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No defence
04-07-2003, 02:48 PM
"No D" Is back in the house. Gunaa take My Lady Maki to "ECC". Best Maki Player on the EAST COAST! :confused: :D I thought I start a new Maki thread. Its no fun looking in old theads anyway.
Feel free to post anything. If Maki player's have any questions about Maki I will try to respond.

Peace "No D" out!:( :mad:

Mummy-B
04-07-2003, 10:37 PM
You haven't seen my Maki. If I bring her to ECC, you might have to withdraw your first line. :cool:

Anyway, I listed this in the last thread, but one of the most interesting tricks you can do is against any non-Shoto and not on Ryo (for some reason), run up to dead body after a knockdown. Whiff close stand fp. Buffer 720. fp causes block animation and locks them if they try to move. If they RC wake up, free damage. Kyo and Iori's DP's seem to get caught up in this 50/50.

Timing is tricky, but if you can get it down it's really fucking sneaky. I got it in casual play with dj-b13 when he was at my house.

EDIT: that whole whiffing fp thing, i forgot to mention that you cancel the fp into the 720 so that the hitbox of the fp never actually connects with the opponent's sprite at all. otherwise, you'll whiff the 720 or get hit before it comes out.

gbursine
04-07-2003, 11:07 PM
HOT!

what do I do against blanka? I nothing else gives me as many problems as he does.

Mummy-B
04-07-2003, 11:25 PM
Well, what Groove are you working with?

Orochi_Shoto
04-07-2003, 11:43 PM
Originally posted by gbursine
HOT!

what do I do against blanka? I nothing else gives me as many problems as he does.

I use Maki in P-Groove, and I haven't had many problems with Blankas. Yeah, what groove are you using?

I can't deal with Raiden... :rolleyes:

jchensor
04-08-2003, 10:52 AM
Maki has to turtle against Blanka. She can fight him fairly decently because her Crouch Fierce rapes his Jump (then again, her Crouch Fierce seems to mess up lots of people's jumps...). But she can even walk up to a Blanka Jumping straight up and down and get off the Crouch Fierce, unlike most characters.

If Blanka does a Blanka Ball, an instant Running Slide (Fireball + Kick, Forward Kick) will catch him.

The biggest problem is that from the front, Blanka's Crouch Fierce rapes all of Maki's fun running games. So if you do plan on attacking Blanka... it's tough. You can come off the back wall with a QCB + Jab, but Blanka's Air to Air priority (esp. with that annoying Jump Straight up Fierce) usually gives him the advantage in this situation. Basically, the best way to play Blanka is to play carefully. You have to reduce your typical "sporadic" Maki gameplan and resort to careful pokes from the front. Fireball + Fierce is good for Blankas who sit there and do nothing (at the right distance, of course), as well as getting in some instant Running Overheads (Fireball + Kick, Roundhouse). But as I said, Blanka's Crouch Fierce will kill that all, so you have to pick your moments.

So Maki can fight Blanka if she turtles, but Blanka can fight Maki better if HE turtles. Not a fun match-up on either side, really.

- James

Mummy-B
04-08-2003, 11:39 AM
Originally posted by jchensor
Fireball + Fierce is good for Blankas who sit there and do nothing (at the right distance, of course), as well as getting in some instant Running Overheads (Fireball + Kick, Roundhouse). But as I said, Blanka's Crouch Fierce will kill that all, so you have to pick your moments.


After a full range qcf+fp, mash on KKK. Free hit on anything Blanka does afterward. I usually run up stand mk, sweep, qcf+fp, KKK, and one of them gets a hit in.

gbursine
04-08-2003, 01:52 PM
Originally posted by Mummy-B
Well, what Groove are you working with?

I play scrubby N.

Rochus
04-08-2003, 05:33 PM
sup ya'll

i've recently had a couple good runs w/ maki on live

was wondering about a couple things

james chen believes that maki must be moving to be effective

my maki isn't that sporadic more controlled and reactionary and
occaisionally rushing down...anyone play similarly

i'm tryna get those 720 tricks listed in the thread but i'm a lil slow on the draw

i didn't find a guard string in the thread...any good ones? or am i not look good enuff

is the qcf+p a pretty safe move if blocked...i'm all about kgroove
and i get free jd's afterwards...is it cuzza sucky comp or no

enough questions for now lol

the m3 team
maki+mai+morrigan2 kgroove

No defence
04-09-2003, 07:20 PM
Originally posted by gbursine
HOT!

what do I do against blanka? I nothing else gives me as many problems as he does. Mummy-B ,N Jchensor gave some good pointer's. If Blanka tries to chip you with Electricity after a knock down on a wake up (RC or not) remember the 720 super . Play hit n' run. Oh... and some random Maki stuff. Maki can hcf p air grab blanka out of his "ball". (charge back 2sec foward n' punch) You can also 720 air grab the Blanka ball for some oh's and ah's Both are not practical though. But it looks soooooo hardcore. Maki's air hcf p must have invincibility or hella range. I sworn Ive grabed Sagat ,and Blanka out of Jump straight up fierce.:eek::o

No-Def out.

Mummy-B
04-10-2003, 12:33 AM
No D, do you have a block string that you usually use that's relatively safe? I just run the all over the fucking place doing max range pokes and shit like that.

Rochus
04-10-2003, 12:42 AM
any k groove specifics ya'll? i get free jd's after ppl try and punish a well distanced 236+fp

jd a ball and u can run in c.mk into 236236+k,k...that'll make a blanka think twice if he has a chance to think at all
if no meter than jd puts u in postition to 236+p him for free

anyone like kgroove maki

Mummy-B
04-10-2003, 01:30 AM
I abuse her shit with K Groove.

One of the best things about it is, her KKK move is so underrated because "it takes off life." Since this isn't MvC2 it's negligible, and after Just Defending in a match so much, you get enough life back to not even worry about it.

but yeah i'm tired so if you want anything really specific then post it up and i'll do my best to answer if you like.

