Mai Shiranui is the last female heiress to the Shiranui ninja clan. As such, she is a highly skilled ninja in the Shiranui-ryuu fighting style, and likely the best in the world at it. The only other notable fighter who uses Shiranui-ryuu is Mai's boyfriend, Andy Bogard. Aside from her ninja training, Mai is an air-headed but strong woman who fights for her team, Team Women's Fighters, year after year in The King of Fighters. She is a bit hot-blooded at times, but cares for her teammates. Mai is also madly in love with her perfect man, Andy Bogard, and chases after him at all times. She appreciates things of great beauty, including herself, and will compliment men who look similar to Andy. However, she always ends with them being "not as cute as Andy".
Mai is one of the most popular characters in SNK history, for her interesting backstory, fun playstyle, and no other reason really.
Gameplay
Mai is one of CvS2's many zoners. Her Kachosen fireballs are useful and versatile space controlling tools that let her keep her opponents at bay, and her plethora of anti-airs and run away tools can frustrate opponents trying to work around them. Her Ryuuenbu fire attack can delete other projectiles as well, allowing her to counter-zone as effectively as she zones. Her mobility is much higher than the average character, with a stellar walkspeed, above average run, and a walldive and divekick for escaping bad situations. Her punish game isn't anything to scoff at either, especially if she has a level 3 super behind it.
These don't come without downsides however. Mai has much lower health than the average character, and lower stun too. While she can absolutely run away and zone for the entire match, if the opponent catches her a few times, it can end quick. Her defensive options aren't stellar either, with her only real reversal being a charge move with 25 frames of startup and still being a massive -42 on block. She doesn't have a 2 frame button either, making her mashing a little bit worse than the average character. This forces her to try and escape offensive pressure rather than fight back. Her offensive options aren't the best either, lacking any standing overheads or safe on block specials to pressure with.
These weaknesses don't knock her down too hard however, as Mai is still widely considered a high tier character in K-Groove. If you like to zone and run away from your opponents, and then punish their committal attempts to catch you with a massive level 3 super combo, then Mai is for you.
Groove Selection
Best - K: Mai is most widely played in K-Groove. Rage can make her poke and zone game a lot more damaging overall, and approaching Mai with Rage is scary, as if she tags you with one strong normal she gets to cancel into level 3 Cho Hissatsu Shinobi Bachi (2141236K) for massive damage. JD allows her a more powerful defensive tool as well. Her run is one of the fastest in the game, and mixed with shorthops it makes her mixup game a lot more real and allows her to pressure the opponent with more legitimate threat behind it.
Useful - C/N/A/S: Mai sees some usage in every other Groove, although they all sacrifice something. C-Mai gets more access to her supers, Alpha Counters to help her defense, airblocking to help her escape, and her roll is above average. She loses out on run, hop, and the threat of Rage. N-Mai gets run and hop, rolls, and guard cancel rolls to escape from pressure. She rarely uses her supers however, as her level 1 supers are underwhelming. A-Mai gets access to Custom Combos, and all the benefits of C-Mai save for the supers. She loses out on the movement ability of other Grooves, and almost never has a super, though her CC is still fairly useful. S-Mai gets the movement and access to infinite level 1 supers at low health. While her level 1's aren't stellar, having infinite of them makes them quite a lot scarier. She doesn't mind charging but Mai generally wants to stay mobile, and she has to sacrifice any other powerful tools in other Grooves and deal with the lacking mechanics of S-Groove overall.
Worst - P: While parries do help her to deal with rushdown pressure, Mai punishes just aren't that scary without meter, which P-Groove rarely has. Mai would rather zone than approach as well, and parries are best used offensively. P-Mai gets very little, and what she does get, you would likely rather just play K-Mai for.
Mai is a powerful zoning and neutral character with great normals, anti-airs, and a useful fireball. She has great ability to run away as well. She just lacks any offensive mix or a good reversal in exchange. Mai is best in K-Groove.
Pros
Cons
Stellar zoning with Kachosen fireballs and solid overall buttons
Her high mobility with Musasabi no Mai divekicks, great walkspeed, a good roll, and a great and fast jump
High damage punishes with her level 3 super, and a useful level 3 fireball and divekick super for anti-zoning and punishing anti-airs
Great anti-zoning tools with Ryuuenbu, Musasabi no Mai, and all of her supers
Very low health and stun means losing neutral a few times can end the round
Weak mixups without shorthop and run, which are a bit riskier
No real safe on block special to end in, limiting her chipping and guard crushing ability
Very weak reversal makes her defense much worse overall
Normal Moves
Far Normals
5LP
Far Jab Far Light Punch 5LP / Far LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
300
3
SU
Mid
High
6
6
14
26
-3
-3
None
Mai sticks her fan out and strikes at the opponents head. One of your most annoying pokes, as it's very fast and reaches very far. Not much damage or reward, but also barely any risk, so if you think the opponent is going to do something hit this button and stuff whatever it is instantly.
5MP
Far Strong Far Medium Punch 5MP / Far MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
800
8
SP/SU
Mid
High
6
2
23
31
-3
-3
None
A downward swipe with her fan. Decent range and a special cancel makes this a solid punish normal, though at absolute max range it won't combo into anything besides supers. Can also be a decent approach deterrent, but you have better normals for that.
5HP
Far Fierce Far Heavy Punch 5HP / Far HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1000
10
SU
Mid
High
7
5
22
35
-4
-4
None
An upward fan stab. Useful far anti-air, as it hits at a decent angle to snipe lower jumps. Struggles to hit people directly above her though.
