View Full Version : Maki: Cvs 2 Rebirth. (AKA "The Sweet Ninja" )
iKlEiTlH
03-19-2004, 08:15 PM
Originally posted by popoblo
here's my question- after you hit a crossup mk, what is the most consistent way to hit a level 2? the whole standing lp, mp, link crouching short is really hard to do consistently.
if you know that you're going to crossup with the mk, then you can simply do s.mp or s.mk xx super
if you went for one of those ambiguous crossups and aren't sure which direction you're going to land, then you can do c.lp, c.lp, c.lk or s.lk xx super (level 2 or 3)
you can even go for c.mp, s.mk xx super off of an ambiguous crossup but the timing for that is a bit harder than the jab/short string.
Originally posted by ZenFire
cr.lp,cr.lp,cr/st.lk xx lvl kick-super connects easy, to me that's the easiest way to connect it. I used to think that only the lvl3 connected after cr.lk, but I saw it done somewhere with a lvl2.
level 2 works, but it's a little risky as you might run into problems with mis-timing the execution so that the super comes out too late.
i still sometimes miss that combo with a level 3 rage super
i think i'm gonna start conditioning myself to doing c.mp, s.mk xx super instead off of crossups
BTW, iyo just qualified for SBO with his teammates Morikawa and Ver (an aGroove Maki player)
ZenFire
03-20-2004, 03:48 AM
Originally posted by iKlEiTlH
BTW, iyo just qualified for SBO with his teammates Morikawa and Ver (an aGroove Maki player)
That's another very tight team. I think it's gonna be to close to call. I hope they make it to the quarter-finals, so we can see them in action.
I am trying to look for sombody to encode the vids. I havent forgetten about you guys. I have no computer:(
No D :lame:
Lv.32 Z-Ism Rose
03-24-2004, 03:21 AM
Question from a total Maki newb:
What can she do against an A groove Sakura? I dont remember seeing anything specific about the match up in the thread. When she starts all of her harrasment with hurricane kicks, I just get demolished. I use K groove, so I cant roll out of the way, and JDing the hurricane usually leaves me right next to her. The guy that usually uses her doesnt rc, but still kicks my ass with her. Any help that you can give me? Current team is Maki, Cammy, and Iori (2).
vasAZNion13
03-24-2004, 03:33 AM
Originally posted by Lv.32 Z-Ism Rose
Question from a total Maki newb:
What can she do against an A groove Sakura? I dont remember seeing anything specific about the match up in the thread. When she starts all of her harrasment with hurricane kicks, I just get demolished. I use K groove, so I cant roll out of the way, and JDing the hurricane usually leaves me right next to her. The guy that usually uses her doesnt rc, but still kicks my ass with her. Any help that you can give me? Current team is Maki, Cammy, and Iori (2).
mash on KKK and hope for the best.
Duck Strong
03-24-2004, 03:47 PM
Originally posted by popoblo
yea, what are maki's best level 2 cancels in C-groove?
from my experimentation, i've found that you can either go for damage, or sacrifice damage for a deep crossup afterwards. positioning is also pretty important. here's some examples (punch super is double qcf+p, and kick super is the double qcf+k, then k again, for simplicity)....
-you can simply do a level 2 punch super without cancelling it into anything (or the air throw for shits and giggles, because it doesn't build you any meter, but it looks cool). then after you land, pause a quick moment, then normal jump forward and mk for a FAT crossup. if the crossup hits, i do standing lp, mp, fp, rh, to get about 1/3 of a level back and some solid damage.
-the beauty of the level 2 kick super cancelled into qcf+fp is that you almost always take your opponent all the way to the corner. since maki's corner mixup game has already been discussed earlier in the thread, this is extremely effective. you get the most damage by a level 2 kick super cancelled into qcf+fp, then you can get more damage through the corner mixup. IF you don't take them to the corner after a level 2 kick super cancelled into qcf+fp, then walk forward a bit and then normal jump forward and press mk for a FAT crossup.
-level 2 kick super cancelled into nothing, then walk back a step, normal jump forward and mk for another FAT crossup.
Conclusion? if maki hits a level 2, she should do additional damage through corner mixup or crossup mk into a combo. i'm starting to see why Iyo uses her in C-groove now...
here's my question- after you hit a crossup mk, what is the most consistent way to hit a level 2? the whole standing lp, mp, link crouching short is really hard to do consistently.
and No D, any word on those Iyo vids from more? i'd love to see those, since my team now includes C-maki and rolento.
ggpo
I think her most powerful cancel off the kick super is lvl2xxqcf k.HK. Just do it as soon as you get the fourth hit. If you plan on messing with them, then you might as well cancel the super into a stalled run. This gives you meter and lets you recover faster than waiting for the whole super to animate.
For the punch super (not many reasons to use it but *shrug*) you can cancel off the fourth hit into intant stalled run, then do the combo of choice(they're stunned a really long time for some reason like rog's dash punch super). If you wanna get fancy do cr.MP, st. HPxxlvl1 kick super, but it's really not worth the trouble.
Oh and another reason to use C-groove is Maki's awesome dash. It's fast so it's great for corpse hopping and for dash into throw/720 (off a corpse hop for even more madness).
gbursine
03-24-2004, 04:00 PM
Actually, I was lurking round gamefaqs. philopia says maki has an infinity where u do lvl 2 kick superXX[qcf+k, lk, s.lp]xN
or some variation of that..
does that work, and is it practical?
Duck Strong
03-24-2004, 04:17 PM
Originally posted by gbursine
Actually, I was lurking round gamefaqs. philopia says maki has an infinity where u do lvl 2 kick superXX[qcf+k, lk, s.lp]xN
or some variation of that..
does that work, and is it practical?
Well I can see that working for one rep, but wouldn't the juggling properties disappear after you recover from the second stalled run(you reach neutral state)? The reason kim's infinite works is because he stays in his stance the whole time and I don't think that would be the case here.
I did however see a Maki combo on that sairec video similar to what you describe. It involved command running to the walls and doing off the wall qcb LP into jab or something then cancel again into command run as soon as she landed to preserve the juggle state. I don't remember exactly how it went, but maybe off the walls are involved in the infinite?
iKlEiTlH
03-25-2004, 05:37 PM
Originally posted by Lv.32 Z-Ism Rose
Question from a total Maki newb:
What can she do against an A groove Sakura...
it depends on what range sak is doing the hk from
sak noobs like to rc hk from like midscreen just to show the leetness of rc's and those are easily punished by s.fp/mk/fk's as soon as she lands from the hk (it's basically punishing a whiffed special)
other players are smarter and will actually use the hk when they're in range so all the hits are blocked. in this case, maki can duck and i think the first/second hits will go over maki and she can retaliate in between with kkk or c.fp. i forget exactly which hits whiff, but i'm pretty sure that rh hk isn't abusable against maki.
if they use medium hk, jd the 2 hits and then punish with a wp/wk/grab/kkk or some other quick hitting move. again, i'm not exactly sure which moves are guaranteed after jd'ing sak's medium hk, but i know it's punishable (sagat can dp after jding it)
these strats will work regardless of whether or not sak is rc'ing.
if the guy doesn't really ever rc to begin with, then you can actually get in random wakeup level 3 supers to try to mess up their pressure/mixups.
kkk is actually pretty good on wakeup if the guy is constantly attacking with non-rc'd moves
your cammy/iori can easily wakeup dp her out of the hk as well (assuming it's not rc)
also with cammy/iori, you can watch out for mid-screen random hk's and dp then as they're still in the hk animation.
it's not super easy, but it's not too hard
how exactly is sak's non-rc hk causing you problems?
it's an OK move overall, but it really shouldn't be that bothersome if not rc'd
iKlEiTlH
03-25-2004, 05:45 PM
Originally posted by Duck Strong
I did however see a Maki combo on that sairec video...
LoL, i actually re-watched that video with some of my friends the other night because we were tryin to remember how some of the combos went
i dunno if the stuff he did in the video can be turned into an infinite, but the combos seemed super impractical
i don't even remember how it went exactly, but i do remember him jumping off the wall like 2 or 3 times in one combo
he also finished one of the combos with the near-impossible whiff-grab link
regarding the gamefaq stuff:
i'm not sure how you can keep building enough meter for the combo to keep going on
even if you could do stuff like lvl 2 xx run-stop, c.lp, c.lp, s.lk, whatever
i don't think you would build enough meter so that you could eventually do another lvl 2 and keep the combo going...
Lv.32 Z-Ism Rose
03-25-2004, 08:47 PM
Originally posted by iKlEiTlH
it depends on what range sak is doing the hk from
sak noobs like to rc hk from like midscreen just to show the leetness of rc's and those are easily punished by s.fp/mk/fk's as soon as she lands from the hk (it's basically punishing a whiffed special)
other players are smarter and will actually use the hk when they're in range so all the hits are blocked. in this case, maki can duck and i think the first/second hits will go over maki and she can retaliate in between with kkk or c.fp. i forget exactly which hits whiff, but i'm pretty sure that rh hk isn't abusable against maki.
if they use medium hk, jd the 2 hits and then punish with a wp/wk/grab/kkk or some other quick hitting move. again, i'm not exactly sure which moves are guaranteed after jd'ing sak's medium hk, but i know it's punishable (sagat can dp after jding it)
these strats will work regardless of whether or not sak is rc'ing.
if the guy doesn't really ever rc to begin with, then you can actually get in random wakeup level 3 supers to try to mess up their pressure/mixups.
kkk is actually pretty good on wakeup if the guy is constantly attacking with non-rc'd moves
your cammy/iori can easily wakeup dp her out of the hk as well (assuming it's not rc)
also with cammy/iori, you can watch out for mid-screen random hk's and dp then as they're still in the hk animation.
it's not super easy, but it's not too hard
how exactly is sak's non-rc hk causing you problems?
it's an OK move overall, but it really shouldn't be that bothersome if not rc'd
Usually he pokes his way in close, then 2 in ones it (usually of a fierce) into the many versions of hk. Afterwards, he will either throw or jab-fierce, hurricane. Since I usually JD the whole thing, he ends up right next to me and counters before/around the same time as Maki gets out of the JD. With Iori I usually dont have a problem, but his Sak usually eats my Maki alive. I guess I need to work on Maki's close up game some more. Thanks for the help! I think it should help a lot!!
Thanks!
Mummy-B
03-26-2004, 01:21 AM
After JDing, mash on KKK. That will beat anything she has.
WindyMan
03-30-2004, 01:35 PM
Hey folks, I've finally got video of myself using Maki in some hot hot tournament action. I've taken the liberty to get this one thrown together and encoded first before I tackle the 20+ other videos I have lined up to work on from the last tournament down here, so download and see what you think.
http://www.finestko.com/video/042804ffa_windyvsjgong.rar
(20.7 MB, 3:16, 160×120 DivX)
It's my N-Maki/Raiden/Hibiki(2) vs. a rather boring P-Cammy/Hibiki/Sagat(2).