Orochi_Shoto
04-10-2003, 05:40 AM
Originally posted by Rochus
james chen believes that maki must be moving to be effective

my maki isn't that sporadic more controlled and reactionary and
occaisionally rushing down...anyone play similarly

I play Maki with a controlled sense... rushdown P-Maki gets slaughtered vs. certain characters. But I make good use of free jump-ins! :D

Throughout the whole match, I try to play Maki like she only has ~4500 hp left (desperation style), and I don't even think about supers because she's my P-battery. I need to save that shit for Balrog, because it's a fact that P-Rog sittin on lvl3 is scary shit.

That's not to say I don't rushdown with Maki, but I tend to feel out the opponent's play-style first, and figure what's safe, and what I can pry/parry my way into. Seems to be a pretty effective mindset.

Rochus
04-10-2003, 08:46 PM
yea this was definitely the wrong forum lol

anyway...maki stuff

buktooth found some shit out for maki
so this shit aint mine

but when u knockdown in the corner there are some options

air qcb short drop 720, throw, or combo

when ur in the corner u can cross up w/ the dive kick

aw what the hell here is his whole shit on maki:


Maki:

- For Maki, I never thought her mid-air 720 was practical at all, but I saw Iyo land lots of them. On me. It's easily one of the most humilating things to get caught by in CvS2.

- One thing that I thought was too advanced to ever work was to tick into 720, but instead tigerknee it and grab their attempt to jump away. Impractical? Maybe, but I saw it happen a lot.

- When you combine usage of c.fierce and s.roundhouse for different angles, Maki has a very tight anti-air defense. Even against low jumps! Occasionally I saw close roundhouse being used as anti-cross up also.

- Backwards run into tigerknee off-the-wall moves are really good, especially the jab wall jump one. They all have their uses though; Dive kicks are fast and have really high priority, the grab is actually useful that low to the ground, and the short drop thingie for baiting anti-air attempts.

- I'm not sure how it is set-up or executed, but when you knock the opponent down in the corner, you can do some really cool stuff with the off the wall moves, like a cross-up dive kick that I swear is unblockable (actually I think you might have to block the roundhouse dive kick one way and the forward dive kick the other), off the wall dives, or drop down with short and do something else, like go low or do a 720. Sounds fun... too bad I didn't get a chance to (attempt to) talk to Iyo and find out his secrets.

No defence
04-10-2003, 10:16 PM
Originally posted by Mummy-B
No D, do you have a block string that you usually use that's relatively safe? I just run the all over the fucking place doing max range pokes and shit like that.
I pretty much do the same. If you stop moving you die? Maki is really a "free style" character. If you can think it you can do it. So many movements.:mad: :D. Block Strings that are realtively safe. I need to post some strings. They mostly involve the Final Fight chain like c.lp s.lp s.mp c.lp s.lk I know It combos. You can even kick super after it.( qcf2 k level 3)
c.lp, s.lp, s.mp, c.lk, s.mp
s.lp, s.mp, s.lp, s.mp, s.mp
I will post more later If anyone ask's. If not.... I will still do it, but later. Iam kinda sleepy. :lame: ;)

No-D peace.

Mummy-B
04-10-2003, 11:10 PM
Cool thanks... Have you gotten that chain into d.fp whiff link roundhouse kick super to work? The timing on that is fucked, and I can't seem to whiff the throw at the end on larger sprites like Sagat.

On that note, standing far roundhouse into Level 3 kick super in K Groove on an even ratio Sagat takes off 75%. Too good.

No defence
04-11-2003, 11:07 AM
Originally posted by Mummy-B
Cool thanks... Have you gotten that chain into d.fp whiff link roundhouse kick super to work? The timing on that is fucked, and I can't seem to whiff the throw at the end on larger sprites like Sagat.

On that note, standing far roundhouse into Level 3 kick super in K Groove on an even ratio Sagat takes off 75%. Too good.

sono konbo wa muzukashi dayo! I need to practice it more often
ore wa mr mem janai yo!!!!! :lol: :o :D :p

Mummy-B
04-11-2003, 08:24 PM
:lol:

sou ka. muri kana

Rochus
04-13-2003, 09:33 PM
just did ok in a tourney...owned some fools up w/ k maki

when raged apply pressure and for some reason low jump d+mp into 720 was consistent

vary your hieghts and types of the wall moves

qcb+lp low to the ground is surprising...sure to land u a few combos

lul them w/ many air qcb shorts then mix it up

stand rh into kick super or stand fp into kick super or c.mk into kick super= MAAAAD DAMAGE

close mk into qcf punch is rather safe

if ur getting rushed do short+forward+roundhouse works well

just a lil bit...all has prolly been stated b4...if so i only reiterate and support

Sleipnir
05-10-2003, 10:02 AM
is there any way to jump over a person and before landing perform the 720 super either level 1 or level 3?

Mummy-B
05-10-2003, 03:57 PM
You can empty Short Jump if you got it.

Otherwise here are a few tricks I learned since I got back to Okinawa from my friends:

1) Low poke string (any), buffer a backward Run, immediately hit mk, you super jump OVER the opponent and to the wall, then you either (a) wall command grab them from behind, (b) lp jump in thier face and 720 them from behind, (c) command wall kick them from behind, or (d) lk drop down and do nothing.

Great mind game. 85% of people don't react in time the first few times you do this, then you just start dropping down safely for a mind game.

