View Full Version : Maki: Cvs 2 Rebirth. (AKA "The Sweet Ninja" )
popoblo
04-28-2006, 09:47 AM
i made a long post about it in another thread, but here's the gist.
-reversal level 1 720 his wakeup games. if he jumps, low fierce. if he jumps away from the grab, you'll recover to low fierce in time. that takes away the scariest part of honda's game right there IMO. after the first time, they'll catch on, so don't waste your supers, just punish.
-if you get cornered, wall jump away.
-jump up and down with fierce or SJ back fierce to bait headbutts. dash in then super jump back baits headbutts well also. airblock helps, but it's not imperative to win the match.
-if you jump a headbutt really early, command run after them into the kick slide.
-if they're going to whiff low short into hands, know the range so you can smack them with fierce (into super).
-throw random rolls with her large throw range. if he does roll super and you have your close standing fierce out, kara into the KKK.
i personally don't even try to get cute and go in close with jab strong games, counter hit setups, or instant run into overhead. you're begging to get hit by a RC move, random level 2/CC or a 360. i noticed i would dominate competent honda's at FR9 then i'd go in for something close and get hit by a random level 2 or CC. i'd still take the match but it didn't look as convincing. hit and run and you win.
maki is fun.
Hellion
05-02-2006, 12:31 PM
i personally don't even try to get cute and go in close with jab strong games, counter hit setups, or instant run into overhead. you're begging to get hit by a RC move, random level 2/CC or a 360.
You didn't exactly state it anywhere but can Maki play 50/50 games ala Rolento with her fast walking speed and long throw range?
popoblo
05-02-2006, 02:04 PM
You didn't exactly state it anywhere but can Maki play 50/50 games ala Rolento with her fast walking speed and long throw range?
standing short is like rolento's standing jab in terms of priority, but you can't do anything after it on a counter hit like rolento's standing jab on counter hit.
you need a counter hit low strong to do anything high damaging (ie link standing forward/fierce, kick super), but you have to be relatively close for the strong to even hit. so no, it's not a true 50/50.
What's Maki's C-Groove cancel?
popoblo
05-17-2006, 07:37 AM
-learn to double tap the run forward into run stop. if you do it fast enough, it looks like a short dash, plus you get a ton of meter. after your opponent learns not to safe fall, you should be able to get 2 run stops in after a knockdown if you're not setting up a crossup.
-i'm working on team iyo v 2.0, C-eagle/maki/rolento:wgrin:
-for some reason i like C/A maki the best. stored meter makes me not have to take risks to land super, plus level 2/3 grab supers don't seem nearly as telegraphed when you're just sitting on your meter. player preference i guess.
What's Maki's C-Groove cancel?
-counter hit low strong, standing forward/fierce, level 2 kick super, at the end, fp genko
-whiff punish with standing forward/fierce, level 2 kick super, at the end, fp genko.
i personally never use the punch super. i never did too well with the whole linking a super off a low strong, plus the level 2 kick super does 3600 damage straight up. level 2 punch super does 3200 straight up with nothing to really cancel it into without sacrificing damage.
if you do get a level 2 punch super, i don't cancel it into anything. once it's finished, i just normal jump forward for a crossup mk, then i do the final fight chain to get some more meter back.
i personally never use the punch super. i never did too well with the whole linking a super off a low strong, plus the level 2 kick super does 3600 damage straight up. level 2 punch super does 3200 straight up with nothing to really cancel it into without sacrificing damage.
You can punch super after a crossover jumping mk or regular jump in hk/hp.
ZenFire
05-30-2006, 12:08 AM
in N groove it;s nice as a level1 after a lowjump hp which you can confirm if someone sticks something out. It's a knockdown and some damage and easier to do than the kick super in that situation.
Master Chibi
07-04-2006, 09:07 PM
I recently decided I wanted Maki on my team full time because I'm sick of playing Vega (even if I'm in K groove) so I was wondering if anyone had Mummy-B or iKLEiTLH's Maki tutorial vids on them, as I can't get them on Combovideos at all.
Hell, any beginner tips to pound into my head would help plenty (even after I've read this thread 10 times over).
;D
I recently decided I wanted Maki on my team full time because I'm sick of playing Vega (even if I'm in K groove) so I was wondering if anyone had Mummy-B or iKLEiTLH's Maki tutorial vids on them, as I can't get them on Combovideos at all.
