B/D (overhead)
Description: Mai does her Puny Plum Punt move.
e- PEACH BLOSSOM BOUNCE: near the oponnent, E (work in air too/unbockable).
Description: Mai grabs her opponent with her legs. Works like the
Vega/Balrog´s aerial throw.
If Mussassabi no Mai (1) is a trick, this is a GREAT trick.
With 5 possibilities of finishing, it may cause confusion on
the oponnent. This move has a real trick: when you do U+A/C,
you can use the superiors diagonals to “fly” to the back of
your oponnent, causing more confusion!!The throw with E button
is really a cheap move. It may throw other moves,like uppercuts,
attacking jumps, and even DMs/LDMs!!
DANGER MOVES:
1.BURNING MAI
QCF 2X +A/C
Description: Mai does a sign with her hands (ninja sign, maybe?) and
two pillars of flames show up her both sides.
This move was really great in FF Real Bout Special, but here it
is only average.
It would must be a anti-air move, but forget it.
It is slow and if the oponnent hits Mai, even with the fire
on screen,the move doesn´t work. Use it like the Koyasen
Tori move: before the oponnent reach Mai´s body, or it´ll useless.
2.CHOU HISSATSSU SHINOBI BACHI (SUPER DEADLY NINJA BEES)
QCB, HCF+B/D (cancellable in LDM move)
Description: It´s like Shinobi Bachi, but wrapped up in flames.
Mai has this DM since FF2, and never have lost it. In the truth,
only works for combos, causing a great damage.
Nothing of invincibility ou priority. Use ONLY in combos.
LEADER DANGER MOVE:
1.PERTURBED PEONIES
In the air, QCF, QCF+E
Description: Mai flyes toward the opponent and does a "X" attack, fini-
shing with a explosion.
It works like a Mussassabi no Mai, and has the same powers:
high priority against uppercut and other moves. It cause a
BIG damage and connect in combos.
Use it whenever you can!!!
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4.NORMAL MOVES
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Here is the normal Mai´s moves. I posted a description; an information of
move´s range; if the move is cancellable in a command/special/danger move and
my opinion about them.
1. Far stand A
Description: Mai does a fast attack with her fan closed.
Range: medium
Cancellable: No.
Her more cheap move! Use often against any type of oponnent. Only watch out
characters with special throws, cause some of these moves can "grab her fan".
2. Near stand A
Description: Mai does a fast attack with her open fan in a vertical route
(up>down).
Range: short
Cancellable: Yes.
Use only in combos after a down+B.
3. Crouching A (near and far)
Description: Mai grabs her "tail" and does a rapid move.
Range: short to medium
Cancellable: No.
A decent move, but lacks in recuperation time. Use it like the far stand A.
4. Right jump A
Description: Mai does a "triangle" with her hands, with her fan open.
Range: short
Cancellable: Yes.
Hummmm...Maybe this move be useful when the other attacks jumps don´t work.
5. Diagonal jump A
Description: Mai does a "triangle" with her hands, this time, without her
fan.
Range: short
Cancellable: Yes.
Like the right jump, I don´t see any special in this jump.Fast, maybe.
6. Far stand B
Description: Mai does a kick with a diagonal direction (45º degrees) using her
right leg.
Range: medium to large
Cancellable: No
Because its range, a nice move. Caution with timing: this move isn´t fast.
7. Near stand B
Description: Mai does a kick in knee`s height.
Range: short
Cancellable: Yes.
Like near stand A, use only in combos after down+B.
8. Crouching B (near and far)
Description: Mai does a crouching weak kick, like Ryu in SF.
Range: short
Cancellable: No (only in other normal move)
Use for start combos. However its animation is similar to crouching weak
kick of Ryu, this move is kinda slow.
9. Right jump B
Description: Mai grabs her "tail" and does a move in combination with her
fan.
Range: medium to large
Cancellable: Yes.
Great anti-air! When other moves doesn´t work, try this move for aerial
battles.