Skyler
05-10-2003, 10:09 PM
makis my bitch:evil: hehe just joking :lol: i say just move around like crazy like jumping all over the place and get your oppenent tick off then just start kicking his ass if he loses he concetration. works for me most of the time until they see what the heck im doing then they just start playing the waiting game and then i do too:D

Orochi_Shoto
05-10-2003, 11:05 PM
To bring up some of Maki's normals, I have to ask if there's much of any use for her close RH. Is there? The opponent's hit stun is shorter than your recovery, and that is NOT good. Maybe I'm thinking far RH... I forget which one. Anyways, is this a bufferable normal? That's the only use I can see for it. Also, I find Maki's s.forward to be one of her greatest normals... Too good. Of course, she has a great set of fierces too.

vasAZNion13
06-21-2003, 06:27 AM
Originally posted by Orochi_Shoto
To bring up some of Maki's normals, I have to ask if there's much of any use for her close RH. Is there? The opponent's hit stun is shorter than your recovery, and that is NOT good. Maybe I'm thinking far RH... I forget which one. Anyways, is this a bufferable normal? That's the only use I can see for it. Also, I find Maki's s.forward to be one of her greatest normals... Too good. Of course, she has a great set of fierces too.

eh...i dont' use her RH at all, mk is really all you need for poking
dont' forget to run a lot

Mummy-B
06-21-2003, 04:25 PM
Her roundhouse can anti-air jumps that are in front of her better than her c.fp can. You have to know the ranges. Her sweep is also one of her better normals, doesn't have the range of stand mk but it's pretty damn good.

Close stand rh can be anti-crossup if you can predict it coming. Otherwise, you're safest bet is mashing KKK.

vasAZNion13
06-21-2003, 06:35 PM
Originally posted by Mummy-B
Her roundhouse can anti-air jumps that are in front of her better than her c.fp can. You have to know the ranges. Her sweep is also one of her better normals, doesn't have the range of stand mk but it's pretty damn good.

Close stand rh can be anti-crossup if you can predict it coming. Otherwise, you're safest bet is mashing KKK.

a fun thing to do, and effective, if they jump in a lot, try to predict when they are gonna jump...and then jump with them and grab them out of the air really fast before they can land a hit

edit: also a good anti air :-P

No defence
07-11-2003, 08:31 PM
Are you talk talking about hcf+p. If so, I need to use It alot more to get a feel for the properties. I keep forgeting about the move to play around with It In actual play.Ps. To Maki player's Do not!.. I repeat. Do not use the kkk move when your opponet in the corner, and has a "Safe Fall" Groove. Trust me. I saw this japanese vid ,and it was not pretty. :lol: :eek:

vasAZNion13
07-11-2003, 09:02 PM
Originally posted by No defence
Are you talk talking about hcf+p. If so, I need to use It alot more to get a feel for the properties. I keep forgeting about the move to play around with It In actual play.Ps. To Maki player's Do not!.. I repeat. Do not use the kkk move when your opponet in the corner, and has a "Safe Fall" Groove. Trust me. I saw this japanese vid ,and it was not pretty. :lol: :eek:

yes, the hcf+p...i got it to work on people who try to corner trap jump in's...but after a while...people figured me out and started attacking earlier in the air to knock me out of the air before i do the air grab...if you find a way to effectively use the air throw, plz post it

Mummy-B
07-12-2003, 01:12 AM
You can poke for a bit, then get in close and bait a jump and tigerknee it.

It's not a very good move.

NinjMai
07-27-2003, 11:23 PM
I'm REALLY REALLY new to playing Maki. I decided to pick her up becuae she is amazingly fast, can do some good damage, and is a ninja (like my main ninja, Mai). I'm looking up her movelists to kida figure her basics, but I was wondering how Maki should be played. Seeing as how she's a kunoichi, I'd figure that she's rushdown, but I don't want to take a risk with that great an assumption. Any ideas or strats would be of good aid, and thanks in advance.

-NinjMai

No defence
07-31-2003, 07:42 AM
Just get comfortable with all of her movements. Trust me. you dont want to get confused. I play hit and run. I usually get in and get out. If you feel pressure dont be afraid to use kkk. If you get your opponet on the ground try to keep them guessing ,and make sure they there. If you can rush down... do it!:) Dont for get her normals. I would say Maki's best normals are...s.mk (use that shit), s.mp, c.mk. s.lk,c.mp best jump in's J.hp, J.down mp(use that shit too) J.hk
That should get you started.... Fellow Ninga!:lame: :mad:

No D

white shadow
08-03-2003, 10:26 PM
1st of all I think people are trying to overthink with Maki. You can actually play a conserved normal game and be sucessful, not run all over the place like a psychotic ADHD crack fiend.:lol:

Not to say that running isn't an obvious part of her gameplan, but people over-emphasize and overuse it to the point to when they reach predictability.

Anyways here's some of my hopefully useful info:

-C.HP has one the highest normal AA priority (if not the highest in the game). It can be almost abused and is good against JDers and ok against parries. (Because if you do C.Hp very early so they parry the very tip of the tonfa so their attacks can't reach you.):evil:

-Her easy BnBs are (jump in) S.FP, Genko or C.MP, S.FP, Genko. It's strangely damaging for such a simplistic combo.

-Also you can tick throw then when you attempt it again they'll expect it so tick with jab then S.HK when they jump away it''ll advance forward and hit them.Muhahaha!!!:evil: If attempt the same thing with C.HP in A-Groove I *think* you can CC afterwards.

-Running is very useful in N & K Grooves mainly cuz you can build A LOT of meter, but it's worthless in K.

-A K-Groove Raged Kick Super does an astounding 7260 damage, that's 260 more points than the Raging Demon!!!:eek: This makes it one of the most damaging supers in the game since most characters have a lifebar of 11000 you practically won if you combo it from a S.HP or S.HK!!!:evil:

-I saved the best for last.:cool: Maki's (AIR!!!) 720 LV.3 is probably the one thing that makes me win with her. People seem to forget that when you RC you gain both the advantages and disadvantages of a roll meaning you can throw their special. In K-Groove you can air JD Throw Special or Super which is why I use K!!!

Not only that when you jump people will use a DP which you can super throw, meet you in the air with an attack which you can super throw, in Blanka's case use his AA J.FP which you can still super throw, or even E.Honda's AA headbut RCed or not!!! But the timing is kinda hard. The most impressive thing I've done is air super throw Ken's Shinryuken!!!:lol: The guy was in absolute SH:eek:CK!!! Too Good!!!
------------------------------------------------------------------------------------

FUN (but useful) STUFF:

- Try running away from E.Honda's Headbutt, Sagat's Ground Tiger Cannon, or SHDK then using the wall jump. Don't try that stuff on Balrog or Rock cuz their quick as hell supers will destroy your pansy psuedo Megaman run away!!! LOL!!!