I've already picked apart my own match, but if you want to leave comments on how I did, go for it.
vasAZNion13
03-30-2004, 03:44 PM
Originally posted by WindyMan
Hey folks, I've finally got video of myself using Maki in some hot hot tournament action. I've taken the liberty to get this one thrown together and encoded first before I tackle the 20+ other videos I have lined up to work on from the last tournament down here, so download and see what you think.
http://www.finestko.com/video/042804ffa_windyvsjgong.rar
(20.7 MB, 3:16, 160×120 DivX)
It's my N-Maki/Raiden/Hibiki(2) vs. a rather boring P-Cammy/Hibiki/Sagat(2).
I've already picked apart my own match, but if you want to leave comments on how I did, go for it.
lol, that guy probably never played a maki player before...
i have a question though, why do you run up and just crouch?(after you knock them down)
btw...do you think you can add sound to some of your vids? unless it makes your files really big, then nvm...
Lv.32 Z-Ism Rose
03-30-2004, 05:29 PM
Just a quick question: Are there any differences between Maki's super-jump and her qcb+k,mk? I just now really started using her running attacks/moves, but the qcb superjump looks identical to her regular superjump. I'm aware of stuff like punch throw, qcb+k,K for a super deep cross up, but couldn't you just use a regular superjump instead?
Thanks
I am going to get my ass handed to me in Final Round soooooo bad:lol:
iKlEiTlH
03-30-2004, 08:18 PM
Originally posted by Lv.32 Z-Ism Rose
I am going to get my ass handed to me in Final Round soooooo bad:lol:
haha
maki is gonna get craaaaaaazy at NCR2
jk, i'm gonna go 2 and out
:(
also, i'm not too sure what the differences are between the command jump and normal super jump concerning her deep crossup
i'm guessing that doing the runback xx jump adds a little ambiguity to the crossup in that you may or may not crossup depending on how early/late you activated the jump from the run.
her command runs xx jumps work well for me because they allow you to jump forward or back instantly from a forward or backwards run.
they add mobility to grooves with no normal run, and i believe the jumps come out faster from a command run than if you were to do a regular superjump out of a normal SNK run.
i recommend getting use to her command run/jump game simply because it's a part of her moveset. though the moves may not be appropriate 100% of the time, they will have their uses from time to time. it's best that you get use to the moves so you won't fumble around with running in the wrong direction or choosing the wrong jump when you're playing in clutch moments
Seerd
03-30-2004, 08:28 PM
Originally posted by Lv.32 Z-Ism Rose
Just a quick question: Are there any differences between Maki's super-jump and her qcb+k,mk? I just now really started using her running attacks/moves, but the qcb superjump looks identical to her regular superjump. I'm aware of stuff like punch throw, qcb+k,K for a super deep cross up, but couldn't you just use a regular superjump instead?
Thanks
I am going to get my ass handed to me in Final Round soooooo bad:lol:
Walk back to a step, super jump doesn't make her yelp. Command run is a lot quicker and easier to do off the fierce throw, though. And super jumping at someone from across the screen while they're knocked down isn't exactly hard to read, so you're not giving away a lot with the yelp in that case.
Duck Strong
03-31-2004, 11:31 AM
The biggest difference with the command superjump is that you can buffer it off a blocked string. Not only is this quicker because you can jump while they're still in blockstun but it can be pretty useful when either you or your opponent is cornered(i.e. wall moves etc).
Jose 2.0
04-04-2004, 10:17 PM
i play windyman sometimes, and his Maki is horrible, in fat he isnt that good of a player, when u lose to him all that goies through ur mind is HOW THE FUCK DID I LOSE TO THIS SHIT.
do any of u know how to do the maki infinite.
WindyMan
04-04-2004, 11:24 PM
Originally posted by Jose 2.0
i play windyman sometimes, and his Maki is horrible, in fat he isnt that good of a player, when u lose to him all that goies through ur mind is HOW THE FUCK DID I LOSE TO THIS SHIT.
I'm getting better. :(
Oh wait, you can do your Athena crouching fierce all you want, and I'll just overhead you all day long! Or maybe I'll RC a Genko punch on your ass. :D
gbursine
04-05-2004, 12:06 AM
Originally posted by Jose 2.0
do any of u know how to do the maki infinite.
where'd you hear/see this?:bluu:
Drunken Master
04-05-2004, 12:18 PM
It's been mentioned quite a few times her on SRK. But i can't find anyone that actually knows how to do it.
I'm gonna say it doesn't exist. Just some bullshit someone came up with after seeing the sai-rec video "wow! she must have an infinite!"
Hopefully someone will prove me wrong though.. :)
Duck Strong
04-05-2004, 04:24 PM
You lie.
Death to the unbeliever.
Lv.32 Z-Ism Rose
04-05-2004, 05:38 PM
Originally posted by Drunken Master
It's been mentioned quite a few times her on SRK. But i can't find anyone that actually knows how to do it.
I'm gonna say it doesn't exist. Just some bullshit someone came up with after seeing the sai-rec video "wow! she must have an infinite!"
Hopefully someone will prove me wrong though.. :)
I just finished seeing the preview with the preview for sai-rec (the one with the really bad special effects). I dont know about infinite, but her combo against Rolento is pretty long. I wish it didnt have the stupid editing, though. Very hard to tell what is going on.
As far as I can tell, it goes something like:
Jum fierce, st. fierce, Lv2 qcfx2+p, cancel after the first hit into qcb+k>qcb+lp, jump fierce, jab, strong, fierce, whiff grab, st far fierce (dizzy). Build some meter by qcf+k, lk about 3 times. At this point it gets really really hard to tell what's going on. To me, it looks like cross up forward, st jab, st strong, st jab, Lv2 qcfx2+ P, cancel with qcf+k>>lk, cr. jab, st jab, st strong, cr. short, st jab, st strong, cr short, st jab, st strong, cr short, qcf+k>mk
Feel free to correct me if I am wrong. It doesnt seem to be practical at all. I'll try it later to see how bad it really is. I dont think you can make it an infinite, though....
Duck Strong
04-05-2004, 07:56 PM
Hmm, I was thinking of a different combo involving alot of juggle hits.
*shrug* who knows
Mummy-B
04-06-2004, 07:43 AM
Maki doesn't have an infinite.
She does, however, have a ridiculously impossible and totally impractical to use in real life combo that takes advantage of Level 2 cancel extended juggle properties if I recall correctly.
BTW if you meet anyone in A Groove and they activate, start mashing on KKK.
Duck Strong
04-06-2004, 10:39 AM
I said that already.
ZenFire
04-23-2004, 05:50 AM
I was wondering, Since cr.mp -> st.hp/st.mk is a one-frame link ( thanks to justdefend.com, I wub you:sweat: )
AND I've concluded through some simple I'm-not-a-pro testing that a counterhit adds +1 to the frame-advantage
PLUS that there's a bunch of 2-frame links I see ppl doing consistently.
Doing that link off of a counterhit cr.mp should be a easy enough for me to do. Now I'm wondering if you guys can come up with nice ways of setting up that counterhit, like:
crossup j.mk, cr.lk, walk a pixel (fake the tick throw) then cr.mp
I don't think it's really worth it to try this unless perhaps you have only a lvl1 but still want to do 4000+ damage.
Stuff like that... cus training 1-frame links till I can do it consistently seems like whoooole lotta work.
Mummy-B
04-23-2004, 03:13 PM
Originally posted by Duck Strong
I said that already.
Awesome. Ten cool points for you. Another five for pointing it out.
The problem with crouching mp is the range on it. It's like zero. Just like lp -> mp chain linked to low short is dope, but unfortunately, it takes serious execution to do anything afterward outside of mashing on KKK which is, IMO, not worth it (since the only realistic thing you can do is Level 3 super). The priority on it is not bad at all, but Maki's issue is getting in that close on someone with the risk running of getting serious punishment - in my opinion, Maki's best shit against top tiers is her ability to hit and run and make the other person have to chase her. Staying in someone's face with her, without a full bar, is really dangerous, especially against a top tier.
However, the lp -> mp <link> c.lk combo might very well be a nice setup for a 720. Something that just crossed my mind. Unless of course you get pushed out of range.
Originally posted by ZenFire
AND I've concluded through some simple I'm-not-a-pro testing that a counterhit adds +1 to the frame-advantage
Counter hit medium attacks add +3. Lights +2 and heavys +4. It's in the book.
WindyMan
04-23-2004, 11:38 PM
I found a nifty Maki option select. Hold back and mash KKK while waking up. You'll either suicide spin them out of their attack or you'll tech out of the throw they tried to land on you. Helps when you're pressured in a corner and don't know what to do.
Oh, and it would be a bad idea to try this against Geese. :|
mist350
04-24-2004, 06:26 PM
I'm pretty new to cvs2, but I've gotten pretty good with mai and chun :D and rolento, he's the bomb. I'm trying to get to grips with maki now, her style of play is exactly what I've been looking for. Practicing 720's on the ps2 pad has killed my thumb though x_X Any tips for rolling out perfect 720's? I'm never gonna land that stuff in short-jumps.
Anyway, I've been looking for vids of good makis, especially Iyo, but all the vid links have probably been dead for months. Know where I can pick some up ?
-Thanks
Mummy-B
04-25-2004, 01:01 AM
Originally posted by mist350
I'm pretty new to cvs2, but I've gotten pretty good with mai and chun :D and rolento, he's the bomb. I'm trying to get to grips with maki now, her style of play is exactly what I've been looking for. Practicing 720's on the ps2 pad has killed my thumb though x_X Any tips for rolling out perfect 720's? I'm never gonna land that stuff in short-jumps.
Anyway, I've been looking for vids of good makis, especially Iyo, but all the vid links have probably been dead for months. Know where I can pick some up ?
-Thanks
I'll be back at my apartment for sure on Monday. Hit me up on AIM, acerola zanpa, I have quite a few maki matches. Not sure if they are specifically the ones you're looking for but I have a few nonetheless as well as my 720 Setup Exhibition vid.
ZenFire
04-25-2004, 12:43 PM
Originally posted by kcxj
Counter hit medium attacks add +3. Lights +2 and heavys +4. It's in the book.
Damn even better. eery, how ppl won't post frame data on request, but will deffinitely rectify your shit when you make bogus statements.
So yeah, much easier.
gbursine
04-25-2004, 02:53 PM
Originally posted by ZenFire
Damn even better. eery, how ppl won't post frame data on request, but will deffinitely rectify your shit when you make bogus statements.
So yeah, much easier.
maybe we should make more bogus statements to get more frame data
lmao... you damn nerds. :lol:
What else do you need to know? I've done my best posting up data whenever I think might be useful. It's not my fault if I never see anybody ask when they need something more specific. I know for a fact I'm not the only one here with a CvS2 book either. There's a thread in the CvS2 General Disscusion, a systems guide on gamefaqs search --> CvS2, plus people are working on websites that list everything you need to know.
I laugh at anybody's complaints.
Liquid Dragons
04-25-2004, 04:39 PM
I kno this isnt the place to be posting this but im a kind of a new user and testing out if my account can post yet, if this does post can anyone help me, i try to access the media page, then i go to cvs 2 but it says forbidden and i dont have permission on this server wtf? BTW i use little of Maki myself i need to practice with her.
gbursine
04-25-2004, 11:26 PM
Originally posted by kcxj
lmao... you damn nerds. :lol:
What else do you need to know? I've done my best posting up data whenever I think might be useful. It's not my fault if I never see anybody ask when they need something more specific. I know for a fact I'm not the only one here with a CvS2 book either. There's a thread in the CvS2 General Disscusion, a systems guide on gamefaqs search --> CvS2, plus people are working on websites that list everything you need to know.
