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.
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.