I hope I helped the Maki community a little!!! :)

Mummy-B
08-03-2003, 11:44 PM
Originally posted by No defence
Just get comfortable with all of her movements. Trust me. you dont want to get confused. I play hit and run. I usually get in and get out. If you feel pressure dont be afraid to use kkk. If you get your opponet on the ground try to keep them guessing ,and make sure they there. If you can rush down... do it!:) Dont for get her normals. I would say Maki's best normals are...s.mk (use that shit), s.mp, c.mk. s.lk,c.mp best jump in's J.hp, J.down mp(use that shit too) J.hk
That should get you started.... Fellow Ninga!:lame: :mad:

No D

btw, I was meaning to ask you, how did you do at ECC?

No defence
08-06-2003, 12:06 PM
Originally posted by Mummy-B


btw, I was meaning to ask you, how did you do at ECC?
I was...... going to ECC with "Team Maryland"/"Team Magic Stick" :o... When our rental car Plans got screwed up. lilkoopsta couldn't Rent a van, Because of the Holiday weekend.:( :lame:. I think the only player from Maryland that went to ECC was Baltimore Chun. I think Jason Cole took him out, and he placed 9th? :confused:.
I wish I could go to EVO but I cant afford it. There are like 6 player for Maryland attending. I hope they make It on the DVD. I think they have a good chance in CVS2/3S. I wish them Skill. I am going to make sure I attend both ECC/EVO next year with out fail.:mad: :)

white shadow
08-06-2003, 02:33 PM
Pleez talk more Maki strats!!!:( I wanna learn more, I posted my stuff.... ^:)

Mummy-B
08-06-2003, 03:06 PM
Originally posted by No defence

I was...... going to ECC with "Team Maryland"/"Team Magic Stick" :o... When our rental car Plans got screwed up. lilkoopsta couldn't Rent a van, Because of the Holiday weekend.:( :lame:. I think the only player from Maryland that went to ECC was Baltimore Chun. I think Jason Cole took him out, and he placed 9th? :confused:.
I wish I could go to EVO but I cant afford it. There are like 6 player for Maryland attending. I hope they make It on the DVD. I think they have a good chance in CVS2/3S. I wish them Skill. I am going to make sure I attend both ECC/EVO next year with out fail.:mad: :)

Damn that sucks man, I'm sorry to hear that.

Cancer prevented me from going. ha

white shadow
08-06-2003, 06:26 PM
I can't go to the arcade until tommorow so could anyone test this A-Groove CC setup:

S.LP, S.MP, S.HP, *whiffed* C.HP XX CC?:bluu: If it worx it'll be GREEEAAAT!!!:D

And isn't her air throw QCF not HCF? :bluu:

OneDumbG00k
08-06-2003, 09:37 PM
Is she worth anything in A-Groove? In casual play, he ground CC, which consists of st. mk ==> st. RH (a few dozent times), st. FP xx qcf. FP xx qcfX2 FP seems ok. But it very often whiffs from the getgo even after nailing the st. mk.

I really loved setting it up on shotos when I ran up to a dead body, baiting a dp or throw attempt and activating to blow through, but since the st. RH hits high it started turning sour. Is there a way to make the character stand up during a hit so that ur st. RH's don't whiff?

white shadow
08-06-2003, 11:31 PM
Originally posted by OneDumbG00k
Is she worth anything in A-Groove? In casual play, he ground CC, which consists of st. mk ==> st. RH (a few dozent times), st. FP xx qcf. FP xx qcfX2 FP seems ok. But it very often whiffs from the getgo even after nailing the st. mk.

I really loved setting it up on shotos when I ran up to a dead body, baiting a dp or throw attempt and activating to blow through, but since the st. RH hits high it started turning sour. Is there a way to make the character stand up during a hit so that ur st. RH's don't whiff?

She's kinda worth it in A-Groove, her CC RKx80% of bar to C.RK, whiff S.LP, jump, J.RK, 720 super. It does 8000+ damage.

But wait!!! Her K-Groove combo, S.RK, Tesshinhou does even more!!!:lol: So I think it's not worth it in some cases unless you like putting a lot of effort for the same damage. ;)

Mummy-B
08-07-2003, 12:49 PM
Originally posted by white shadow
I can't go to the arcade until tommorow so could anyone test this A-Groove CC setup:

S.LP, S.MP, S.HP, *whiffed* C.HP XX CC?:bluu: If it worx it'll be GREEEAAAT!!!:D

And isn't her air throw QCF not HCF? :bluu:

It's possible, but you'd have to link something pretty fucking fast.

It's almost as impossible as doing what you said up there, and instead of CCing, linking and standing RH XX kick super. That is POSSIBLE but sure as shit I can't do it. Not if I tried. So yes, this combo is possible:

cross up mk -> (final fight chain) stand lp -> stand mp -> stand fp <whiff throw at the end> link Stand RH XX Level 3 Kick super

for a whopping damage of something like over 10000. If you could consistently get this link in K Groove, you would fuck shit up with just one combo.

white shadow
08-07-2003, 03:52 PM
Originally posted by Mummy-B


It's possible, but you'd have to link something pretty fucking fast.

It's almost as impossible as doing what you said up there, and instead of CCing, linking and standing RH XX kick super. That is POSSIBLE but sure as shit I can't do it. Not if I tried. So yes, this combo is possible:

cross up mk -> (final fight chain) stand lp -> stand mp -> stand fp <whiff throw at the end> link Stand RH XX Level 3 Kick super

for a whopping damage of something like over 10000. If you could consistently get this link in K Groove, you would fuck shit up with just one combo.

Thanx for testing Mummy B!!!:D It's strange but I find S.RK into Tesshinhou pretty easy, just do RK, QCFx2 and tap Kick twice. Learning it only took me 30 minutes. Also c.mp, s.hp is VERY hard to chain too.