10. Diagonal jump B
Description: Mai uses her left leg to do an attack with her knee.
Range: short
Cancellable: Yes.
Use when the others jumps don´t work. There is a small possibility of
crossup.
11. Far stand C
Description: Mai raises her open fan above her head.
Range: short to medium
Cancellable: No.
Can be used like a anti-air. But do the move before the opponent reachs
Mai´s body.
12. Near stand C
Description: Mai raises her closed fan in the height of her head.
Range: short
Cancellable: Yes.
Her main combo starter. Use often,`cuz is a fast move.
13. Crouching C (near and far)
Description: Mai uses her left elbow to perform a low move.
Range: medium to large
Cancellable: Yes
Another excellent combo starter!!! But caution with its speed.
14. Right jump C
Description: Mai does a attack with her open fan using the left hand.
Range: short to medium
Cancellable: No.
Use it liker her right jump B.But it´s more slow.
15. Diagonal jump C
Description: Using her left hand, Mai does a attack with her open fan,
like a "half-moon", stopping in the height of her knees.
Range: short to medium
Cancellable: No.
The Mai´s best jump for aerial battles.But don´t use this for start
a combo.
16. Far stand D
Description: With her left leg, she does a move-foward kick in the waist
height.
Range: large
Cancellable: No.
Although its large range, this move is slow and isn´t very useful.
17. Near stand D
Description: She does a 45º degree kick with her left leg.
Range: short
Cancellable: Yes.
This move is very useful. Can be used like a anti-air or a combo starter
and is very fast.
19. Crouching D (near and far)
Description: Using her right leg, Mai does a low attack.
Range: medium
Cancellable: Yes
A cheap move: Use it of medium distance. If opponent defend, cancel in her
kachosen.
20. Right jump D
Description: She does a jump like a inverted "L" using her right leg.
Range: medium
Cancellable: No.
Use it like a anti-air. Very effective in some cases.
21: Diagonal jump D
Description: Mai does a inverted 45º degree kick using her left leg.
Range: large
Cancellable: No
The Mai´s best jump for start combos. Is very useful too when used jum-
ping back, because of its range.
22: Fierce Attack (old CD attack, now done with the E button-R1)
Range: medium
Cancellable: No.
Description: Mai does a "back-kick" with her left leg, in waist height.
Very fast move, but not cancellable. Use for surprising the opponent.
23: Fierce Attack in air
Range: Large
Cancellable: Yes.
Description: Mai uses her both legs to attack the opponent.
A very useful move! Has a realy large range!
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5.COMBOS (COB)
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A.Basic combos:
1. Fierce attack in air (defended or in counter), Mussassabi no Mai
2. Jump D, stand C, Red crane strut, Koyasen Tori, Ryuembu
3. Jump D, stand C, Camelia Conga, Mussassabi no Mai
4. DN+B, stand A, Red crane strut, Koyasen Tori, Ryuembu
B.Average combos:
1. Crossup D, stand C, Red crane strut , Chou Hissatssu Shinobi Bachi
2. Mammoth windmill drop, stand C, Ryuembu (1 hit),
Chou Hissatssu Shinobi Bachi;
3. Jump D, stand C, Camelia Conga, Mussassabi no Mai,
Perturbed Peonies;
4. Crossup D, stand C, Red crane strut , Ryuembu (1hit),
Chou Hissatssu Shinobi Bachi,Perturbed Peonies.
C.Complex combos:
1. Team: B. Jennet, Mai Shiranui, Athena Asamiya - need 3 gauge bars and
2 skills bars (this is for girls fans!)
First part, B. Jennet: Jump C, still in the air C, stand A, A, A,
QCB,QCB+A/C,change to Mai
Second part, Mai: D still in the air, stand C, Red crane strut,
Ryuembu (1hit),change to Athena
Third part, Athena: D still in the air, stand C, FD+B,
uppercut move+A (C only in the corner), QCF,QCF+E.