I laugh at anybody's complaints.
lol... just jokin dude.. I'm always a smartass.. all your frame data advice is fully appreciated[where and whenever it comes up], and it would still be even if namonaki(sp?) was still up and running
liquid dragons, new peeps are able to post immediately(which should be looked over again..)... there was a golden period, where shoryuken churned out videos and articles... that has since changed, and srk has become 100% informational. theres no longer any media(what they had was old neways).
one of places to go is dasrik's site, off the top of my head... tho I dont know the link :bluu:
and who's going to ecc?
Me going is still a toss up, but if I do, I dont wanna make a bad showing of maki, without someone coming w/ a good maki.(but I'm a nobody, so it prolly wouldn't matter much neways)
edit: a question... how often do you other maki players land a final fight combo per match?
Its one of those things I always forget, since the intial hit must be made high and really close
ZenFire
04-26-2004, 12:17 AM
FF chain?? never, why WOULD you? maybe to get a corps hop after the throw... I dunno.
I think it was mummy-b who said sumtin about cr.mp zero range... it's true.
Yesterday I posted on some forum about rolento's counterhit jab/ throw mixup, and I thought maybe Maki could have something similar but not so fast and loopy.
Duck Strong
04-26-2004, 08:02 AM
Originally posted by Mummy-B
Awesome. Ten cool points for you. Another five for pointing it out.
The problem with crouching mp is the range on it. It's like zero. Just like lp -> mp chain linked to low short is dope, but unfortunately, it takes serious execution to do anything afterward outside of mashing on KKK which is, IMO, not worth it (since the only realistic thing you can do is Level 3 super). The priority on it is not bad at all, but Maki's issue is getting in that close on someone with the risk running of getting serious punishment - in my opinion, Maki's best shit against top tiers is her ability to hit and run and make the other person have to chase her. Staying in someone's face with her, without a full bar, is really dangerous, especially against a top tier.
However, the lp -> mp <link> c.lk combo might very well be a nice setup for a 720. Something that just crossed my mind. Unless of course you get pushed out of range.
Way to point out the obvious and try to make it sound like rocket science... yet again.
3 cookies for you
Mummy-B
04-26-2004, 09:22 AM
And yet, there you are quoting it, instead of posting it.
If you don't like to eat what you cook, then don't feed it to other people. Now chill.
vasAZNion13
04-26-2004, 03:54 PM
Originally posted by gbursine
edit: a question... how often do you other maki players land a final fight combo per match?
Its one of those things I always forget, since the intial hit must be made high and really close
i normally try it after a cross up. fwd.
but recently i've been doing jab ->strong, c.short, s.short, s.short, s.fwd, etc,etc...just bunch of block strings after the first two hits of the FF chain. it sort of keeps me in a good rhythm, sometimes i do jab-> strong, jab->strong for the hell of it
iKlEiTlH
04-27-2004, 12:14 PM
regarding maki's c.mp
there are pretty much only two situations when I use this move:
1) after a knockdown on their wakeup. I try to land this hit as meaty as possible (the move isn't really meaty in general, but it helps a bit if you work on the timing) and combo into her qcf.p or whatever mixup games with her command runs. I'll sometimes go for the c.mp, s.fp/mk xx super links (with or without counter hit) just for the hell of it, but you really have to practice a bit before you get the success rate to be even somewhat reliable.
2) after any ambiguous cross up mk. seeing as how the cross up is sometimes ambiguous, it's hard to tell which way you're going to land. this makes it extremely hard to do something like cross up mk, c.mp/s.mp/s.mk/c.mk xx super simply because you're going to have to react fast enough to see which side you land on before you can execute the super correctly. without bar, i'll normally just cross up mk, c.mp, qcf.p because this is a lot easier to react on than the super link. however, if you get good enough with linking c.mp, s.mk/s.fp then it's entirely possible and extremely effective to go for cross up mk, c.mp, s.fp xx super because the extra link after the c.mp gives you more than enough time to know which side you've landed on. having an extra link after the c.mp also gives you better hit-confirmation, but then again it's kinda hard to link a normal after c.mp so it's still pretty risky overall.
another good combo after the amb cross up would be c.wp, c.wp, s.wk xx super. this gives you more time to react, easy links, good hit-confirmation, BUT a greater margin of error to link into super simply because s.wk or c.wk doesn't provide as good hit-stun as either s.mk or s.fp. this basically means that you had better learn to activate maki's kick super on the initial frames if you want this combo to link consistently.
imo, maki doesn't really have any high damage options after the amb cross up that are super easy, but they aren't extremely difficult either.
c.mp is a pretty solid move if you're using it at the right times. like mummy-b said though, the range is wack as hell.
regarding the ff-chain
i only use this sometimes after a whiffed dp or some other move that is hella punishable.
In response to "FF chain?? never, why WOULD you?"
well, that's simply a matter of personal preference or style. you can't really expect the majority of players out there to take advantage of every opportunity and punish something with the highest damage combo for each situation every single time. sometimes maybe you just feel like doing something else. i punish most big whiffs with s.fp xx qcf.p, but i don't really see the harm in punishing with the ff-chain from time to time. the first two hits of the chain are actually really good against larger opponents (and maybe mid/small ones too?), and allow you to advance into throw mixups. however, i don't think i've ever used the entire chain during footsie games since the fp and fk hit high.
Mummy-B
04-27-2004, 02:21 PM
meh... The only time I'll ever use the FF chain usually is when I land a cross up. That's the only time it ever feels safe to me.
AkAaTa
04-28-2004, 11:55 PM
lol duck strong why are you such an asshole :lol:
stop hatIN! or release a video that competes with mummy's!
ZenFire
04-29-2004, 06:13 AM
What I should have said was:
"I personally don't see a situation where I would prefer to use FF chain instead of something else"
Yeah, that's what I should have said.
I'm giving up on trying to land a counterhit cr.mp during matches. It's not even THAT fast. Ryu has just as much frame advantage on a friggin JAB!! crappy choices I find. maybe it was a trade off so they could make her FP and RH come out faster than most characters. I still think they could have given her better link options so you could land that darned kick super from a lvl1.....
ah... the things I get worked up about.
btw, what things can punish a blocked cr.mp xx qcf+lp ?
to kcxj
Being the nerd that I am, I feel obliged to ask you for frame data on the Genko punch, and the cmd.run moves (namely how long it takes to 'stop').
vasAZNion13
04-29-2004, 06:45 AM
Originally posted by ZenFire
What I should have said was:
"I personally don't see a situation where I would prefer to use FF chain instead of something else"
Yeah, that's what I should have said.
i think the FF chain is supposedly the safer choice to go for after a cross up fwd, compared to strong/foward xx maki punch..(if you take in the consideration of like guile with full bar, etc)
also, since you can stop the chain anytime, soon as you see the jab or strong not connect, just don't land the fierce, and do a s.short, or something so you can keep them in block stun longer(which actually doesn't do very much, but it allows you to stay closer to your opponent compared to doing 'normal xx maki punch')
other than this, i don't see any reason that makes FF chain better.
Originally posted by ZenFire
I still think they could have given her better link options so you could land that darned kick super from a lvl1.....
??
WindyMan
04-29-2004, 10:12 AM
Her bushin chain is only good for five things, far as I can tell:
1) When you're pretty sure a character like Cammy is going to come in for a throw after a dive kick or something similar, a standing jab is a really fast move that stops them, but in Maki's case, it's the starter for the combo.
2) Using the throw to finish the combo, which sets up confusing roll cross-ups. Then again, this is only useful when you actually can land the throw consistently.
3) Wake up games on P-Groovers. Bait like you're going to attack low, then start the chain with a high jab. If they try parrying low, they'll eat a pretty decent combo.
4) Linking the first two hits of it (jab, strong) into a c.short into a super. I've seen Iyo do this a few times.
5) Somehow linking the whiffed grab into a roundhouse into a super. If you can do this, you get a cookie.
The only problem with the combo is the fierce. It whiffs on most ducking characters, which leaves you wide open if someone knows it's coming. However, it's still pretty useful after a crossup, because you can stop yourself from hitting HP if they're crouch blocking and then go on from there.
And as for c.strong, I see Iyo use it a lot. I've been using it too, and it turns out to be a great roll stopper, has good priority, and combos into everything. I use it as my low hit of choice after a nice, deep crossup.
Originally posted by ZenFire
to kcxj
Being the nerd that I am, I feel obliged to ask you for frame data on the Genko punch, and the cmd.run moves (namely how long it takes to 'stop').
haha, oh shoot. You know refer to moves by their Japanese names and everything... Are you talking about qcf+P?
Suprisingly, aside from the damage, all versions of the move look to have the same frame data.
qcf+P knockdown/-9
14/4/33
51 frames total
The distance for each punch is the big difference right? I'd definately would rather have my -9 move blocked from far than up close.
-----------
After initiating one of the command runs, you can cancel into any of the kick moves from frames 1~60. Skidding to a stop lasts 22 frames. This is ridiculously good. Do your input perfectly as [qcf, double tap LK] or [qcf, mash LK like a retard] and you have a 23 frame command roll.
Ken's command roll lasts for 35 to give you an idea how fast Maki's move is.
I don't play Maki, but if I did, I would go to training and practice d.MP xx command run, stop, d.MP xx command run, stop, etc... random 720.
WindyMan
04-29-2004, 11:57 AM
Originally posted by kcxj
After initiating one of the command runs, you can cancel into any of the kick moves from frames 1~60. Skidding to a stop lasts 22 frames. This is ridiculously good. Do your input perfectly as [qcf, double tap LK] or [qcf, mash LK like a retard] and you have a 23 frame command roll.
Roll cancel her command run for some fun results; you can run & stop right next to characters with good pokes (Sagat, Athena, etc), and they'll go right through you.
I've done this more than a few times, and it appears that I'm invincible when I stop, but that doesn't make any sense, as a perfect "command roll" from Maki is 23 frames; her total full body invincibility is 20 frames with 3 more frames high. However, roll cancelling usually have fewer invincibility frames than the actual roll, so I'm a little confused by this.
There is no invincibility for Maki's "command roll". She would be broken if her move had it.
A character's LP+LK roll has nothing to do with how invincible their roll canceled special move is as well. I don't know how he got the numbers, but Buktooth was kind enough to do some testing and then post the results to the public remember? RC specials have 17~19-something invincible frames if I can recall.
WindyMan
04-29-2004, 12:23 PM
I know there's no invincibility to her command roll thing, I was refering to when you roll cancel her command run then stop.
I know the approximate invincibility numbers for RC'ed moves too, which is why I asked what I asked, if she stops on frame 23, and the invincibility wears off at about frame 19, how come it looks like she's invincible when stopping?
Maybe it's because whatever move I RC run up to is in its recovery frames, I dunno. No matter the case, it really confuses the victim and freezes them, since they missed an attack at point-blank range.