But that CC setup I just tried it and it took me 2 literal hours to do it ONCE!!!:mad: Oh and what I find EXTREMELY hard is to do s.lp, s.mp, c.lk Tesshinhou!!! Not only is canceling into the c.lk hard but the c.lk doesn't even give you enough time to hit from the stun.:mad:

Funny Tidbit: Maki's c.mp, Genko does the EXACT amount of damage as her Final Fight 1 chain!!!:lol:

vasAZNion13
08-07-2003, 05:56 PM
Originally posted by white shadow

-Running is very useful in N & K Grooves mainly cuz you can build A LOT of meter, but it's worthless in K.

-

huh?

white shadow
08-07-2003, 06:21 PM
Originally posted by vasAZNion13


huh?

D'oh!!!:confused: :p Sorry I wrote that like 11:30AM, what I was trying to say was that running back and forth (the QCF&QCB K move) was good in N-Groove because you could build meter that way.
But I K-Groove excessive running doesn't build any meter.:)

Mummy-B
08-07-2003, 10:01 PM
Originally posted by white shadow


Thanx for testing Mummy B!!!:D It's strange but I find S.RK into Tesshinhou pretty easy, just do RK, QCFx2 and tap Kick twice. Learning it only took me 30 minutes. Also c.mp, s.hp is VERY hard to chain too.

But that CC setup I just tried it and it took me 2 literal hours to do it ONCE!!!:mad: Oh and what I find EXTREMELY hard is to do s.lp, s.mp, c.lk Tesshinhou!!! Not only is canceling into the c.lk hard but the c.lk doesn't even give you enough time to hit from the stun.:mad:

Funny Tidbit: Maki's c.mp, Genko does the EXACT amount of damage as her Final Fight 1 chain!!!:lol:

No no no, the stand rh XX kick super is easy I can do that at the drop of a dime.

Try the WHOLE COMBO.

Stand lp -> stand mp -> stand fp <whiff the command grab at the end of the chain> LINK stand rh XX kick super

Emphasis added because that shit is fucking hard to link. If you can do it consistently, you're my fucking hero.

Coldsnap
08-08-2003, 02:20 AM
Hi everyone

Sorry in advance about the long post. Ignore it if u want, I dont care.

There have been a lot of posts here lately, mostly good stuff. I thought I would share some things too. IMO Maki is very weak against the top tier. My game revolves around hitting cr.hp AA, and hit and run tactics. The only thing that can save u against the top tier is not being predictable, the bane of Maki's play. Fortunately, she has quite a selection of random, if risky, tricks up her sleeve. Here are some that I use.

General Maki stuff
Everyone knows Maki's basic mindgame is a classic high/low mixup... ie knockdown with KKK or whatever, Maki can start a forward run, then as the opponent is rising, hit mk to slide low, or hk to hit high. Duh. Unfortunately for Maki, among many other factors in the opponent's favor, the slide is very vulnerable if blocked. Secondly, the hk option is easily blockable on reaction. Once the opponent gets used to things, they can just hold downback to block the slide, and move to back if they see the start of the hop.

Thankfully the recovery on a run into the hop is short, and relatively safe. Maki's only real option (statistically) is to run+hk, expecting the opp to block this. Fortunately, this does set up a mindgame where by you can do this repeatedly, and then after the fourth or so blocked overhead kick, the opponent would have to be a robot not to eat a slide.

Try it, it should work. The secret is to slide vary rarely. Again, the downside is that the recovery on the slide is horrible, you have to pick your moments.

Of course, this is all void if opp has a wakeup uppercut or lvl 3 ready. However, they will have to have perfect execution to reversal here, Maki's run+mk/hk seem to hit fairly early. The priority on these is also quite good. Many times I have beaten Blanka Balls, Spiral Arrows etc, use wisely.

One option is to run up to the body, keep running, and the hk just as they wake so that your hop goes over their wake up attempt. This works against Tiger Uppercuts and Cannon Spikes, also most wakeup supers. Combo to retaliate. Use this very rarely. If the opponent expects it, prepare to be punished.

Actually the best option is to run forward and then stop. Time it to so that a wakeup super (if any) is blocked. This sets up the following:
- do nothing (to bait DPs and supers)
- throw, repeat
- 720 super
- wait, block string (use whatever, jabs, shorts, st.mk)
- wait, kkk
- wait, RCd qcf+p
- instant ohead kick (run+hk, performed so that the hop comes out immediately)

At some stage you will probably be at the Sirlin distance (just outside of the st.mk range) and eating cr.fierces. Some options here include:

- whiff st.mk repeatedly (but not predictably, otherwise eat super)
- instant overhead hop (run+hk instantly), downside is that this is beaten straight out by cr.fierce or any short jump counters
- run back, immediately run forward and slide (!). Actually works from time to time.

More pressure tactics include using her wall dives offensively. Unfortunately, her best wall dive (qcb+lp) is often Tiger Uppercut fodder if timed incorrectly. Usually, I favour using mk after a qcb+lp dive as a crossup. But since her arc is so long, the opp usually has enough time to prepare a counter (uppercut, counter, AA super). One solution is to start the wall dive very low. ie jump back, but do qcb+lp as low as possible against the wall... the closer to the ground the better. Not only will the opp be thinking about ground pokes, but the arc of the jump is shorter (basically its a horzontal jump) and still possesses a fat crossup box (if using mk). Think of this as a short jump, but better, you can go straight into normal moves if you want to after the air attack.

Actually this is my best setup for the 720 super. LOW Wall dive with lp, do nothing, land, 720. Hell, at least its better than normal jump, land, 720!

Another thing... Buktooth awhile ago posted the strat of crossing up opp with a mk wall dive. ie knock opp down in corner, jump FORWARD, and then mk wall dive directly above them. True, this can crossup, but I would only ever attempt this on big charas. This almost NEVER hits shorter characters, but does depend on how low u can execute it. Again, the lower the better.

One last thing, scraping the bottom here but anyway, if you cant manage to create an opportunity to combo the qcfx2+k super and start getting desperate, instead of trying to roll>super, after a knockdown activate the run portion of the super and let the opp just sit there going wtf... you are now just running into the opp, going nowhere, at the slightest twitch press kick to nail it. Same principle as whiffing a meaty attack to counter their wakeup with your own (better move). Obviously, dont do this too often.