Hell, any beginner tips to pound into my head would help plenty (even after I've read this thread 10 times over).
;D
We should work on http://www.shoryuken.com/wiki/index.php/Maki_(CvS2)
iKlEiTlH
07-26-2006, 02:27 PM
...I was wondering if anyone had Mummy-B or iKLEiTLH's Maki tutorial vids on them, as I can't get them on Combovideos at all.
the only place i knew of to get my vid was combovideos.com.
why can't you get it off the site?
i dled it there myself just a few months back.
can someone post some good maki combos..................
thanks in advance.
No defence
12-22-2006, 01:21 PM
can someone post some good maki combos..................
thanks in advance.
jumping:hk: standing:hp: :qcf: :hp: .
crouching:lp: twice, to:3k::wonder:
SeiSHiN
03-11-2007, 05:21 PM
so i was watching a combo video on her and i saw that she grabs after her fierce from her light punch,medium and i was trying to figure it out and and search for it but was not succesfull and i hate to waste forum space but could someone tell me the imput for this bnb. thanks in advaced
Luigi-Bo 87
03-20-2007, 08:04 AM
so i was watching a combo video on her and i saw that she grabs after her fierce from her light punch,medium and i was trying to figure it out and and search for it but was not succesfull and i hate to waste forum space but could someone tell me the imput for this bnb. thanks in advaced
You have to press :d:+:hp: after the :hp: connects. If you have good timing doing the standard chain, then just use :d: +:hp: in place of :hk: .
iKlEiTlH
09-09-2007, 03:51 AM
wtf does "good maki combo" mean?
can someone help me name some bad ones?
Luigi-Bo 87
09-09-2007, 09:24 PM
wtf does "good maki combo" mean?
can someone help me name some bad ones?
Don't exactly get ehat you mean. Post what combo(s) you're talking about and I'll see what I can do to help.
ZenFire
09-09-2007, 10:45 PM
I'm pretty sure that was a rhetorical question....
Luigi-Bo 87
09-10-2007, 06:09 AM
I'm pretty sure that was a rhetorical question....
:sweat:My bad:sweat:
No defence
12-18-2007, 02:26 PM
I am going into some serious Maki training.
BEST Maki IN the US. Ask me anything, about Maki.
Open to discuss.
Utsusemi
12-18-2007, 04:31 PM
<3 Maki. I dropped her for Nakoruru (still trying to get over this) and she's really fun to play against people that don't know how to play her. I got some questions for Maki I'll post when I get home tonight.
Luigi-Bo 87
12-18-2007, 09:17 PM
I am going into some serious Maki training.
BEST Maki IN the US. Ask me anything, about Maki.
Open to discuss.
:bluu: We need to play each other.
ZenFire
12-19-2007, 06:12 PM
Buk claimed the same thing at some point lol, then ikeith or someone reacted in much the same way Luigi-Bo just did. Too funny. That reminds me; I still use a trick I stole from a match of buktooth playing maki.
Luigi-Bo 87
12-19-2007, 09:30 PM
Nice. Wiki edits will be coming this Winter break.:tup:
Utsusemi
12-19-2007, 09:39 PM
Any vids still around of Buktooth using Maki?
Luigi-Bo 87
12-19-2007, 09:46 PM
I didn't know he played Maki in the first place.
ZenFire
12-20-2007, 02:31 AM
it was a looong time ago and and (I just looked) I don't have the videos anymore. I'm PRETTY sure that one of them was against Legendary Goku, possibly on XBL.... I can't remember to well.
Legendary Gokou
12-20-2007, 08:08 AM
It was against me and it was in an offline match in Austin. He hit me with both supers. :sweat:
As far as tricks with her goes I think he posted up the two he uses most often.
1) Mid screen punch throw, immediately do qcb rh~mk (or you can do mk mk, but I like to piano it) to set up deep cross up. Due to human error it can sometimes not cross up.
2) Punch throw in corner, jump forward and then qcb mk off the wall at the very last second. Crosses up. I've never had this blocked.
Thats all I can remember. I actually love using Maki as I feel her normals are really effective, but I can't combo into super consistantly and my playstyle with her is often high risk.
No defence
12-20-2007, 09:46 AM
I remember that match...... I think you were playing P chunli.
c.jap s.lk to Level 3 is a must...... Big damage.:annoy:
I hate missing that combo. Her level 3 kick super really has to be mashed.