ZenFire
04-29-2004, 03:03 PM
Originally posted by kcxj
haha, oh shoot. You know refer to moves by their Japanese names and everything... Are you talking about qcf+P?
I'm incorrigable, I know. Thanks for the frames on that, you made my day. -9.... damn, that's worse than I thought, horrible even.
Originally posted by kcxj
I don't play Maki, but if I did, I would go to training and practice d.MP xx command run, stop, d.MP xx command run, stop, etc... random 720.
The effectiveness of run->stop->throw is insane, if you take Iyo's matches to be any indication (I myself play a not-so-gutsy Maki as I said before). But that's probably due to ppl's lack of extensive experience against her... OR... ppl are afraid of something else.
Another thing I've come to find out, is how safe a blocked lvl1 kick-super is. if you follow it with a lvl1 720, you'll grab their more than likely throw/retaliation. crazy shit.
to vasAZNion13:
What I meant was that she cannot hit-confirm into a lvl1 kick-super other than through the unreliable 1-frame link cr.mp, mk/hp.... So... it would have been nice to have a better option, like making cr.mk come out in 5 frames :( It's not that big a deal, cus she has other good tools.
vasAZNion13
04-29-2004, 05:35 PM
Originally posted by ZenFire
to vasAZNion13:
What I meant was that she cannot hit-confirm into a lvl1 kick-super other than through the unreliable 1-frame link cr.mp, mk/hp.... So... it would have been nice to have a better option, like making cr.mk come out in 5 frames :( It's not that big a deal, cus she has other good tools. [/B]
oh, well her lvl 1 doesn't do much damage anyways so it's not too big of a loss.
Mummy-B
04-30-2004, 01:20 AM
Originally posted by kcxj
RC specials have 17~19-something invincible frames if I can recall.
27, I'm pretty sure. Level 3 supers have 23. Except I think for specifically Chun Li and maybe one other person.
Been a while though.
ph!Lop!a
05-05-2004, 08:43 AM
i dont know if this has been posted yet....but whate'er
a groove maki anti air CC:
-during a jump in: activate KKK XX (c.fp XX qcf + mp, lp) x 8, c.fp, whiff c.lk, sj.lp x N, air super.
roll your fingers during the during qcf + mp, lp to have make stop right under the opponent.
-as for her ground cc is doing her s.fk x 20 worth it? i usually just do:
activate c.mk, c.fp, s.fk x 8, c.fk, whiff c.lk XX sj.lp x N/sj.lk x N (depending on where i am on screen), air super.
::shrugs::
ZenFire
05-11-2004, 05:24 AM
I was training today and decided to try C-Maki, since I'm considering going back to C intead of N (no, it's not because of Iyo). So I'm trying the c.lp, c.lp, s.lk xx lvl2 Kick super.... and that shit is hard as fuck. Ok so I've only trained it for like an hour, and I get it every now and then (probably around 40%).
My problem is I'm lazy, and wondering if there's a shortcut. If I mash the kicks (instead of the graceful piano motion I usually do) I get that damned KKK move after the first hit of the super. I also tried using the super-spark as a guide for the timing but to little avail.
Help?
Mummy-B
05-12-2004, 07:54 AM
There's really no easy way to do that. Connecting the Level 3 kick super from a short is already pretty difficult and takes some practice, so doing Level 2 is going to be even harder. Just keep traning.
You can try to negative edge the input really really fast like right as you tap short. That's the only real thing you can do I think.
ZenFire
05-12-2004, 08:38 AM
The second part to make the kick start does not react to negative edge, I've tried that =[
Mummy-B
05-12-2004, 01:02 PM
Oh, that's no problem then
Mash on all the kicks as soon as you see the super flash. Like, Marvel mash. You shouldn't have a problem then. I do it with Level 3 and it comes out instantly every time.
ZenFire
05-12-2004, 02:41 PM
lvl3 I used to time a single piano across the kicks to make it come out, but mashing works too. The lvl2 cancel is the bitch. Even if you don't press two or three kicks at the same time but just piano or mash very fast, the KKK move will STILL register.
Marvel mash, is that like rubbing across buttons with your palm, cus that's the only way I know how to mash :)
Mummy-B
05-12-2004, 02:55 PM
Well if you're doing it after the super flash I don't know how the KKK would register. Like it should be that you see the short register on the combo count, then SHWIIING! super flash, then PALM THAT SHIT DOWN NIGGA
and you should be straight.
When in doubt, just mash. I love the advice you guys are giving...
Legendary Gokou
05-12-2004, 09:15 PM
Read through the whole thread. Going to post before I lose what I know ....
cr mp, despite the bad range, is a good combo starter. Virtually any attack she has after this, if it reaches, will combo into her kick super.
cr mp st mk xx kick super
cr mp st rh xx kick super
cr mp cr mk xx kick super
cr mp st mp xx kick super
etc
Which one gives more leeway? From what I can tell its cr mp st mp. I've gotten this to link pretty consistantly. Plus you can mash the super. :lol:
Haven't gotten the whiff grab combo yet. Can it be fierce instead of roundhouse at the end?
Also, I remember the punch throw then run backward super jump cross up being discussed earlier as not consistant. This was true .... but then I remembered the instant overhead with Maki (Disguising the run by doing lk hk). After the punch throw, do qcb+lk~mk. It has to cancel the run into the superjump pretty quickly, so if you mistime it you won't cross up (which is good in a way, you mix it up due to human error). But yeah, if you do it that way you'll get the cross up on a consistant basis. Sorry if this was discussed before.
Punch throw also doesn't reset stun, so thats a plus.
ZenFire
05-13-2004, 12:51 AM
cr.mp to st.mk is probably your best option, all those moves you mentioned come out in 6 frames (according to justdefend.com) and it seems logical since I could get most moves with about the same consistency. Why st.mk? it's got pretty good range (only slightly less than st.hp, but it should tag them even from a max-range cr.mp (as opposed to her cr.mk). Then, even if you fuck-up it's a safe poke. You have NO leeway on the link, you have to press the button during that ONE frame or no link for you. I know I'm no good but even with double taps I could get it like 4 out of 10 times. not enough to rely on it really.
After punch throw, I've been thinking, and I think I'm going to stop trying the crossup everytime I throw. The reason being that against safe-fall grooves you'd have to wait and see if the safe-fall and then jump, but then the crossup will be less meaty and more vulnerable. Agains tactical recovery I suppose while floating in the air you can see the recovery shadows and adjust accordingly. I think I'm going to start doing run->slide to cover safe-falls then sit there and either throw again, or combo into whatever. It doesn't look safe, but oddly enough it is (according to my tests... no guarantees or refunds).
Legendary Gokou
05-13-2004, 09:26 AM
I've gotten it to about 7 out of 10 on the link. Sakura's hurricane kick to jab seems much more strict on timing.
Buk's cross up after the punch throw in the corner works beautifully. Very deceptive.
iKlEiTlH
05-13-2004, 02:11 PM
Originally posted by Legendary Gokou
...Very deceptive.
yeah, she's the queen of deception
btw
buk posted on his jap log that you can LINK c.mp into lvl 2/3 (not sure about 1) punch super
it's a pretty good link, and it isn't too difficult either
doesn't seem like many of you like to use c.mp though
:(
Mummy-B
05-13-2004, 02:43 PM
I only use that crap after a cross up.
vasAZNion13
05-13-2004, 11:37 PM
Originally posted by ZenFire
cr.mp to st.mk is probably your best option, all those moves you mentioned come out in 6 frames (according to justdefend.com) and it seems logical since I could get most moves with about the same consistency. Why st.mk? it's got pretty good range (only slightly less than st.hp, but it should tag them even from a max-range cr.mp (as opposed to her cr.mk). Then, even if you fuck-up it's a safe poke. You have NO leeway on the link, you have to press the button during that ONE frame or no link for you. I know I'm no good but even with double taps I could get it like 4 out of 10 times. not enough to rely on it really.
well...according to justdefend, her s.fierce and s.forward have the same frame start up, so why not use s.fierce instead after the c.strong?
Legendary Gokou
05-14-2004, 12:27 AM
Originally posted by vasAZNion13
well...according to justdefend, her s.fierce and s.forward have the same frame start up, so why not use s.fierce instead after the c.strong?
If you mess up, you're vulnerable after the standing fierce. Its a pretty tight link as it is .... plus getting st fierce after cr strong isn't something I've been able to get as much as any other move after.
ZenFire
05-14-2004, 05:47 AM
Originally posted by vasAZNion13
well...according to justdefend, her s.fierce and s.forward have the same frame start up, so why not use s.fierce instead after the c.strong?
Originally posted by ZenFire
Then, even if you fuck-up it's a safe poke.
Yes you can be punished after the st.hp. I don't know how likely it is though. Doing the super off of st.hp DOES seem easier for some reason.
Pick whichever...
vasAZNion13
05-14-2004, 09:35 AM
Originally posted by ZenFire
Yes you can be punished after the st.hp. I don't know how likely it is though. Doing the super off of st.hp DOES seem easier for some reason.
Pick whichever...
whoops. didn't read that part. my bad. *goes quietly back into his hole*
WindyMan
05-16-2004, 09:51 AM
If you do the Level 2 kick super in C-Groove, you need to be really careful when mashing on kicks, or you'll get a cancel and the suicide kick will come out. You should rapidly tap one kick button instead.
Mummy-B
05-16-2004, 01:22 PM
I don't know the validity in this strat...
I was playing in a tourney yesterday and I was randomly anti-airing with the slide kick. It AAed Sagat's jumping roundhouse more than one time.
The reason why I question the validity is that, outside of the obvious risk involved, I was in K Groove. You may be able to eliminate the risk if you RCed the run in C, A, or N Groove if you piano-ed the slide input right after. It either requires really fast button taps or for you to negative edge RC the short command run and piano the slide, or RC the roundhouse command run and piano the forward.
But it definately fucks P Groove up. Tripguard is such an awesome thing to whore to your advantage.
Gen.d00dz
05-17-2004, 09:47 PM
has there been any speak about s-groove maki around here? i think she has alot of potential with running, charge fakes, all that crazy dodging... maki is about confusion and mind games... throw s into the mix and... well, you get the idea...
Legendary Gokou
05-18-2004, 12:24 AM
Originally posted by Mummy-B
I don't know the validity in this strat...
I was playing in a tourney yesterday and I was randomly anti-airing with the slide kick. It AAed Sagat's jumping roundhouse more than one time.
The reason why I question the validity is that, outside of the obvious risk involved, I was in K Groove. You may be able to eliminate the risk if you RCed the run in C, A, or N Groove if you piano-ed the slide input right after. It either requires really fast button taps or for you to negative edge RC the short command run and piano the slide, or RC the roundhouse command run and piano the forward.
But it definately fucks P Groove up. Tripguard is such an awesome thing to whore to your advantage.
So you were doing the slide when the tripguard was lost? Was the jump in done early? What angle? Lots of questions, but it sounds really odd. When you did it, was it guaranteed or did they just not block low? I don't care for RC since I don't play C A or N competitively.
One thing I can't get, is the run back into forward piano slide. Does it have to be by itself?
iKlEiTlH
05-18-2004, 12:37 AM
Originally posted by iKlEiTlH
buk posted on his jap log that you can LINK c.mp into lvl 2/3 (not sure about 1) punch super
feel kinda weird quoting my own post, but this new post is somewhat related so whatever...