That iss all, hopefully I added a few more little tidbits here.

white shadow
08-08-2003, 12:42 PM
Originally posted by Mummy-B


No no no, the stand rh XX kick super is easy I can do that at the drop of a dime.

Try the WHOLE COMBO.

Stand lp -> stand mp -> stand fp <whiff the command grab at the end of the chain> LINK stand rh XX kick super

Emphasis added because that shit is fucking hard to link. If you can do it consistently, you're my fucking hero.

Dear God NO!!!:mad: I've only done this combo 3 times in training mode and once in actual battle from a crossup. :mad: IT'S SO FRICKIN' HARD!!!:mad: Even the s.lp,s.mp,c.lk is hard!!!

Coldsnap good post.:)
One think I have to note is that if you press the MK early you will hit your opponent with the tip of the slide making recovery 100% faster. The HK run throw is good but not as abusable as the slide IMO cuz of the AA risk (even though I've thrown Blanka out of his ball!!!:evil:). Through experience I've found the slide can go under Blanka Ball, Sagat's C.FP, Tiger Shot (ground), Tiger Cannon, Hadouken (you can use the HK run to go over it too.)

I made a big post in the top of this thread if you wanna see other strats. :)

EDIT: BTW, how good is RC run? And if you press MK or HK will the RC effect still last?:bluu:

Mummy-B
08-08-2003, 06:14 PM
Invincibility lasts for 27 frames. So if you RC the run and then IMMEDIATELY do something else, she stays invincible IIRC.

white shadow
08-09-2003, 01:38 PM
Originally posted by Mummy-B
Invincibility lasts for 27 frames. So if you RC the run and then IMMEDIATELY do something else, she stays invincible IIRC.

Thanks but now I'm I'm conflicted N or K/ K or N ARGHHH!!! :mad:

Naw I'll still stick with K-Groove I gotta love the 7260 damage Tesshinhou!!!:D But seeing Maki run through a Shinku Hadoken would be so tight!!!:(

BTW do u think this combo is possible: S.LP, S.MP, C.LK, QCF K, MK. Man wouldn't that be flashy as hell!!!:eek: But also hard as hell!!!:mad:

Mummy-B
08-09-2003, 03:44 PM
The combo at the bottom isn't possible. While you could probably link the c.lk, it doesn't cause enough hitstun for the run to combo.

Also, the damage for short hop fk -> kick super isn't that bad either.

More mix up shit.

In a Groove with short hop, you can really fuck with people with high/low. Short hop rh, low poke, short hop rh, command run overhead kick throw move (do it so you don't get hardly any running). Just watch out for obvious shit like getting DPed and stuff.

white shadow
08-09-2003, 07:37 PM
Originally posted by Mummy-B
The combo at the bottom isn't possible. While you could probably link the c.lk, it doesn't cause enough hitstun for the run to combo.

Also, the damage for short hop fk -> kick super isn't that bad either.

More mix up shit.

In a Groove with short hop, you can really fuck with people with high/low. Short hop rh, low poke, short hop rh, command run overhead kick throw move (do it so you don't get hardly any running). Just watch out for obvious shit like getting DPed and stuff.

Thanx I do something like that once a match but only ONCE, otherwise it'll be predictable. The early slide thing is more abusable. :evil:

BTW what are your views on C-Maki? Fast leveling Tesshinhous is pretty cool and air blocking and landing before your opponent Throw Super is pretty nice too.:p

Mummy-B
08-09-2003, 10:30 PM
Eh. I don't personally like C for a number of reasons.

First of all, I'm an aggressive player. Even when I play P Groove (which is not good sometimes). I run and poke with Maki all day because it keeps pressure on. Dash is okay, but... I think run is just way better. Second, she doesn't have any really good Level 2 cancels. The priority on the punch super is alright, but it sucks. 720 without invincibility is pretty shitty too. Not having short hop I think is a bad thing too.

Overall, I think you're giving up more in a C, A, and P Grooves for her. A would be the best out of the three because the CC provides a nice alternative to damage dealing. Sticking to N and K I think are the best options.

Coldsnap
08-10-2003, 01:10 PM
Agree, N Groove all the way.

Not only is a short jump a good way to add variety to her crossup game, I believe her run is better than dash.... In fact, Maki in a run groove adds a little to her high/low mixup. Opponents can sometimes be confused into guessing which run you're doing (ie f,f or qcf+k), leading to:

f,f run>pull back to stop (u want to do this, rather than hit jab or short to cancel the run), straight into cr.hk.

Works for Maki as people are thinking about avoiding the slide/hop/stop throw, and conditioning people to worry about more things than u do is what you're trying to achieve.

A weird thing in run grooves is that u can (if u want) cancel your f,f run into command runs, but obviously not vice versa. Have not yet investigated applications for this though. Meh.

That iss all.

Coldsnap
08-10-2003, 01:18 PM
I should add that f,f run into cr.hk is just like sliding, but quicker and with less recovery. The distance u finish at isnt as good though. I prefer the opp to be knocked down far away rather than righ next to me, as It gives me more time to mindgame with the high/low mixup.

However, knocking down with hk is a good way to set up off the wall dives though, preferably the ones where you jump forward over the opponent.

white shadow
08-10-2003, 01:22 PM
Yah I guess so, just trying to do something different.:p I like K-Groove more anyways. Oh and another N-Groove trick, though S.FP, Genko does good damage it doesn't build as much meter as the FF Chain.1 so choose which one you want depending on the situation.

BTW how hard is it to punish Genko when distanced correctly? I find that most people never seem to punish me when I do it, 'cept for Balrog GIGATON BLOW!!!:mad: :lol:

Mummy-B
08-26-2003, 10:17 PM
More 720 bullshit.

Sweep. Command run, cancel immediately into rh overhead hop move (whiff - it goes right over the dead body). Reverse 720. Peace out.

short hop mk. land 720.
Why mk? short attacks don't cause enough block/hitstun, and fierces cause too MUCH block/hitstun so the 720 will actually whiff.
only thing you have to worry about is crossing them up, because when this happens the punch super usually comes out... because Maki's short hop is kinda... well not very short if you ask me.