2.Team: Malin, Benimaru, Mai Shiranui – need 2 gauge bars and 2 skills
bars.
First part, Malin: Jump D, stand C, F+B, HCF+B,
change to Benimaru
Second part, Benimaru: D still in the air, stand C, QCB+C,
change to Mai
Third part, Mai: D still in the air, stand C, Camelia Conga,
Mussassabi no Mai, Perturbed Peonies.
3.Team: Iori, Kyo, Mai - need 4 gauge bars and 2 skills bars.
First part, Iori: Crossup BK+B, stand C, FD+A, QCFHCB+A/C,
change to Kyo
Second part, Kyo: B still in the air, stand C, QCB+A,QCB+A,
change to Mai
Third part, Mai: D still in the air, stand C, Red crane strut,
Ryuembu, Chou Hissatsu Shinobi Bachi, Perturbed Peonies.
With these examples, I´m sure you now able to create new awesome combos.
Good luck!
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6. GENERAL STRATEGIES AND TIPS (STP)
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First, have in mind that Mai has a very great agility and use this
for your help.Don´t stand stopped for one second. Do her standing
A several times, wich has a good reach and speed.In aerial battles,
use her jump+C (when you jump foward) or jump+D (when you jump back).
Pluny Plum Put has a great priority in the air and several times it´ll
be a crossup.I think the only Mai´s weakness is the absence of
a uppercut move (like KOF 98), what force you to be agressive or Mai´ll
be in serious danger. If you are in the corner, simply use the triangle
jump for escape, because Mai doesn´t have a good anti-air move.Abuse of
her combos,´cuz the recovery time of them are excellent (the basic combos
with Ryuembu and Mussasabi no Mai). Only take caution against oponnents
that use the roll during the defense, or Mai may be vulnerable. Use her
katchosen often: it is a geat fireball with awesome recovery time.
One of most cheaps strategies is stand at middle distance of oponnent
and do several katchosen. If he/she roll, use the shinobi bachi.
If he/she jump, without reach the Mai´s body, use the Ryuembu or
Burning Mai. If he/she get near Mai, use her standing A
until he/she drive away.Oh, don´t forget her Mussassabi no Mai! Great for
uppercut users, this move is excellent, only train the different range
of A/C versions.And last, Mai has another excellent trick to keep distance:
do back,back and, when Mai be in the air, do her Mammoth Windmill Drop.
Thus, Mai´ll get more distance of opponent, drawing back quickly.
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7. TIPS AGAINST ALL CHARACTERS (TAC)
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In this section I´ll show tips of how Mai´s users must act against each
character.
1.AGAINST KYO:
Remember that Mai has priority in air against Kyo, then, abuse of jump kicks.
Only have caution with his uppercut, but it can resolved with her Mussassabi
no Mai. Attack him constantly.
Chance of Victory: 8/10
2.AGAINST IORI:
Beware with his jumps,`cuz Iori has the advantage. Abuse of her standing A
and caution with her combos: if you miss the red crane strut, Iori´ll crush
the poor Mai. Use her katchosen often too, because this move is much faster
than Iori´s fireball.
Chance of Victory: 8/10
3.AGAINST SHINGO:
Fight against him like you do with Kyo.But don´t forget her special throw!
Chance of Victory:8/10
4.AGAINST ASH:
Use her jump+D often. Caution with his fireball and his special throw.
Don´t give him space or Mai´ll be in danger.
Chance of Victory:7.5/10
5.AGAINST OSWALD:
Oswald is one of the most strong characters in the game, but Mai has a
trick in her sleeve: Ryuembu! When he near, se this move often against him.
When his far, do several katchosen. Jump with D.
chance of Victory: 7/10
6.AGAINST SHEN:
As Shen is slow, abuse of her katchosen. Keep distance and use it!If he
approaches, use her standing A and Ryuembu to put him away.
Chance of Victory:9/10
8.AGAINST K´:
K´is fast, consequently use only low jumps on him. In an aerial dispute, use
her jump C.
