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


[Kanji of Shiranui Mai, courtesy of Andy Bogard]

CAPCOM VS SNK
A GUIDE TO MAI SHIRANUI
EASYE (Ernesto Schweikert)
FEBRUARY 2001
VERSION 1.4

-----------------------------------------------------------------------
COPYRIGHT:
-----------------------------------------------------------------------
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
[email protected]. 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!


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


-----------------------------------------------------------------------
REVISION HISTORY
-----------------------------------------------------------------------
1.4 - Welcome to the "Mai, mai, mai" edition, where you will find everything
you need to know about your favorite bouncy ninja in CvS.  Much thanks to Andy
Bogard for his contribution to this update.

1.3 - HOPEFULLY fixed the spacing problem; more importantly, added some awesome
combos I saw on James Chen's most excellent Fatal Fury Characters Combo
Exhibition on Shoryuken.com.  I recommend you go see these for yourself, and
check out the website if you haven't done so already.  You will learn TONS from
that place.  Also added some poking tactics I picked up over the weekend.

1.2 - Fixed some more spacing problems in Notepad.  To all you budding FAQ
writers out there, never use the tab button!  That's all for now.

1.1 - Mainly fixed some spacing problems arising from Windows to text file
copying.  Pretty exciting stuff, huh?


-----------------------------------------------------------------------
INTRO:
-----------------------------------------------------------------------
 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.


-----------------------------------------------------------------------
CONTACT INFO:
-----------------------------------------------------------------------
Any questions/corrections/comments/awesome combos, e-mail me at [email protected]


-----------------------------------------------------------------------
PROFILE:
-----------------------------------------------------------------------
"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.


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

T    Towards
D    Down
B    Back
U    Up

P    Punch
K    Kick


-----------------------------------------------------------------------
THROWS:
-----------------------------------------------------------------------
 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.  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 SK): 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 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 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.


-----------------------------------------------------------------------
NORMAL MOVES:
-----------------------------------------------------------------------
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.  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.  Slightly faster and more
combo-able than the WP.

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.  Buffer with a fan.


When jumping, Mai:

WP - 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.

WK - sticks out a knee.  Also quite sticky, big priority, Mai's best
air-to-air, and decent cross-up ability.

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, but makes up for
it with decent cross-up ability.


-----------------------------------------------------------------------
SPECIAL MOVES:
-----------------------------------------------------------------------
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 :)
Adds Andy Bogard:
The Kachou Sen will pass right over Terry's Power Wave or Rugal's Reppuken.
Keep that in mind before starting a projectile war.

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 is not too bad.

MUSASABI NO MAI (KUUCHUU) - Air Dive (in air, D, DB, B, P): Mai dives towards
her opponent, fan in mouth.  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 (Thanks to Andy Bogard for confirming this).  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.
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 choose what wall Mai jumps to by pressing UB for the wall behind her
and UF for the wall facing her (simply pressing up results in the wall behind
her).  Good confuse and surprise value with this.

2) You cannot aim the dive itself, 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) 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.


-----------------------------------------------------------------------
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 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 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.  (I think it
carries the same priority as a level 1, but I'm not sure.  Can anyone confirm?)
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.


-----------------------------------------------------------------------
COMBOS
-----------------------------------------------------------------------
Moves in parentheses are optional or can be used as an alternative.  Optional
jump-in attacks include cross-up attacks.  Combos with the Super Elbow Lunge
exclude the level 3 version.  Master these!

You can link up to 3 crouching WKs or crouching WPs.

(Jump in attack), (crouching) close WK, (crouching WK), (Super) Elbow Lunge

(Jump in SP or SK), (crouching) SP, any ground special or super move except the
(Super) Elbow Lunge

Jump in SK, Level 3 Super Air Dive
Note: Tricky combo.  Timing the cancelling of the Air Dive is difficult.

When your opponent is airborne:
Any jumping normal move, (Super) Air Dive
Note: 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.

Poking Tactics:
(Jump in WP or WK), crouching WK, close WK, crouching SK, Butterfly Fan
Note: 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.

Thanks to Andy Bogard for the following combo:
Jump in SP or SK, Level 3 Super Elbow Lunge

Thanks to Mr. James Chen and Shoryuken.com for these corner combos:
When your opponent is in the corner:

(Jump in SP or SK), (crouching) SP, Flame Twirl, Level 3 Super Elbow Lunge

Air or Wall Dive, Level 3 Super Elbow Lunge


-----------------------------------------------------------------------
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.  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.

ROLLING
 Ah, the roll.  Know when to use the roll.  (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 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, say a dragon punch.  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
move/super.  For the most part, they're right.  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 SELECTION
 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.  Additionally, know
that as you increase your super meter, you 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 maxed out.)  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.


-----------------------------------------------------------------------
EX MAI
-----------------------------------------------------------------------
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 and extinguishes rapidly, while
SK hits thrice 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 gives Mai an invincibility frame only around the
top portion of her body (Thanks to Andy Bogard for confirming this).  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).  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).

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

crouching WK (WP), WK Flame Pillar

(Crouching WK), (Crouching WK), Crouching WK, Triple Butterfly Fan

Once again, thanks to Mr. James Chen and Shoryuken.com for these gems:

(Jump in attack), (crouching) close WK, (crouching WK), Level 1 Super Elbow
Lunge, Level 2 Triple Butterfly Fan

Poking tactics:
(Jump in WP or WK), crouching WK, standing WK, crouching SK, (Level 3 Triple)
Butterfly Fan
Note: The difference between regular Mai's and EX Mai's poking tactics combo is
that EX Mai's level 3 Triple Butterfly Fan will connect after the sweep!

-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.  The Flame Pillar should be used exclusively
for anti-air purposes; watch out for its long start-up time.  EX Mai can work
well with SNK Groove, if just to enjoy doing countless Triple Butterfly Fan
supers when your life's flashing.  However, Capcom Groove still suits Mai
better.


-----------------------------------------------------------------------
MISCELLANEOUS
-----------------------------------------------------------------------
Many, many thanks to Andy Bogard for this section.  This section is all his
except for the ridiculous adjectives describing Mai's colors.

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

These only take effect once EX characters are released:
WP+WK: Inappropriate Ochre
SP+SK: Awesome Periwinkle
WP+SP: Pink Explosion
WK+SK: Assassin Black

Special Intro with 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 shrugs, bemused.

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!"
(Plus the one I put up by her profile.)


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

Andy Bogard <[email protected]> for providing 99% 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 [email protected].  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.)