Shiranui Mai FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact:
[email protected]
===============
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