Chance of Victory: 8/10
9.AGAINST MAXIMA:
Maxima is strong. But he is slow. Don´t stand stopped! Do her katchosen, run,
jump, ryuembu, shinobi bachi. Only don´t stand stopped!!!!
Chance of Victory: 9/10
10.AGAINST KULA:
Difficult battle...Kula has a high priority in air and her combos are so fast!
But, don´t give up!!!Keep near her and do several standing+A.If she jump, jump
back with D. Mai´s shinobi bachi is a nice move to use: only wait she does
anything (like her move with her legs or her slide) and do it. Caution
with your katchosen, ´cuz Kula revert fireballs. And she does that very fast!!
Chance of Victory:6/10
11.AGAINST B.JENET:
Only keep distance and do several katchosen. If she jump, use ryuembu or
jump+C.If she roll, run and do Mai´s crouching C. Always keep distance.
Chance of victory:7/10
12.AGAINST GATO:
Hummmm...Gato is very cheap in ground, then, try keep the fight on air, where
Mai has a advantage.Only caution with his anti-air Danger move.
Chance of Victory:6.5/10
13.AGAINST TYZOC:
Use the same tatic used against Maxima.
Chance of victory:9/10
14.AGAINST TERRY:
Her brother-in-law can really a pain!Use his slow jump against him, abusing
of her jump+D, ryuembu and mussassabi no mai. Make him jump doing several
katchosen.
Chance of Victory:8/10.
15.AGAINST DUCK KING:
I don´t have much experience against him...But try to use her katchosen and
combos.
I think it´s not really hard beat him.
Chance of Victory: ?/10
16.AGAINST KIM:
Keep distance!!!!If he approaches, jump back with D.In corner use the trian-
gular jump to escape. Don´t let him near you because Kim moves have a high
priority on the ground.Abuse of her katchosen.
Chance of Victory:8/10
17.AGAINST VANESSA:
Use the same tatic use against Kim, but caution doing katchosen: Vanessa has
several moves to beat it.You can use Mai´s crounching A often.
Chance of Victory:7.5/10
18.AGAINST BLUE MARY:
Don´t abuse of Mai´s katchosen or Mary´ll start a killer combo!Use Mai´s crou-
ching D often.Abuse of her ryuembu too, but do hit only the 2nd hit, ´cuz Mary
counter-moves are really good!
Chance of Victory:7.5/10
19.AGAINST RAMON:
Ramon is a throw character.But a fast one!In the air use Mai´s jump+C and
caution with his special throw. It´s very cheap and has a high priority on
the ground. Keep medium distance. Not too far, not too near.
Chance of Victory: 8/10.
20.AGAINST ELISABETH
Like Kim and Vanessa, her moves on ground are really cheap and have a high
priority.Then, abuse of low jumps with D and ryuembu, because these moves
have a advantage against Elisabeth´s special moves. Only caution with her
LDM!
Chance of Victory: 7/10
21.AGAINST DUO LON
Duolon is strong, but kinda slow.Use her katchosen of medium distance and
jump often because Duolon doesn´t have a great anti air, only his DM.
Chance of Victory: 8.5/10
22.AGAINST BENIMARU
In older versions of KOF Benimaru had advantage in aerial disputes against
Mai,but now Mai has de advantage!Consequently, let the fight on air, abusing
of her jumps with C e D and her Mussassabi no Mai. Try don´t stand on ground.
Chance of Victory: 8/10
23.AGAINST ATHENA
While she hasn´t a gauge bar, jump on her constantly (with D or using
Mussassabi no Mai). When she got a gauge bar, try to decease her, doing
her use her DM. Then attack her again constantly, keeping near.
Chance of Victory: 7/10
24.AGAINST KENSOU.
Keep near!!!! If you give him distance, Mai´ll be in trouble.Abuse of her
standing A, chrouching A, standing B. Remember: Mai´s Mussassabi no Mai has
a high priority against all Kensou´s anti-air moves. Jump on him!!!!