Run (f,f) mk. Run mk. Run lk XX 720. Self explanatory.

Deadbody on the ground. Short hop over it. 360 motion, then reverse 360+p. This is hard as fuck, and I only did it 2 out of like 15 tries in training mode. If you can master this, it would be golden, I am not good enough. But thought I'd throw it out there.

EDIT:

Non 720 bullshit.

Anti air with c.fp, command run and stop. You'll cross them up on the ground as they land. Do as you wish.

gbursine
08-27-2003, 06:09 AM
Deadbody on the ground. Short hop over it. 360 motion, then reverse 360+p. This is hard as fuck, and I only did it 2 out of like 15 tries in training mode. If you can master this, it would be golden, I am not good enough. But thought I'd throw it out there.


how does the reverse 360 help?

white shadow
08-27-2003, 08:12 AM
Originally posted by Mummy-B
More 720 bullshit.

Sweep. Command run, cancel immediately into rh overhead hop move (whiff - it goes right over the dead body). Reverse 720. Peace out.

short hop mk. land 720.
Why mk? short attacks don't cause enough block/hitstun, and fierces cause too MUCH block/hitstun so the 720 will actually whiff.
only thing you have to worry about is crossing them up, because when this happens the punch super usually comes out... because Maki's short hop is kinda... well not very short if you ask me.

Run (f,f) mk. Run mk. Run lk XX 720. Self explanatory.

Deadbody on the ground. Short hop over it. 360 motion, then reverse 360+p. This is hard as fuck, and I only did it 2 out of like 15 tries in training mode. If you can master this, it would be golden, I am not good enough. But thought I'd throw it out there.

EDIT:

Non 720 bullshit.

Anti air with c.fp, command run and stop. You'll cross them up on the ground as they land. Do as you wish.

Good stuff. I think you can also start a CC from AA C.FP too. :bluu:

Coldsnap
08-27-2003, 06:06 PM
Ahahaha... thats some good stuff Mummy B, nice!

I tried the run+hk over dead body into 720 yesterday and it worked first time :D lol

Can u really activate CC after anti air cr.fp? That would be too good! Must test this...

Mummy-B
08-27-2003, 06:47 PM
Originally posted by gbursine


how does the reverse 360 help?

Because by the time you hit punch for the full input of the 720, Maki's turned around. So at the midpoint when you cross up the body to the other side in the air, if you don't do reverse 360, the game system will read your input at 360 facing right, 360 facing left + p, instead of 720+p. Both 360 motions have to be consistent in one direction.

it's kind of complicated because she still faces the same direction as she crosses up the body, but it doesn't treat the input like she is. the only thing I can compare it to is Ibuki's jab kunai into unblockable super, you have to qcf,qcb+p even though the motion is qcf x2+p because of how you cross them up

Mummy-B
08-30-2003, 06:55 PM
i'm thinking of doing a maki write up.

i'll probably let No D fill in the blanks where i have them as well.

vasAZNion13
09-02-2003, 12:08 PM
does anyone kno the properties of d+mp(air)?

does anyone even use this?

Mummy-B
09-02-2003, 05:57 PM
Originally posted by vasAZNion13
does anyone kno the properties of d+mp(air)?

does anyone even use this?

I'll get back to you, I haven't ever used it. Maybe I have, but I can't remember.

white shadow
09-02-2003, 10:07 PM
Originally posted by vasAZNion13
does anyone kno the properties of d+mp(air)?

does anyone even use this?

It's pretty useless, the only use I've found is to pseudo crossup on a short jump on Blanka.:confused: J.HP has almost the same action but more priority.:o

Cthulhu32
09-03-2003, 12:22 AM
Alright, my new A-ism combo I use a lot now, although its impossible to use online cause of lag. I'm sure this is old to some, but a japanese guy did it to me, and ever since then I've been loving it.
I dont have a good setup, but they almost always get caught in the first hit, so:
cc, qcf+k, hk, *wait till she lands the flip*, s.mp, qcf+k, hk, *wait till she lands the flip*, s.mp... etc. until your bar is almost out, then on the last qcf+k, hk, wait till she smashes em to the ground, start up the 720, then press punch right as she flies up into the air off the slam. It should connect.
The trickiest part is if your not in the corner, you gotta time the qcf+k, hk after the mp VERY quickly, you'll push em into a corner after about 2 of these, and then its easy from the corner. Damn its easy to catch them in the qcf+k, hk, if you dont after first, just start towards hk them until they get frustrated, then grab em.
-Good Luck, its not that hard
-Chu

Burghy
09-03-2003, 02:13 AM
I have a contribution to make but it's useless.

Whenever she rolls, I always think "Maki roll" and I imagine her as a big red blob of sushi. This makes me laugh and lose my concentration and I will lose that round for sure.

ok.

vasAZNion13
09-03-2003, 04:43 AM
Originally posted by Burghy
I have a contribution to make but it's useless.

Whenever she rolls, I always think "Maki roll" and I imagine her as a big red blob of sushi. This makes me laugh and lose my concentration and I will lose that round for sure.

ok.

as stupid as that was...i actually laughed...i hope i never play against a maki in a roll groove or else i'll lose as well

Mummy-B
09-03-2003, 07:23 PM
Originally posted by Burghy
I have a contribution to make but it's useless.

Whenever she rolls, I always think "Maki roll" and I imagine her as a big red blob of sushi. This makes me laugh and lose my concentration and I will lose that round for sure.

ok.

I had a friend who had sex with a girl named Maki and he had a tiny penis, so we called his penis a Maki Roll. We stopped though. He got mad after a while.

And jumping d+mp doesn't do anything special for me as far as I have tested.

vasAZNion13
09-06-2003, 11:22 AM
still...do you ever mix the d+mp in ur game?

also...how often do you try to cross up with maki's mk(or was it lk..)

i never seen to find the opportunity to cross up because maki jumps so damn far....like to cross up someone is to jump from full screen...