I'm guessing most of you still wouldn't want to bother with using Maki's punch super at all, but after messing around with this new link (and some other new stuff) I've come to realize that the super is a LOT better than most people would think.
I'll break this post down into using the punch super in K and then C groove.
K-Maki:
Most kGroovers get at least 1 super per round (sometimes even 2 or 3 depending on how good you are at jd'ing or how what types of moves you eat). The bad part about getting a kSuper is that there's no way to store it, and you only have a set amount of time before your rage goes away (sorry for stating the obvious, but i'm leading to a point).
Here are some ways you can land supers at this point:
720 setups are good, but there is no such thing as a guaranteed 720 because every setup always boils down to some sort of 50/50 guessing game. Maybe you'll land the 720, maybe you won't... It's worth the risk sometimes, but it's not reliable.
s.mk/s.fp xx kick super is TOPS, but it's impossible to link the super on reaction, and you'll have to wait for your opponent to whiff some attack so you can punish. This is cake when you're playing with scrubs who whiff dp's from mid-screen, but it gets a LOT more difficult when you're playing against a decent opponent (and especially an opponent who KNOWS you're watching a whiff to punish). In other words, for you to utilize this technique effectively, it's imperative that you have a solid footsie game. I'm not sure how good people here are with footsies, but developing a solid footsie game is difficult to say the least. You'll have to train yourself to zone extremely well in order to punish non-shitty moves. For example, how many of you can bait cammy's s.fk to barely whiff and then walk in towards her as she recovers and land the s.mk xx super? You'll need to be able to do stuff like that if you want to use s.mk/s.fp xx kick super to its greater potential.
Now prior to Buk's post, I wouldn't even have considered using Maki's punch super in any occasion simply because I only knew how to land it to punish huge whiffs, and the fact that the kick super could be used in the exact same situation for an insanely greater amount of damage. Had I ever known that Maki could land her punch super ON REACTION to a c.mp, I would defintely have implemented it into my game a lot earlier. As I said earlier in my post, kGroove super doesn't last forever so it's best if you can find a guaranteed way of landing the super to get the most out of the rage. With the c.mp link to punch super it's now possible to get that guarantee. I'm not saying that you're guaranteed to land a c.mp when raged, but if you do happen to land one, then the punch super is 100% guaranteed. This works wonders in kGroove because everytime you have a super, it's at level 3 and you don't really give a shit if you use it because it would've run out eventually anyway.
This link in general is pretty damn good because it allows you to link a somewhat meaty move into a level 3 super. I've messed around with it a lot lately (training mode/casual matches/didn't get a chance to test it out in a tournament) and the timing isn't even that difficult. Do the c.mp, see if it hits, do the super if it hits, don't do the super if it doesn't... You don't even really need to buffer the super (but you can if you want) because the c.mp gives you enough time to pump out the entire super motion after the hit confirmation.
Basically what you have here is 3s Chun-lite (ok, EXTREMELY lite, but you get the idea...). Not many characters have the ability to LINK a normal into a super (Cammy can do it with s.fp, but I don't know any others off the top of my head), but it really is a solid addition to any character's arsenal of techniques.
Once your opponent knows that you're able to get a free super after a non-counter c.mp, you've just given him/her another reason to second guess what you're going to do. They'll be more cautious in situations where you throw out the c.mp because they don't want to eat the move trying to interrupt it and eat a free super for their troubles. This can keep your opponent pinned down a lot better, and you'll be able to work some other mixups on them (maybe 720's?).
shit, this last section of the post is starting to sound too much like theory-fighting, but I hope you guys get the idea... This technique is basically giving them something else to worry about in the match.
sorry for the semi-bs theory fighter paragraph towards the end. i'll post the details on using the punch super with cMaki at a later time. i didn't think this post would be so long
:P
ZenFire
05-18-2004, 01:32 AM
Well, seeing how the frame advantage is huge after cr.mp, it's odd you never thought of it before Buk told you that Iyo does it. I myself don't like single hit links, cus I suck at hitconfirming anything shorter than 3 hits..*sigh* That asinde, it seems to me like a valid option, but so does cr.lp, cr.lp, st.lk xx kick-super ......and if I have a lvl3, that's still what I'm going for.
iKlEiTlH
05-18-2004, 03:09 PM
Originally posted by ZenFire
Well, seeing how the frame advantage is huge after cr.mp, it's odd you never thought of it before Buk told you that Iyo does it.
1) i don't really read up on frame data
2) it doesn't look like anyone else around here thought about that link either... or maybe they did some frame data referencing online and found out it was possible, but never once in a match tried it to see if it was true or not. knowing a tactic is one thing, applying it successfully is different.
either way, this is a valid tactic and one that no one has mentioned in this thread.
3) i know a lot less about the game than either buk or iyo. they'll come up with stuff that i never knew was possible (like this link). that's why they're better players than i am.
4) i'm NOT saying to replace the usage of c.wp, c.wp, s.wk xx kick super with c.mp link punch super. i still use the kick super combo when i'm playing, the c.mp link just gives me something else I can work with during matches. for example, there are certain situations where you have a higher chance of landing a c.mp than you would a c.wp. in the case that you do land the c.mp, the punch super is guaranteed. if they block the c.mp, no sweat, just don't do the super.
another reason why the punch super combo is situationally-preferable to the kick super combo is because there are 2 key points where you can make a mistake when doing the kick super combo and only 1 key point where you can mess up with the punch super combo. Here's what I mean:
kick super key point 1) the execution between maki's s.wk and the kick super is not overly difficult, but it certainly isn't easy. the s.wk doesn't really provide much hit-stun, meaning it's imperative that you do the super IMMEDIATELY after the s.wk hits. do it a little too late, and you just lost your combo. also, i've noticed that a lot of sf players can't even consistently do combos that require a non-buffered normal into super.
point 2) ok, say you did the super fast enough... you're still not guaranteed to land the super, because now you have to press another kick button to activate it. here's another thing that's not really difficult, but isn't really easy either. i know most of you probably have ways to land this 70-80% (bump this % down if yer choking in a tourney match) of the time, but the fact is that you WILL eventually mess this combo up. no matter how good you are with maki. i consider my maki to be pretty decent already, but i'll still mess up her kick super from time to time (moreso off of the s.wk). so at this point, you've already successfully comboed the s.wk into super, but you mis-timed the super activation and now you're gonna get punished for it. there's no turning back at this point either, because you've already executed the first step of the super.
punch super key point 1) just the time between the c.mp and you doing the punch super. if you manage to land the punch super in time, yay, you just got yourself the free damage. you don't have to worry about other bs like pressing an extra button to make the super come out. and like i've said before, it's NOT really that hard to link this on reaction. zenfire said it himself that "the frame advantage is huge after cr.mp" so you don't need to worry about doing the punch super immediately after the c.mp. the only thing that really messes this tactic up is when a player just spazzes and messes the link up for himself.
once again... i'm NOT saying this is some crazy abusable tactic that ought to replace all of the stuff Maki already has. it's simply something good to be added to your gameplan.
popoblo
05-18-2004, 05:25 PM
some interesting stuff, thanks for the analysis of it all.
*goes off to practice*
Mummy-B
05-18-2004, 09:46 PM
Originally posted by Legendary Gokou
So you were doing the slide when the tripguard was lost? Was the jump in done early? What angle? Lots of questions, but it sounds really odd. When you did it, was it guaranteed or did they just not block low? I don't care for RC since I don't play C A or N competitively.
One thing I can't get, is the run back into forward piano slide. Does it have to be by itself?
Yeah I only did the slide after they had hit a button, so the if the slide connected, it would connect for sure. All I did was just qcf+short -> medium so that the run didn't even come out (technically, you like don't see the run) and she immediately slid. It's almost like if you time it right, you can avoid active hitboxes on jumping attacks by making her sprite slide and get out of the way, then the move connects for free by tripguard. Sagat's roundhouse in particular is pretty horizontal so I slid under that pretty easy. Blanka's roundhouse I had to be like... I had to hit him from the front and it looks like you slide at his ankles while he's still kicking in the air, JUST above the ground right before he lands.
It's really wierd. I'm assuming for moves that hit like kinda downward it won't work, like Blanka jumping fierce (not the pimp slap). I'll fuck with it some more.
WindyMan
05-19-2004, 09:09 AM
Originally posted by Mummy-B
It's almost like if you time it right, you can avoid active hitboxes on jumping attacks by making her sprite slide and get out of the way, then the move connects for free by tripguard.
I had something similar happen to me with the overhead, too. I ran up and did an overhead, which got blocked, then I did another one right after, and I swear, Chun-Li's kick either just missed me by a pixel or went through my legs as I went up and over her.
I'll have to try that slide to go underneath, too. That would piss a lot of people off if it worked consistently.
I finally went to my first major.:D It was a learing exp.......... I was the only maki player.
everybody thought I was.......sand bagg"en:lol:
sooooooooo many strong players..........
Drunken maki ownes. I had to get drunk. I waited like 10 hours to play.
Even the empire girls started to look some what attractive.(thats saying alot)
I had fun playing but won 1 match.
I should have played with more confidence.
It was cool........ everytime I lost I could actually say I was drunk.
No D
With your help I want to become the best dam maki player in the world................:mad: outside of Iyo of course.:D
ZenFire
06-05-2004, 12:00 PM
Maki players rule period :D
Tomorrow I'm going out for some casuals with friends. I live in the Netherlands, so I gotta travel hella far for some comp. You lucky bastards....
Drunken Master
06-05-2004, 09:54 PM
Drunken maki ownes. I had to get drunk. I waited like 10 hours to play.
I had fun playing but won 1 match.
I should have played with more confidence.
It was cool........ everytime I lost I could actually say I was drunk.
No D
course.:D
Try um... maybe not getting drunk? :)
BTW kettle.. i dunno if I mentioned this.. but you're black.
YMDSLTSAC
08-01-2004, 08:23 PM
I've noticed that instead of doing cr.lpX2, st.lk XX lv2/3 kick super you can substitute the st.lk with cr.lk. Hell of a lot easier and it'll hit everyone but Cammy, and maybe a couple of other girls.
When cornered I'm working on doing RC'ed qcb+k, mp. Pretty cheesy. :)
ZenFire
08-01-2004, 10:46 PM
Well actually it will miss on a lot of people if
A) they're standing (some char's have wider sprites when crouched)
and/or
B) You do it slowly (there is freedom in timing of rapid fire moves)
You seem not to have those problems, so do whichever. I personally enjoy using st.lk, since the range is much better and I can compensate my crappy execution of fast qcf's by doing
c.lp, c.lp, qcf, s.lk, qcf + k
Space Cowboy...
08-06-2004, 10:31 PM
Best way to combo in to kick super is?
best way to get them in to 720 is?
some one please answer
Vic Viper
08-09-2004, 03:18 PM
Originally posted by Space Cowboy...
Best way to combo in to kick super is?
I usually use the S.Fierce (far version), right after a C.Strong. Very painful on K-Groove. The combo goes:
J.Fierce - C.Strong - S.Fierce - Kick Super
As for the 720 degree super, don't know. Not too sure if that can be done after an air just defend or air parry.