Chance of Victory: 8/10
25.AGAINST MOMOKO
Keep far!!!! Use several katchousen.If Momoko jump, jump with D or C.If she
approaches, use the trick back,back + Mammoth Windmill drop.
Chance of Victory: 8.5/10
27.AGAINST KASUMI
Only watch out her counter moves. Keep distance and use Mai´s triangular
jump if you was cornered.Try to decease her, using Mai´s Mussassabi no Mai 2
and its several finishings.
Chance of Victory: 8/10
28.AGAINST MALIN
Malin is pretty fast, consequently watch out her!Don´t abuse of katchosen!Try
keep near, using low jumps.
Chance of Victory: 7.5/10
29.AGAINST EIJI
A complex fight...Eiji has high priority on ground and on air!Try move with
caution and wait for a error.If you want to attack him, do it carefully, be-
cause Mai´s normal moves don´t work well against Eiji.Use her low jump with D
followed by standing A until Eiji do a mistake. Then, use a powerful combo
and cause the bigger possible damage.
Chance of Victory: 5/10
30.AGAINST WHIP
Try to keep the fight on air. Caution using katchosen, cause Whip is fast and
has several combos.
Chance of Victory: 8/10
31.AGAINST CLARK
Use the same tatic used against Maxima and Tyzoc.But watch out Clark´s speed,
he isn´t so slow.
Chance of Victory: 9/10
32.AGAINST RALPH
Ralph has excellent normal moves on ground and on air. Jump with caution, or
Mai´ll be catch by Ralph´s punches and kicks.Try to keep him far doing
katchosen and using her trick back,back,Mammoth Windmill Drop.Her Ryuembu,
of medium distance work well too.
Chance of Victory: 8/10
33.AGAINST RYO
Only watch out his uppercut, because it´s very strong!Try to deceive him with
Mussassabi no Mai 2 and wait for a mistake.
Chance of Victory: 8/10
34.AGAINST YURI
Warning!! Trouble! Trouble!Like Ralph, Yuri has excellent normal moves on
ground and on air. But Yuri has fireballs too: on ground and on air...A good
trick against Yuris that abuse of her aerial fireball is counter attack with
Mai´s DM Burning Mai.But do it before the fireball reaches Mai´s body!Like her
brother,caution with her uppercut too, it´s very strong!Jumping back with D
is a good way of win aerial disputes.
Chance of Victory:6.5/10
35.AGAINST KING
Abuse of Mai´s Mussassabi no Mai, ´cuz it has priority against the King´s
anti-air move (QCB+ B or D).Remember too that King doesn´t have more her
special throw.Keep near!
Chance of Vitory: 7.5/10
36.AGAINST HOTARU
Keep near, attacking constantly. Hotaru´s uppercut don´t have the same power
it had in Garou. Jump on her! Only watch out her LDM.
Chance of Victory: 8/10
37.AGAINST ROBERT
Robert has nice special moves, but lacks on normal moves (are too slow).Then,
keep near, doing low jumps followed by stand A/B.
Chance of Victory: 8.5/10
38.AGAINST TUNG FU RUE
This old man is a strong one!He has many anti-air attacks, consequently, try
don´t jump. Abuse of Mai´s katchosen, ´cuz Tung is fast, but don´t have a
long range jump.
Chance of Victory: 8.5/10
39.AGAINST HAYATE
Well, I don´t have much experience against Hayate, but he seems a very strong
character. He´s very fast. Try deceive him and wait for a mistake.
Chance of Victory: ?/10
40.AGAINST MR. BIG.
The Big Chief is strong, but slow.Use it in your help. Keep Mai running, doing
katchosens and ryuembus.Jump on him with Mussassabi no Mai, ´cuz his anti-air
attacks are ineffective against it.