5LK
Far Short Far Light Kick 5LK / Far LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
400
4
SU
Mid
High
5
5
11
21
+1
+1
None
A quick kick to the head. Useful for confirming into supers or anti-airing at certain angles, though it can lose out to jump-ins that have lower hitboxes.
5MK
Far Forward Far Medium Kick 5MK / Far MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
800
8
None
Mid
High
10
6
19
35
-5
-5
Throw (Airborne)
A jumping kick. Can beat throws and some low moves thanks to lower body invuln, but has low damage and can't cancel to anything. Not very useful otherwise.
5HK
Far Roundhouse Far Heavy Kick 5HK / Far HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1200
12
None
Mid
High
12
10
20
42
-4
-4
None
A forward moving kick to the head. One of your longer ranged pokes, useful as a heavy whiff punish thanks to the step forward. No cancel but it does decent single hit damage.
Close Normals
clLP
Close Jab Close Light Punch cl.LP / cl5LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
400
4
SP/SU
Mid
High
3
4
6
13
+7
+7
None
A quick jab to the gut with her fan. Not a bad panic button, and is notably uncrouchable where most jabs are crouchable. Useful for pressure sequences and threatening tick throws, but since Mai doesn't do mixups much this is about your best mixup threat.
clMP
Close Strong Close Medium Punch cl.MP / cl5MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
800
8
SP/SU
Mid
High
6
2
23
31
-3
-3
None
Identical to 5MP. Not a bad punish starter up close.
clHP
Close Fierce Close Heavy Punch cl.HP / cl5HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1200
12
SP/SU
Mid
High
7
3
24
34
0
0
None
A beefy hook punch. Your main normal for starting punishes, as it combos into her best enders easily. Not as fast as other punish normals sadly, but does the job. Zero on block as well.
clLK
Close Short Close Light Kick cl.LK / cl5LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
300
3
SP/SU
Mid
Mid
4
6
5
15
+6
+6
None
A low kick that doesn't hit low. Pretty similar usage to cl.LP, a good panic button and pressure starter.
clMK
Close Forward Close Medium Kick cl.MK / cl5MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
900
9
SP/SU
Mid
High
5
7
21
34
-6
-6
None
A high kick above her head. Useful anti-air when they're too close for 5HP or airthrow, and can punish some stuff up close. If you're point blank these will combo into the first hit of Hissatsu Shinobi Bachi, but this will always combo into Ryuuenbu.
clHK
Close Roundhouse Close Heavy Kick cl.HK / cl5HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1200
12
SU
Mid
High
6
6
24
36
-6
-6
None
A high upward kick. Useful close anti-air, although the proximity is a bit tight, and you don't want 5HK versus a jumping opponent. Other than that, not many purposes.
Crouching Normals
2LP
Crouch Jab Crouching Light Punch 2LP / cr.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
200
2
RF/SP/SU
Mid
Mid
4
4
9
15
+2
+2
None
A tail whip with the tassel of her clothes. Not the greatest 2LP, but it's fast and plus. +2 is low for a 2LP but that sorta works in it's favor, as it makes for better frame traps and pressure afterwards. Very low damage, even for a light normal.
2MP
Crouch Strong Crouching Medium Punch 2MP / cr.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
700
7
SP/SU
Mid
Mid
4
6
16
26
-2
-2
None
Mai whips with both tassels at the same time. Like most 2MP's, basically a slower but heavier jab. Only has a small amount of range over 2LP, but they both have the same startup. Overall, this has many of the same uses, but because of it not being plus on block and being a bit slower overall, you'll more use this to stuff options in brawling range or to check dashes.
2HP
Crouch Fierce Crouching Heavy Punch 2HP / cr.HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1000
10
SP/SU
Mid
Mid
4
8
20
32
-4
-4
None
Mai elbows the opponents legs. Useful for starting punishes in close range, and for making cancels into supers a bit easier in place of cl.HP. Low damage and surprisingly low range hold it back from being a great move however, but since it is a 4 frame heavy, you'll punish with this a lot.
2LK
Crouch Short Crouching Light Kick 2LK / cr.LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
200
2
RF/SP/SU
Low
Low
4
4
8
16
+3
+3
None
Mai kicks at the opponents feet. Your main normal for starting offense and confirming into supers. 2LK is a great tool for tick throws, frame traps, and just combos or blockstrings in general. Run Groove Mai can run in and do a bunch of these for some surprisingly good offense. The main drawback of this normal is the pitiful damage, but it is otherwise a solid 2LK.
2MK
Crouch Forward Crouching Medium Kick 2MK / cr.MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
700
7
None
Low
Low
8
9
22
39
-11
-11
None
Mai slides forward with her leg out. Decent slide for pestering, but not as low profile as you might want it to be, though still low enough to duck high pokes. Low reward and pretty decent risk, do this if you think they'll fireball or attempt a high standing poke to beat out one of yours.
2HK
Crouch Roundhouse Crouching Heavy Kick 2HK / cr.HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1000
10
SP/SU
Low
Low
5
6
23
34
-DWN
-5
None
A very good sweep, and an important move for Mai. Great range, fast startup, and being special cancellable on block and hit means this is best used as a way to keep opponents moving around in check. You can catch walks, backdashes, buttons, jumps, etc. You can even sweep as an anti-air, though it isn't easy. This moves whiff recovery is pretty hefty, so try not to whiff it, even though it is much faster than the average sweep.