If you mash too early It wont combo.... Mash too late and it gets blocked... I pray they forget to block the last hit/overhead. lol
Utsusemi
12-21-2007, 04:39 PM
Any tips on playing against a turtling C-Vega? He'll basically poke me till I'm raged (K-Groove) and run away with his gay ass jumps. I don't have any problems at all vs Sagat and he usually does the same thing with his Blanka as he does with Vega but I don't have as much trouble with him.
Luigi-Bo 87
12-21-2007, 11:56 PM
s.mp and s.mk help lots against Vega's pokes.
Utsusemi
12-22-2007, 03:37 AM
I played him a few times today again today and beat him every time :tup: I just gotta learn to be more patient with her and move in at the right time.
No defence
12-22-2007, 02:48 PM
I played him a few times today again today and beat him every time :tup: I just gotta learn to be more patient with her and move in at the right time.
IS vega Jumpin on you?
Are you using your guard BAR?
Dont wiff anything. Walk
Please AA vega, and watch for slides. Look out for Jumping straigh up. USE KKK C.Hp and Standing RH.
Dont attack if you have more life.
just Hang around,
Luigi-Bo 87
12-30-2007, 12:23 AM
It was against me and it was in an offline match in Austin. He hit me with both supers. :sweat:
As far as tricks with her goes I think he posted up the two he uses most often.
1) Mid screen punch throw, immediately do qcb rh~mk (or you can do mk mk, but I like to piano it) to set up deep cross up. Due to human error it can sometimes not cross up.
I just super jump and get the same result, am I missing something
Also, my two greatest Maki moments:
1) I landed her lp,mp,c.lk into level 3 kick super IN MATCH!
2) I jd's all of Sagat's Tiger Raid and got a reversal 720.:tup:
I've only done both of those once and boy did I feel like a pimp!
Utsusemi
12-30-2007, 05:32 PM
2) I jd's all of Sagat's Tiger Raid and got a reversal 720.:tup:
I'd love to see this haha. Your avatar is dope btw.
I'm gonna go try what Legendary Gokou said.
Luigi-Bo 87
12-31-2007, 01:21 AM
If your cross-up is blocked, you can do mp, qcf+hk~mk or tick throw. Also after ker kick throw, I sometimes use qcf+hk~mk to jump over them to try and mess up any reversal attempts.
Utsusemi
01-04-2008, 07:28 PM
Dont attack if you have more life.
just Hang around
This and the walk thing is actually really really helpful. I'll be doing that from now on.
BUT let's say I do have more life and my opponent is hmm... lets see... A-Freaking-Bison and he's sitting in the corner charging his meter what should I be doing?
Actually I love fighting Maki vs. A-Sak baiting her CC's out of her. I don't think I've even been sho'd on Maki... A-Bison on the other hand is way more difficult to fight and he has his ridiculous PTF setups that I always been to get hit by no matter what.
Utsusemi
01-04-2008, 07:46 PM
1) Mid screen punch throw, immediately do qcb rh~mk (or you can do mk mk, but I like to piano it) to set up deep cross up. Due to human error it can sometimes not cross up.
I love using this trick. If I don't mess up it hits like 99% of the time. Still getting used to doing the second one..
Also is there a difference between what kick you use for Maki's Cmd runs?
No defence
01-09-2008, 06:22 PM
This and the walk thing is actually really really helpful. I'll be doing that from now on.
BUT let's say I do have more life and my opponent is hmm... lets see... A-Freaking-Bison and he's sitting in the corner charging his meter what should I be doing?
Actually I love fighting Maki vs. A-Sak baiting her CC's out of her. I don't think I've even been sho'd on Maki... A-Bison on the other hand is way more difficult to fight and he has his ridiculous PTF setups that I always been to get hit by no matter what.
Walk up to A Bison......... and punish what ever moves he wiffs.
use s.lk s.mk s.fp c.hk.
Build your dam self..... C.mp a is good to charge meter with Maki.
Utsusemi
03-16-2008, 08:52 AM
Is A-Maki worth using? I was using K- Maki but quit my K team for a number of reasons. Now I wanna take a whack at using her in A.
First, what's her order of best grooves? I've never seen anyone use her in A before, just various CC's on Youtube and such.
Second, what should I be doing with her meter? For now I'm playing keep away and building meter till I'm full, then try to get in or bait an anti air CC and repeat. Should I be doing level 1 supers/AC's at all? And on that note, what order should I put her in on my team?