Chance of Victory: 9/10
41:AGAINST GEESE
Like Kasumi, watch out his counter-moves.Deceive him with Mussassabi no Mai 2,
doing him miss his counter moves. Use katchosen often, cause Geese jumps
aren´t so fast.
Chance of Victory: 8/10
42.AGAINST GAI
Keep distance!Keep distance! Did you understand? If he approaches, use Mai´s
trick back,back+ Mammoth Windmill Drop. If you was cornered, use Triangular
jump.The Gai´s moves are very cheap and have a high priority.
Chance of Victory: 7/10
43.AGAINST JAZU
Use her Mussassabi no Mai(the A version) often.Abuse of her katchosen and
ryuembu.But caution with his uppercut: a really cheap move.
Chance of Victory: 8.5/10
44.AGAINST ADEL
Adel has slow moves, consequently abuse of Mai´s faster moves: low jump with D,
standing A, standin B and ryuembu with A.
Chance of Victory: 8/10
45.AGAINST SILVER
Another slow-strong character. Keep moving and don´t let approaches you!
Chance of Victory: 8/10
46.AGAINST EX KYO
Use the same tatic used against normal Kyo. The are a bit different, but at
the same time, very similar.
Chance of Victory: 8/10
47.AGAINST MAI
Beware the aerial battles, because now you have the exact same opponent´s
power. Caution too with slow moves: Mai is very fast!!!
Chance of Victory: 10/10 (are the same character!)
48.AGAINST SHION
Well, if the opponent won´t do the infinite combo is a geat start yet.Use and
abuse of her Mussassabi no Mai, because is the only Mai´s move that have a
high priority against him.
chance of Victory: 6/10 (without infinite combo)
49.AGAINST MAGAKI
Who´ll choose a boss in a challenger?I don´t know what say about this
situation... Maybe a bit of luck? Try to make him miss some moves and do
a powerful combo.
Chance of Victory: ?/10
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8. CURIOSITIES (CUR)
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* Mai is one of few SNK characters that have only a voice actress: Akoya Sogi.
since Fatal Fury 2, Mai´s voice is performed by her.
* On the first plan of Fatal Fury 2, Mai would be a man! Yes! A male ninja!!!!
Probably due to Chun li´s sucess in SF2, they decided to put a woman in the
game. God bless who had this idea!!!!!
* Mai is the 3rd character most important of SNK Playmore. Only Kyo (1st) and
Iori (2nd) are more important than her(See Capcom vs SNK, SNK vs Capcom Chaos
and SNK vs Capcom Battle Card Fighters).
* In anime parties around the world, Mai is one of the most popular cosplayers.
* SNK Playmore gave the following reason for Mai´s absence in KOF XI arcade
version:"She was angry with Terry, who don´t said to her where Andy is since
KOF 2003".
* Mai has a special intro against Yuri in KOF XI, and have a special intro
against Andy in KOF 97,98,99,2000,2001.
* In the end of Mai´s SNK vs Capcom Chaos, she knows Hokotomaru (Garou Mark of
the Wolves) a little ninja trained by Andy.
* Hokotomaru fight the Shiranui´s style, like Mai and Andy. In one of his DMS
he says the same thing that Mai says in her DM "Phoenix Dance"(KOF 97,98,99,
2000,2001 and SNK Vs Capcom Chaos).
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9. CONTACTS (CTC)
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Well, I think it´s all. If anyone have a question about Mai,
her moves, combos , or to tell me errors in this FAQ,
contact me:
[email protected].
I´ll be happy for help Mai´s users, after all, Mai is the
greatest female character of SNK/Playmore and she deserves
much respect!!!!!!
Mai, NIPPON ICHI!!!!!!!!!!!!!!!
I want to thank:
The genius that created Mai Shiranui
The SNK Playmore for put Mai in several games
The site Gamefaqs for give me this opportunity
And all Mai´s fans around the world!!!!
Durval Oliveira
Copyrighted (c) 2007
Mai Shiranui and The King of Fighters are trademarks of SNK Playmore (c).