ComeBack Kid
08-10-2004, 01:35 PM
Yo on tha DJB-13 Video he has a nice pic of maki do u know where i can get that from
please
iKlEiTlH
08-12-2004, 01:13 PM
Just a heads up...
I'm currently in the process of making a Maki video with some advanced/new stuff that the majority of players probably haven't seen before.
I've already captured around 70% of the footage, then I'm gonna send it over to a friend for the editing.
Hopefully it'll be out within a week or two.
PEACE
R | C
08-13-2004, 12:12 PM
quick question...
there's a "reverse run" vid on www.sonichurricane.com that features maki...and she does a 5 hit combo that ends in a throw. Anybody know how that's done? thanks.
iKlEiTlH
08-18-2004, 03:05 PM
quick question...
there's a "reverse run" vid on www.sonichurricane.com that features maki...and she does a 5 hit combo that ends in a throw. Anybody know how that's done? thanks.
i have no idea which combo vid you're talking about, but i'm guessing the combo is something like:
s.wp, s.wp.mp.hp~c.hp (on big chars)
or
crossup mk, s.wp.mp.hp~c.hp
or
cancel out of lvl2 super into s.wp.mp.hp~c.hp
R | C
08-20-2004, 07:51 AM
this is the one i'm talking about:
http://www.sonichurricane.com/notebook/cvs2reverserun01.wmv
Shin Ace
08-23-2004, 08:01 PM
If you have the game, check the command data for her. The throw is part of her chain, although I can't remember what the command is.
combo is j. hp, lp, tiny pause(not a cancel, not a link, but just strict chain timing), mp, fp xx throw which I think is the c. hp.
So. j.hp, s. lp, s. mp, s. hp, c. hp
iKlEiTlH
08-26-2004, 02:54 PM
Dunno if any of you guys have heard this yet, but Mummy-B passed away... He was one of the major contributors to this thread back when this was the only place for Maki-users to even talk about anything Maki-related.
RIP man...
Mummy-B will be missed......... R.I.P
Thank's for all the help, over the past few years..... U made my Maki that much better.
R.I.P Brian
c.short short/jab,combos. Be like c.lk,c.lp,s.lk super........!?
c.short counter hit leads to free qcf punch.
Using c.mp to qcf hk(over head) Ive seen this alot.
Dam watching Iyo play is just dope. Maki's pokes seem just abuseable!?
Iyo just does what ever he wants. every time I see Iyo he has odd ass Block strings. Walk up s.lk # 3 times c.hk.
Play Maki simple. Abuse shit like she's cammy. :clap:
ZenFire
09-10-2004, 09:18 AM
That's the truth. and vs ppl that outpoke you, KKK that shizl
Valestyle_G
09-15-2004, 10:53 PM
I'm pretty new to cvs2 in general, which is a shame im only just gettn into it now when it seems so unpopular. But I'm trying to pick up maki. I wanted a character who is played unique to other characters, and is un-shotokan like and is fun to play. I've been reading up a lot on Maki and she seems like a very solid character. Personally her combos feel way easier to link, which is what I like, and she has some good setups. But I cant seem to find any videos that can really help me at the level I'm at.
I'd really actually like to see some Iyo videos, I even tried DC but no matter how much I configure it, DC does now want to connect to the Go for broke hub. Can I get some help with basic maki and some Iyo vids? Would be much appreciated - VSG
ZenFire
09-15-2004, 11:41 PM
Ok, I put up an FTP server up with some almost all the Maki stuff I got at:
ftp://Maki:Tonfa@zenfire.student.utwente.nl
Watch out, the uname and pwd are case-sensitive. Max users is 10 so don't use IE if at all possible.
The only subdir in there contains two matches I played a long while ago with Maki on my team. Not worth a look unless you're very curious. Btw, I'm much better now.
Hope it helps. If you have anything you'd like to contribute to the Maki server, PM me or something and we'll work something out.
Legendary Gokou
09-16-2004, 07:00 AM
I'm connected to the server through LeechFTP, but it won't let me download anything. Gave me a "User does not have download permission" message.
ZenFire
09-16-2004, 09:23 AM
My bad,
it works now
Valestyle_G
09-22-2004, 08:36 PM
The vids were great, why is Iyo's poking so good and mine sucks so bad :( but the vids were very inspirational. Iyo has an awsome maki, and his rolento is excellent too. What is Maki's easiest bnb combo btw? As in easy to chain
Seerd
09-23-2004, 12:38 PM
Maki's easiest combo would have to be the bushin chain (lp, mp, hp, hk).
TKed qcb+lp-> j.hk is pretty wicked.
ZenFire
09-23-2004, 04:47 PM
Easy to chain?? hehe, all chains are easy =] it's the links you got to train for.
If you don't care about your own safety and just want to establish your presence as a badass: c.mp/close s.mp/close s.mk/close s.hp xx qcf+hp
That's just two hits but the on with close s.hp is my standard punish combo if I don't have a lvl3
Try reading the previous pages, it's full of good info and combos. Though Maki is not much of a combo character. Combo to kick-super, that's the only combo you need to know, the rest is running around ranging your pokes well and make them afraid of 720. If you're name is Iyo OR you just feel kinda frisky you can als run-stop and throw a lot.
Easy to chain?? hehe, all chains are easy =] it's the links you got to train for.
Try reading the previous pages, it's full of good info and combos. Though Maki is not much of a combo character. Combo to kick-super, that's the only combo you need to know, the rest is running around ranging your pokes well and make them afraid of 720. If you're name is Iyo OR you just feel kinda frisky you can als run-stop and throw a lot.
Word.... :karate: :tup:
The vids were great, why is Iyo's poking so good and mine sucks so bad :( but the vids were very inspirational. Iyo has an awsome maki, and his rolento is excellent too.
Iyo Footies are of the fucking chain with Maki.
"Be like Iyo"........ Thats the way to go. :karate:
Valestyle_G
09-24-2004, 07:14 PM
Thanks for the help guys, my maki is doing a lot better pvp now. My Geese has problems with Yamazaki so I think Maki would have an easier time lvl2. I still cant find good situations for c.mp? I got most of those vids from the FTP (Thanks Zen!) and Iyo misses a few 720 grabs, his opponents jump away quickly, i guess they are scared already. :clap:
ZenFire
09-27-2004, 09:27 AM
Yer welcome =]
It's not costing me all that much traffic so I'll leave it up for now.
c.mp
-I love it
-this on counterhit makes everything a breeze to link
-c.mp -> s.hp -> lvl1-kick-super is very decent damage for a lvl1
-setups include:
..tick, run, c.mp (hope for CH)
..AA c.hp, run, c.mp
..crossup j.mk, pause/do nothing,
..........throw
or
..........c.mp
Yer welcome =]
It's not costing me all that much traffic so I'll leave it up for now.
c.mp
-I love it
-this on counterhit makes everything a breeze to link
-c.mp -> s.hp -> lvl1-kick-super is very decent damage for a lvl1
-setups include:
..tick, run, c.mp (hope for CH)
..AA c.hp, run, c.mp
..crossup j.mk, pause/do nothing,
..........throw
or
..........c.mp
Great stuff Zen..... :karate:
I got a little something.........
s.mk........ hit, or blocked...... then s.mk again
Usually after u will get a counter hit s.mk if they try anything after the first s.mk. So be ready to super after 2nd s.mk.
Another good one is s.mk after a blocked overhead run.(qcf,k, hk)
After a blocked overhead get ready for that counter hit s.mk.
This one is kinda random....... s.mk after a tek-throw.
Maki's punch throw is great. U will probally be getting a few throw-break/tek's while playing because maki's punch throw is so useful.
If u can react fast enough remember to jam that s.mk after a Throw-break. To stuff what ever poke they try and spam after a tek.
ZenFire
10-08-2004, 03:13 PM
For a while now I've been using Maki's kick throw more than her punch throw. I think the range is smaller and the startup is slower by a frame. BUT! it's much easier to cover safe-falls from kick throw. with run->slide of course.
Gosh darnit, when will I get to see Iyo play C-Maki?!?!?! Someone said they had a vid! By the time I see it I'll hate Cvs2 as much as everyone else.
Gosh darnit, when will I get to see Iyo play C-Maki?!?!?! Someone said they had a vid! By the time I see it I'll hate Cvs2 as much as everyone else.
lol. maybe I can get some Iyo matches, On srk before it's too late.
My buddy has tape of Iyo almost a year ago...... but he's sooooo dam pressed, about letting other people see them?! :tdown:
I might just have to borrow the tape and put Iyo matches up by mistake... :tup: He should forgive me... :rolleyes:
iKlEiTlH
10-12-2004, 03:02 PM
Ok, so I had finished pretty much 80% of the footage around the end of August and submitted to my friend for editing and packaging.
He was pretty much never really satisfied with his own work (FREAKIN PERFECTIONIST) so I took the editing into my own hands this past week and have pretty much completed the video in like 3 days. I'm at around 95% complete right now and will hopefully have the video up by the end of this week or next week.
Just letting you people know that there IS a video coming out and it's going to come out soon.
I'm gonna need to find someplace to host the video though. I'm guessing cv.com or something...
Any suggestions (random or otherwise) would be appreciated.
Valestyle_G
10-12-2004, 07:06 PM
My Maki is doing so much better in VS play now. Its funny when you go to their 2ratio character with Maki as your first :D . Maki is rockn. I am looking forward to your vid iKlEiTlH!
iKlEiTlH
10-13-2004, 03:22 AM
Ok, the vid is done.
100%
Now I'm gonna need somewhere to host it.
vasAZNion13
10-13-2004, 07:53 AM
Ok, the vid is done.
100%
Now I'm gonna need somewhere to host it.
omfg you are t3h s3x0r
<3<3 ikleitlh 4evA
popoblo
10-13-2004, 10:52 AM
sounds awesome ikeith, i can't wait to see it:tup:. i'd recommend cv.com (like you said) OR www.obot64.com. just send him a PM, i'm sure he'd be happy to host your vid.
peace
Ok, the vid is done.
100%
Now I'm gonna need somewhere to host it.
Combovideo that shit son! Downloading "Queen of Deception" :clap:
Get it while its hot....... Cant wait to see it. :pray:
U out did your self......... What more can I Say.720
Show them MF's what maki can do Baby!
Fuckin "A"....... Top-tier Maki Vid ikleitlh.
Scrubs dont 720 like that?! :clap:
Yo..... u gotta start a "Team dEcEpTiOn" :lol:
Crazy Bitch!
iKlEiTlH
10-16-2004, 12:59 PM
yeah that shit is OUT
;)
go to combovideos.com and check it out.
vasAZNion13
10-17-2004, 02:15 AM
the last maki setup was OFF THE HOOK!!!!!!!
run/stop 720!! omg sex0r
iKlEiTlH
10-17-2004, 05:03 PM
Maki's 720 does SO much damage in sfa3
ZenFire
10-18-2004, 09:47 AM
Lotssa respect for that movie. It's pretty crazy all the stuff you can do in a CC. Learned a lot of A-groove madness, almost makes me want to switch.
iKlEiTlH
10-18-2004, 10:59 PM
Lemme know if there's anything in the vid you guys don't understand (purpose/execution/timing/whatever) and I'll try my best to clear things up.