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).
i think you can run from sak pretty well. And the corner might be makis best bet.
some nice wakeup kkk / 720 XX can save you. I say that maki suck on ground game against sak but that saks jump isnt good enought to keep maki cornered.
If you run , use kkk to get your self out of some bad situations then you can get your meter up to change the game.
I use A maki, and Im starting to find more situations to activate, her max cc does 6000 - 5000 so its not too bad
Is A-Maki worth using? I was using K- Maki but quit my K team for a number of reasons. Now I wanna take a whack at using her in A.
First, what's her order of best grooves? I've never seen anyone use her in A before, just various CC's on Youtube and such.
Second, what should I be doing with her meter? For now I'm playing keep away and building meter till I'm full, then try to get in or bait an anti air CC and repeat. Should I be doing level 1 supers/AC's at all? And on that note, what order should I put her in on my team?
instead of ac I would go for the kkk to get you out of trouble, once you have a full a groove meter you can pratically jump anywhere. You have a mixup with empty jump activate/empty jump to XX grab super, Im just getting to feel comfortable with her but I believe that one I master Maki that her running games will gurantee me a full meter and from there execution and patience is key. I also like to use her kkk move as an end game technique, ( run build meter foil their pursuits with kkk, alpha counter , wake up kkk/ run some more)
ZenFire
04-15-2008, 12:48 AM
I'm assuming you mean airborn activate, because an empty jump 720 isn't a mixup with activate per se, because they counter many of the same options (the pressing of any button). Also, empty jump 720 is counter productive, it's not particularly better than your other options. If you are indeed mixing it up air activate then the use of meter will hurt a lot. The more logical mixup to air activate is a simple jumping attack (preferrably an early j.hp cus of the vertical range) followed by closed quartrs combat for which you have a lot of options.
I've come to learn that, unfortunately, Maki's blocked CC options are pretty risky so if you guess wrong the chance of salvaging your failure aren't as good as say with Bison or other characters with good crush CC's and resets. I still see it being useful though on the occasion that you 'know' they're gonna AA.
As for lv1 720 usage, it's a good attack to stop okizeme with, but it might become costly if Maki is your battery. It's more of a spam move in N and C.
BTW, this is all based on the assumption that you meant to say 'air activate' rather than empty jump activate. Empty jump activate I see as being useful for something they probably won't have a chance/the reaction time to AA so you can go for unblockable low (which might be what you were going for). And the only thing Maki has outside her floaty jump is the wall jump. So a backwards tigerknee wall jump > land > activate is pretty likely to get them either standing or pressing a button. Another option off of the the TK walljump is j.hk > land > activate on reaction to them doing something so you know the j.hk will hit.
[/endrant]
I'm assuming you mean airborn activate, because an empty jump 720 isn't a mixup with activate per se, because they counter many of the same options (the pressing of any button). Also, empty jump 720 is counter productive, it's not particularly better than your other options. If you are indeed mixing it up air activate then the use of meter will hurt a lot. The more logical mixup to air activate is a simple jumping attack (preferrably an early j.hp cus of the vertical range) followed by closed quartrs combat for which you have a lot of options.
It does mix up some one blocking. It isnt the most efficient way to use your meter and if they have a level three it is also not the safest but if you are pretty certain that you can regain that the meter it can be a handy maneuver.
I think that you can safely activate and just do run -> mk (if they block your first hit strings) , I personally like to do d.hk ,run -> hk . This sometimes creates a over head like crossup which can fruther be juggled into a 720. The constant d.hk , run -> hk sometimes requires the opponent to have to change their down-block to a strait-block which just adds more chances for them to mess up. It seems that Chang gets crossed up alot if he down-blocks her run -> hk attack
ZenFire
04-17-2008, 11:08 AM
I'm gonna have to disagree. A mixup is a set of options that cover many/all/the most likely options they have to counter you.
lv1 720 counters: them pressing any button, nothing else because it's jumpable on reaction to super freeze
CC activate counters: them pressing any button, them standing up (if you land unblockable)
The activate counters one extra option and the 720 counters nothing that the CC doesn't, so it's not a mixup at all actually.
I'm gonna have to disagree. A mixup is a set of options that cover many/all/the most likely options they have to counter you.
lv1 720 counters: them pressing any button, nothing else because it's jumpable on reaction to super freeze
crap!
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