About Mai Shiranui

Category Details
Fighting Style Shiranui-ryū Ninjutsu
CV Ami Koshimizu
Gender / Height / Weight Female / 165cm / 48kg
Occupation / Hobby Cooking (Making bento)

A "kunoichi" who inherits Shiranui-ryū Ninjutsu. She is characterized by her graceful movements, stemming from her combat philosophy: "Float like a butterfly, sting like a bee." Her bewitching attire also serves to confuse and distract her opponents. Though she is a guest character from SNK's KOF series, she has made many appearances in other games, including Street Fighter 6. Like in SF6, she boasts an extremely high character power level here.

Beginner's Guide

As a beginner, first learn the basics of offense. The basic flow consists of "Throwing" or "Landing a Critical Stun (CS) > Launching the opponent while in CS > Performing an air combo."

[1](https://www.youtube.com/watch?v=EU2J86AiKcY)

First, practice the following: "CS-Inducing Moves," "CS-Extending Moves," "Launchers," and "Air Combos" so you can connect them in actual combat.

Beginner's Starter Combos

Command Description Remarks
PP or 3P Follow up with P or 6P if a hit induces CS. -
PP > 6T Force a guard break with 6T after the opponent blocks PP. PP2K also works. -
PPPP Use this to stuff mashing or crouching attempts after PP. -
6PP Use 6P to catch counter-attacks. Has tracking properties. -
46KK One of the best mid-range moves in the game. Use it liberally. -
KKK High kick for poking or punishment. Follow up with 214P+K to launch. -
236P Projectile, "Kacho Sen." Use it for zoning from mid to long range. -

Beginner's Starter Combo Example

Command Description
6PKK Launcher: 8K, 3P+K, H+K, 214P+K, 66PPK. Universal combo.

Normal Moves

Command Description Remarks
P 9F jab. Diverse extensions: PPPP (mid), PP2K (low), PK (anti-mash), PPK (tracking). Final hit of PPPP is Ryuenbu.
4P 15F NH induces CS. Use against hold-happy opponents. All launchers work. -
2P 13F crouching jab. Use for panic/interrupts. Neutral (0F) on NH. -
1P 16F "Slant" low. Use for chip damage. -
66P 18F lunging attack. Follow with 66PK to launch. Use for mid-range approach. -
9P Jump-in attack. 9PP is neutral on block; 9PK induces CS on NH. -
K 12F high kick. KKK into 214P+K launches. -
46KK 20F long-range lunging kick. Mai's main mid-range tool. Mai's main tool #1.
P+K 20F NH induces CS. Crumple state allows for throw/hold mix-ups. -
2H+K 23F low. Same as PP2K extension. 6PP is unescapable tracking link. -

CS-Inducing Moves

Command Description Linked Launchers
6PP 11F elbow. 2nd hit tracks. Mai's main tool #2. 8K, H+K
3P 13F short uppercut. 3PP (mid tracking), 3P2K (low). CS leads to all launchers. P, 6P
2K2P+K 14F crouching strike. P or 3P to continue. P, 3P
3K 14F long-range mid kick. 8K, H+K, 3P+K
4H+K 20F mid kick with tracking. CH leads to P/3P. P, 3P

CS-Extending Moves

Command Description Remarks
P Basic high P extender -
3P Basic mid P extender -
3K Basic mid K extender -
P+K Gut-crumple stun extender -
8H+K Fatal Stun -

Throws

Command Description Remarks
5T Standard throw. Wall-splatting. -
6T Standard 6-throw. No wall-splat. -
4T Side-switching throw. -
66T Combo throw. -
236T Maximum damage throw. -

Launchers

Command Description Startup
8K High K launcher 15F
H+K Mid K launcher 15F
3P+K Mid P launcher 18F

Special Moves

Command Description Remarks
236P Projectile (Kacho Sen). -
214P Tracking mid P (Ryuenbu). -
214K Mid K lunge (Hissatsu Shinobi-bachi). -6F on block. Combo part.
214P+K Mid P launcher (Kagerou no Mai). -

Air Combos

Command Description
6PKK Launcher: 8K, 3P+K, H+K, 214P+K, 66PPK. Universal combo.
6PKK Launcher: 214P+K. Heavyweight combo.
3PK Launcher: 214P+K. Light/Midweight combo.
6PP214P > 6P Launcher: 66PK. Heavyweight combo.
6PP214P > 6PKP Launcher: 66PK. Midweight combo.
6PP214P > Air Throw Launcher: 66PK. Lightweight combo.
Air Throw Launcher: 8K, H+K. Heavyweight combo.
6PP214P > Air Throw Launcher: 8K, H+K. Light/Midweight combo.
3P+K・PKP+K Launcher: 3P+K. Universal combo.
4P > 3PP > T Launcher: 66T. Universal combo.
9PKP+K Launcher: 8P Fatal Finish. Universal combo.
6PP236K Launcher: 3P Fatal Finish. Heavyweight combo.
Air Throw Launcher: 3P Fatal Finish. Light/Midweight combo.
9PKP+K Launcher: 6H+K. Universal combo.
6PKK Launcher: Wall splat. Heavyweight wall combo.
4P214P+L > 6PKK Launcher: Wall splat. Midweight wall combo.
4P214P+L > 6PP236P Launcher: Wall splat. Lightweight wall combo.

Character Performance

Pros (Strengths)

  • Overwhelming Speed: Top-tier strike speed.
  • All-Rounder: Strong at almost all ranges.
  • Few Weaknesses: High character power with no significant flaws.

Cons (Weaknesses)

  • Fragility: Low health pool as a lightweight.

Difficulty & Recommendation

  • Difficulty: ★☆☆☆☆ Easy combos and intuitive performance.
  • Recommendation: ★★★★★ Perfect for beginners; highly recommended for Street Fighter 6 players.

Trivia

  • Traditional Costume: The blue ninja garb worn since the first game is called "Ruriko."
  • Special Dialogue: Unique lines when facing Hayate or Ayane.