Thongboy Bebop
10-19-2004, 02:25 AM
I really like your video. Good stuff yo.
N
ZenFire
10-19-2004, 09:13 AM
When you said that canceling overhead into wall grab during CC was character specific, did you mean it was Kyosuke only, or are there more characters you can do that on?
Neo Odin
10-19-2004, 02:06 PM
When you said that canceling overhead into wall grab during CC was character specific, did you mean it was Kyosuke only, or are there more characters you can do that on?
Nah Zen you can do it on any character.
PS: Nice vid bro, it took me 3 hours to download it but it was worth it :wow:, the best part of the video was the dedication
to Brian :tup:
PS: Im guessing that close s.Lp, s.Mk (first 2 hits of final fight chain), then standing lp, or c.lp into QCF+MK,MK only works on certain characters such as chun-li, rolento and I assume maybe guile. :confused:
If you could shed some light on this i'd really appreciate it.
Either way congrats on a great video :party: :encore:
Fight on! :karate:
iKlEiTlH
10-19-2004, 04:40 PM
Nah Zen you can do it on any character.
PS: Im guessing that close s.Lp, s.Mk (first 2 hits of final fight chain), then standing lp, or c.lp into QCF+MK,MK only works on certain characters such as chun-li, rolento and I assume maybe guile. :confused:
the cancelling of the overhead works on pretty much everyone, but it doesn't work as you may like on some characters... What I mean is that when you cancel the overhead into a wall move, Maki will jump out in the opposite direction that you want so the technique becomes pretty much useless. I don't think this technique works on taller characters (unless they're ducking) because Maki doesn't get close enough to the wall after the overhead due to her opponent's body blocking the way.
the s.wp~mp, s.wp xx slide combo works on all the characters (or if not all, then most). i don't believe it was a big-char only combo.
popoblo
10-19-2004, 05:52 PM
that video was amazing ikeith, one of the best combo/tutorial video's i've EVER seen.
here's my question with linking the level 2/3 punch super from the crouching mp. since it's a link, you wait for the crouching mp to finish animating completely before you go into the level 2/3 super right? after the crouching mp ends, any idea how big of a frame window you have to link the level 2 punch super before it will be blocked?
thanks
PS- maki is surprisingly fun to play in C/A groove and can dish out some serious damage, i'm going to start using her.
vasAZNion13
10-19-2004, 09:13 PM
that video was amazing ikeith, one of the best combo/tutorial video's i've EVER seen.
here's my question with linking the level 2/3 punch super from the crouching mp. since it's a link, you wait for the crouching mp to finish animating completely before you go into the level 2/3 super right? after the crouching mp ends, any idea how big of a frame window you have to link the level 2 punch super before it will be blocked?
thanks
PS- maki is surprisingly fun to play in C/A groove and can dish out some serious damage, i'm going to start using her.
it's a 2 frame link.
c.mp gives +7, the super has a 5 frame startup on both lvl 2 and 3.
c.mp(counterhit) is very doable on reaction.
iKlEiTlH
10-20-2004, 02:34 AM
Haha thanks vasAZNhoe for bringin up the frame data. I don't think I would've known it off the top of my head.
Going simply by playing instincts/flow/whatever, I would say that linking a c.mp into punch super is not TOTALLY easy, but isn't really difficult neither. I do believe that's it's easier to link a level 3 than a level 2, and it's hard (if even possible at all) to link a level 1 punch super. c.mp on counterhit should be CAKE for most players, but then again most players don't rely on links in cvs2 to begin with (cept for maybe cammy's)...
I would suggest not waiting as long as possible to do the link and instead practice on reacting to the hit-confirm. The faster you can react to it, the better.
Hope that helps.
Neo Odin
10-20-2004, 02:24 PM
Im just glad you represented A-groove Maki, since not a lot of people use her in that groove, because of the vid im thinking of remixing my old custom to make it look nicer, but it will still take 7500 I believe.
The rolento CC was nice, I forgot about that glitch.
mooka11
10-20-2004, 07:55 PM
aye ikeith, what did u use to encode ur vid? it gets stuck at the oldguy pic way in front when i try to play it. anyone else encountered the same prob?
i'm eager to see it, sounds like it rocks big time :tup:
ZenFire
10-21-2004, 09:30 AM
Goddamn DivX5. Everyone should use Xvid (works better and looks only SLIGHTLY worse), or even Mpeg2 (cus everyone's got a dvd player) from now on.
mooka: try another mpeg4 decoder like 3ivx or sumthin
iKlEiTlH
10-21-2004, 12:25 PM
Yeah, I used divx5.whatever. I've been encoding stuff in divx for a long time now, so I didn't really wanna bother trying anything else. I normally use wme8 to encode match vids and stuff, but I wanted something that looked better for an actual showcase vid.
ZenFire
10-21-2004, 03:12 PM
Don't 'whatever' me young man!
It does look good, and most ppl should be able to view it no problems. I'm just trying to get ppl to switch.
vasAZNion13
10-21-2004, 03:25 PM
and don't call me vasAZNhoe :confused:
popoblo
10-21-2004, 06:31 PM
idk what it is, but i REALLY like maki with a stored super bar. i'm sure popular opinion would say that K/N maki is best, but i like C/A maki more. when you have a raged K-groove bar and you go for risky 720 setups, you get toasted most of the time. P-maki could be extremely effective because she has some BLATANTLY obvious parry setups, and considering P-groove has such a massive advantage after a tech throw (and maki lands a bunch of throws), P-groove works well. and KKK gives her a "get the fuck off me move" that RC would normally provide.
i <3 maki
vasAZNion13
10-22-2004, 12:46 AM
idk what it is, but i REALLY like maki with a stored super bar. i'm sure popular opinion would say that K/N maki is best, but i like C/A maki more. when you have a raged K-groove bar and you go for risky 720 setups, you get toasted most of the time. P-maki could be extremely effective because she has some BLATANTLY obvious parry setups, and considering P-groove has such a massive advantage after a tech throw (and maki lands a bunch of throws), P-groove works well. and KKK gives her a "get the fuck off me move" that RC would normally provide.
i <3 maki
if they jump out of the 720setup, they'll still eat your KKK move right after you recover.
iKlEiTlH
10-22-2004, 02:48 PM
I agree that Maki with stored super is also effective.
C-Maki has some pretty good options with the stored super, but I don't believe that A-Maki is really as good as my video may make her out to be. Don't get me wrong, A-Maki has some really technical/fancy shit, but there isn't too much you have going for other than activate grab/c.wk mixups. Her problem is that she doesn't have an easy way to land custom other than using mixups, and if blocked her guard crush patterns aren't nearly as good as some other A-chars.
Most of the customs I included in my video look nice, but aren't too practical as some of them are pretty difficult. When I'm playing A-Maki I pretty much do variants of the same custom and add some flashy stuff when I deem appropriate. I haven't even used her enough to the point where I can get a solid GC pattern if the opponent blocks my custom. The slide GC is ok, but you better make sure you're timing the slides right, otherwise someone can mash super in between and you're uFcked. The s.wp~mp GC pattern does a lot more guard meter, but it whiffs on small characters and does no damage.
She does build meter pretty well though. Just go for a lot of pokes and well placed crossups. After most knockdowns you can do two quick runstops to build extra meter as well. I'll agree that she is FUN in A-Groove, but not really as effective because she doesn't really have an easy way to do big damage.
C-Maki retains the option of storing supers, but she has the ability to do BIG and EASY damage with either level2 or level3 supers. She also has that quicker jump (that low-jump grooves lack) so you can air-to-air a little easier with her. Just make sure you don't blow too much meter on bad 720 setups or mistimed kick supers because wasting a level3 bar in C-Groove is pretty sad. She can also quickly build meter in the same way A-Groove can.
I dunno too much about N-Maki since I don't play N-Groove at all, but I remember Buk showing me a nice crossup trick after a level1 punch super. I can imagine she has some pretty nice roll-crossup tricks after a knockdown, but I don't really know any since I don't play her :P
I can see P-Maki being good simply because you can parry straight into a s.hp xx kick super, but that's pretty much it. I don't play P-Groove enough to know anything special Maki would have in it.
vasAZNxxx: after people jump out of a 720 setup you can probably just go with a c.hp or s.hk so you don't waste life doing the kkk. That option probably depends on HOW they jump to avoid your 720 though, but I'm not sure if kkk would even reach an opponent who jumps AWAY from your 720.
ZenFire
10-22-2004, 03:42 PM
I could echo what iKeith said about A-Maki, but I'll just leave it at "I agree". Aside from all the fancy crap, she does decent damage with some of the simplest CC's in the game IMO.
P-Maki's got this thing I just HAVE to mension. When you parry somthing, chance's are you'll hit them during the recovery, which most of the time means counterhit. Counterhit c.mp, hint hint... can you see where I'm going with this?
And bout the crossup trick in N.... question: did it involve run->roll or was it a meaty crossup?
Cus you can meaty crossup vs. safe fall grooves, and it's awesome.
popoblo
10-23-2004, 09:04 AM
*snip*
yea, i don't know why i included A-groove because i haven't even learned any of her customs yet because you're going to land them by either random activate or as AA.
i remember buk posting that iyo switched to C-maki and that had a negative effect, but i don't completely agree. being able to store a level 2 or 3 super and combo into it or do standing mk/fierce xx kick super as a whiff punisher is huge. and since maki can run away a whole lot, air block is a big plus. in C-groove maki does huge amounts of damage really quick because a landed super or punch throw leads to a tricky cross-up setup into another fat combo into something else. K/N maki telegraphs her super when she's raged/has a stock broken, so she doesn't benefit from setup to setup as much IMO.
and i agree, i don't even have a single 720 setup that i like yet because i like comboing into the level 3 kick super a whole lot more (and it does more damage).
here's a topic for discussion- what is maki's position on a team? i play her primarily as a battery (sometimes as a user) and NEVER an anchor. she builds meter very quickly, but uses it just as well, so it justifies both positions.
peace
and i agree, i don't even have a single 720 setup that i like yet because i like comboing into the level 3 kick super a whole lot more (and it does more damage).
here's a topic for discussion- what is maki's position on a team? i play her primarily as a battery (sometimes as a user) and NEVER an anchor. she builds meter very quickly, but uses it just as well, so it justifies both positions.
peace
I used to play Maki as a "battery"........ but now she's my "user".
She's more effective with stored meter. IF you have a strong Maki, Its best to have her as a user.
(level3 kick super =death) :tup:
iKlEiTlH
10-23-2004, 12:29 PM
I'm not sure if Buk said that Iyo's change to C-Maki was negative, I THINK he said that she was the character on his team who had the least to gain from the N->C switch. Once again, I don't play N-Groove at all so it's hard for me the make the comparison between N and C.
I will agree that I love having stored super with C-Groove though. Whenever I'm raged with K-Maki, it's always instinct for the opponent to stay away, and I end up spending a little time just to trap them into one location on the screen before I can work on landing super. 720 setups are a LOT less effective when you have a level3 meter going down (S/N/K) because your opponent knows that you have the ability for a short period of time to uFck them up, and are more likely to focus on running away until your meter runs out. The same pretty much goes for landing ANY of her supers, because the opponent tends to play a lot more careful than usual. C-Maki with stored meter doesn't really have to deal with this as much as S/N/K-Maki. I think the main reason why people prefer N/K-Maki is because she has access to level3's a lot more frequently than C-Maki, and level3's are where you do her best damage. Having a run/low jump may have something to do with her being better too, but I also like how C-Maki has the hop and faster normal jump. In the end, I really think it's just the abundance of level3's that push N/K-Maki over the top.
In terms of where to put Maki on your team, I would really say that depends what you're comfortable with and who your opponent picks. The average person would probably feel comfortable playing Maki 1st, maybe because he/she doesn't know how to use her well enough, or maybe he/she just isn't confident with her in general. It's a lot less risky having her 1st.
The main reason why I play her 2nd (I use to do this exclusively, but now I change around) was because I liked having another character go first (probably Sagat) and try to rape the opponent as badly as I could (a decent Sagat can randomly do EXTREMELY well against people). I would always play a little more risky with my 1st char, so sometimes that would work in my favor. However, this wasn't so good all the time because then Maki would often reach the R2 and there are certain chars that just rape the shit out of her (and wow, those chars are popular R2's), so she wouldn't end up doing much damage. That scheme worked OK, but would fail me sometimes.
I ONLY play Maki last if I'm just messing around or am confident enough that I can beat my opponent no problem. This normally happens when I'm playing some fun team like ryu/ken/Maki. I wouldn't really recommend putting her last in general though, since she dies for free to certain characters that are popular R2's.
To sum things up:
Maki(1st) = less pressure (can let 2nd/3rd chars catch up if Maki does bad), usually going up against weakest char of other team, can have a little more fun with her, your Maki doesn't have to be too good yet
Maki(2nd) = your Maki should be good enough to compete against top-tier chars, allows you to put one of your better characters as 1st against possibly weakest character of opponent, more likely to play it safe and runaway/turtle, pushes your Maki to be a little better in competitive play
Maki(3rd) = your Maki better be some top tier shit, she should be SOLID and not have to rely SOLELY on random shit (720 setups) to do damage, it's a MUST to know the matchups between common R2's that rape her (K-Sagat/Blanka, A-Bison/Blanka, etc...)
Most of what I'm saying pertains to the way I play Maki, so I dunno how well it transfers to Maki in general. I've had the most experience (tournies) with K-Maki with C/A being played mostly in casual, so SOME of my details may be a little off depending on your groove.
mooka11
10-23-2004, 09:25 PM
Goddamn DivX5. Everyone should use Xvid (works better and looks only SLIGHTLY worse), or even Mpeg2 (cus everyone's got a dvd player) from now on.
mooka: try another mpeg4 decoder like 3ivx or sumthin
heyyo, sorry for the late reply, been busy lately.
hmm 3ivx? i have it installed but didn't work. maybe time to purge my system of all codecs and reinstall.
mooka11
10-25-2004, 05:41 AM
got it :D excellent job ikeith! i loved the lp->mp blocking custom against yama, that was neat!
ZenFire
10-25-2004, 09:41 AM
Yes, if codecs compete for FourCC movies, it's never a good thing. Competition bad for them, good for noone.
Maki as user is probably better than Maki as battery if damage is your main concern. But there aren't that many characters that build meter better than her. C-Maki wins when it comes to comboing to kick-super, but K and N win when it comes to # of 720 attempts IMHO.
mooka11
10-26-2004, 07:02 AM
how do u execute the grab in lp->mp->hp->grab?
vasAZNion13
10-26-2004, 07:47 AM
how do u execute the grab in lp->mp->hp->grab?
it's a chain, so just press it as you would for darkstalker chains, however the grab part is a little hard to time. sit in training mode for a while if you want to land the grab.
ragnafrak
10-26-2004, 09:56 AM
P-Maki is great stuff. I just wish she had some kind of bnb or a good c.LK or some shit :[
P-Maki is great stuff. I just wish she had some kind of bnb or a good c.LK or some shit :[
Parry to c.rh...... then corps hop.
I saw "Arcade kid" do alot of this at ECC with TERRY. :xeye:
Maki can make more of Parry c.rh though. :rolleyes:
But if you have level 3 U know what to do. :tup:
(parry to xxx super.)
But Maki's not a bread and butter character. Maki is all about using normals.
vasAZNion13
10-26-2004, 02:09 PM
maki is all about landing that 720.
although i'm sad cuz i can't land it anymore. :(
iKlEiTlH
10-26-2004, 03:16 PM
how do u execute the grab in lp->mp->hp->grab?
the timing is pretty much like this:
lp . mp . hp .. c.hp
the first 3 hits have about the same rhythm, but you have to pause a LITTLE longer before you tap the c.hp. It's not really hard at all once you learn the timing.
P-Maki is great stuff. I just wish she had some kind of bnb or a good c.LK or some shit :[
my vid pretty much exhausts through all of the bnb's that Maki has on small/normal/big characters. In general:
c.wp, c.wp xx kkk works on all chars and is easy as hell to do
s.wp~mp, s.wp xx slide works on all (or maybe just the normal/big chars?) but is pretty hard to get
c.mp, s.wp xx slide OR kkk isn't too hard but it only works on larger characters.
like no-D says, Maki isn't really about bnb's. She has REALLY good normals, and they pretty much all cancel/link into her supers. You can also play keep-away with her pretty well since she has a far jump and a lot of off-the-wall moves.
maki is all about landing that 720.
although i'm sad cuz i can't land it anymore. :(
I think Maki's 720 is sometimes waaaaay overused with a majority of players (sometimes even myself). Stop for a second to think of WHY Maki has a better 720 than some of the other characters (imo):
1) she can land it in the air or on the ground
2) she has the runstop setup which greatly increase the pseudo-range of the grab (pseudo because runstop allows you to land 720 from some distance away, but it doesn't actually increase her grab range).
Off the top of my head, those are pretty much the 2 major reasons why her 720 can be more abuseable than others.
BUT just how often do you apply those 2 methods? The air/ground option is good for blatantly obvious 720 setups which normally bait the opponent to jump. I use the ground/air mixup occasionally, but I haven't really heard/seen other players going for it. Also, how often do you land a runstop 720 against a GOOD player? It's a LOT easier to land on scrubs than decent players and you really have to get a feel for when and when not to go for it.
If you aren't successfully using either of these 2 methods to land a 720, then I suggest that you stop relying TOO too much on that particular super, and go for the other ones. What I'm trying to say is that if you're not really exercising the GOOD/UNIQUE aspects of her 720-game, then you're pretty much using it as any other grab super and it's hard to use a character based on a single aspect like that.
ZenFire
10-26-2004, 03:46 PM
I allways thought her 720 was better because she is very mobile. Compared to other grab super characters, she can get around the screen really fast and close the distance much quicker than say gief or yama. Which makes it harder for ppl to keep you at a distance when you've got a lvl3. Something that hurts gief a lot imo.
iKlEiTlH
10-28-2004, 12:48 PM
"I allways thought her 720 was better because she is very mobile."
That's true, but no matter how well you move around it always boils down to how you're going to set the 720 up (remember 720's are NEVER guaranteed unless of course you're using it to punish a huge whiff). That's why I listed the two reasons I feel her 720 game is different from other chars. She makes up for the lack of pure range on her 720 with the runstop technique and air/ground mixups. If she didn't have those two aspects, you would essentially be going for 720's in the exact same way as other characters IE: early jump attack land 720, wakeup 720, or whiff a move 720 on opponent's wakeup.
BTW: This thread is starting to see some life again... Keep those questions/strats/whatever coming. :tup:
vasAZNion13
10-28-2004, 03:04 PM
what i started doing recently is going for the c.jabx2, s.short xx kick super combo. if i can't land it early, i have a good chance to run/stop 720 cuz most people are watching otu for kick super after wards. usually i make the run/stop a little less obvious. like do run/stops more often through out the game when i dont' have bar, as well as jump in's---> c.short xx run/stop 720. masking it actually makes it easier to land on better players. but yeah i think 720 is overused as well, but if you mix it up well between looking for whiffs/counterhits xx kick super, and 720 setups, it's a pain in the ass for your opponent.
the only downfall taht i found on mixing up between 720s and kick super setups is that if people jump back wards with sagat/rock, etc, it's hard to land either super >_<
I woke up in a Bathtub next to a bag of puke?/ that wazent mine.
Ho sleep in bathtubs? :xeye:
I am sooooooo happy with life.
C Maki is like.......... really good.
level 1 720 is really defensive.
It' elemenates meaty/jottys form crouding u on wake-up.
Kyo c,shorts,Rock,c.lk/chun i,c.jab/mp. NOOOOOOO
level one 390 that ish all day.9
jottys jups away?
U be like It was a level one....... Stop Buggen
Wast as many as u want.... get meter back like is was S groove.
Reminds me or R minka in 0,3
Burn . radio cambodia :party:
vasAZNion13
10-31-2004, 11:40 PM
i was watching some of those C-maki vids that someone posted. the maki player does s.short --> c.rh a lot.
so i started using this, and i get knockdowms more often. well it's a lot more useful than the blockstring i used to use. which usually ends with s.fwd.
i was watching some of those C-maki vids that someone posted. the maki player does s.short --> c.rh a lot.
so i started using this, and i get knockdowms more often. well it's a lot more useful than the blockstring i used to use. which usually ends with s.fwd.
Sorry about my Drunk "N" Maki Rant....... :confused: Too much 151. :rolleyes:
Yeah, It seem like Maki can do anything when it come's to Poke strings.....
I've seen this one vid where Iyo does walking s.short 3 times (kinda like Rolento) then ends with c.rh(counter hit I might add)....... :tup:
iKlEiTlH
11-01-2004, 12:00 PM
Who's playing in those vids?
vasAZNion13
11-01-2004, 12:29 PM
Who's playing in those vids?
i'm not quite sure, iirc, yuga? yug? or maybe that was the opponent...i'll check it out later.
vasAZNion13
11-23-2004, 10:35 PM
alright guys. here's my maki
http://www.teamcontrol.net/cvs.php
i didn't get a chance to land 720 or the kick super, but check out my footsies, tell me if you guys see any good shit i'm doing on accident or anything stupid that i should stop doing(i.e. random jabs that get my maki killed by counterhit rc cmd kick)
i know nothing really special occurs in this match, but i wanted to keep the maki thread going. so discuss if you can...i'll try to get more match vids up for maki discussion
ZenFire
11-25-2004, 05:05 AM
What's up with that site, don't mess with ppl's cursors!!! it's not leet.
Well, after watching it a bit I got a question. I saw you use j.mk as AA three times and one time you missed, and I'm wondering why. Maybe I don't know that matchup so well or there's some trick involving airblock, but what's wrong with just c.hp? Against Akuma I would use KKK more, just because he's so offensive. I liked how you baited the reversal DP after the one time you DID use c.hp, nice. I do that sometimes, but I roll most of the time when I expect a dp/super. One of the times you AA'd with j.mk you were raged and could have 720'd on landing. At the