Mummy-B
09-06-2003, 11:39 PM
You just have to know your distances properly. Remember that if you have short jump, it's a quasi-normal jump because it's so high and long, you can normal cross up with it as well. What you can do after it is very limited though.

Usually after an anti-air c.fp, if you immediately command run back and cancel right away into the mk forward jump, it'll set up a cross up. Cross up attempts should be the only time you try to land a Final Fight chain (and when your opponent whiffs shit).

Generally, Maki shouldn't be jumping very much. She's like Bison with less priority, and you don't see Bison jumping very often at all unless it's j.mp x3 into Paint the Fence CC.

vasAZNion13
09-07-2003, 05:56 AM
how awkward...i flying through the air a lot with maki

i haven't seen any extremely good maki players (with my eyes) so i dont' really kno what to expect for maki

but i use her so much that i pretty much do trial and error with her

speaking of trial and error

when i do qcb+k, i notice some opponents like to jump in instead of dash or run

seeing this i do the qcb+k, mk, air command(you probably kno this already)
but i was just trying to state that people are very prone to jumping when i run back

here's a summary of my maki game:

bait and run, run grab
jump around, jd,
c.mk xx kick super
knock down, run stop grab super
pressure, run stop grab super


this is pretty much what i do most minus a few random things i try out..
i rarely do her final fight chains(i'm guessing it's the lp, mp, hp, throw or whiff, hk chain)

is this how you guys play her?

Mummy-B
09-07-2003, 07:26 AM
I poke with stand mk ALOT. Like... ALOT. Run poke.

The only people I don't freely do this against is Blanka and turtle Sagat. I have to be more careful about it. It's generally a mixture of poking with the stand mk, whiffing it on purpose to bait a poke, and punishing the lag. I also command run back and fk alot to create space. This sounds stupid, but you would be amazed how many people will chase after her when you put her clear across the screen. I basically try to zone them using c.fp anti-air or against Blanka sometimes straight up j.fk (it's almost like the Blanka pimp slap), using full range wall dive kick moves (these are virtually unpunishable when they are blocked at full range), and baiting them to come in closer so I can lp hop of the wall and run away Mai style.

I would say the most viable technique against really solid top tiers would be runaway/zone. Her rushdown dies. Stand mk is a very good poke, but the top tiers have better range, stand mk is too short. And that poke is like the pillar of her rushdown. When you get raged, don't focus on landing a super, you will die trying to get in close enough. Instead, keep running and poking and shit and use your offense bonus to dish out some extra damage. IF the opportunity presents itself, land a super. It is better to run away and deal some damage than take a shitload trying to land a super and probably whiffing it. After a JD, I almost always KKK - but like someone else said here before DO NOT DO THIS AGAINST SOMEONE WITH SAFE FALL. They will stand up and punish your ass, especially if you're near the corner.

No defence
09-09-2003, 11:08 AM
Originally posted by vasAZNion13
does anyone kno the properties of d+mp(air)?

does anyone even use this?
I use d+mp as an Air Brake its kinda like Rolento's d+mk. It can be use to fake people out.
It also works air to air surprisingly. d+mp also lingers for a long time you can use It really early and it will still combo. The priority is pretty good.... also it can trade ,and stuff out moves (standing normal anti air's ect.). I personally stuffed a fierce tiger uppercut with d+mp. This move is randomally good most of the time. Sometimes it will trade/stuff out moves and sometimes it wont? It probally depends on how early you do the...d+mp move,and how early they do their AA blah blah blah.....
P.S d.mp does cross up on blanka :wtf: the hit boxes are hella weird in this game.

No D

vasAZNion13
09-09-2003, 09:32 PM
just a side note, the d+mp(air) looks a lot like Guy's move

i'm having a lot of trouble landing my 720 super or even a c.mk xx kick super

i use K groove maki and whenever i'm raged i'm having the biggest problem with getting close enough to do the super

something i used to do is knock down, command run, stop, 720 super on their wake up...(against non-shoto's)

but some people use the tactical recover and safe fall so i have no way to land that on them...

this makes me resort to mk xx kick super, but the range for the c. mk seems to be just out of reach

i've tried the run, whiff FP, 720...but i get knocked out of it when they see me whiff FP(i'm probably just not timing it right)

i even tried, knock down, command run+HK(whiff), 720, but i get hit before i finish

i also find it incredibly hard to land a super when i'm playing a turtler(he seriously runs and jumps away when i'm raged..)

besides the ones i mention, what are some effective setups that i can try landing when raged...

i saw a video of someone doing a standing FP(far) xx kick super
does anyone kno the mechanics behind that one? i have no idea how to pull that one off, but it seems goood because the FP(far) has good range...

EDIT:i think the reason why the setups i used to use stopped working is because they play my maki often and learned all of the setups i kno for her

Mummy-B
09-10-2003, 03:45 AM
Far fp works the same as far fk.

Just poke with it and do a qcf motion immediate after you hit the button. If you see it blocked, do nothing (and hope you don't get hit). If it hits, complete the super input. I believe just like far fk, only Level 3 super will cancel it.

As far as the deadbody fp whiff 720... it's difficult. I only know it because I've done it. I nailed dj-b13 with it the first time I played him with Maki and he was like wtf was that. It's hard to explain. One thing I noticed is that if you do it right, you never see her standing animation going from whiffed fp to 720, and you have to slightly delay the fp when they fall.

maybe one day I'll do a vid of all this shit. it would have to wait until I get home at the end of the month though.

vasAZNion13
09-10-2003, 06:07 AM
Originally posted by Mummy-B
Far fp works the same as far fk.

Just poke with it and do a qcf motion immediate after you hit the button. If you see it blocked, do nothing (and hope you don't get hit). If it hits, complete the super input. I believe just like far fk, only Level 3 super will cancel it.

As far as the deadbody fp whiff 720... it's difficult. I only know it because I've done it. I nailed dj-b13 with it the first time I played him with Maki and he was like wtf was that. It's hard to explain. One thing I noticed is that if you do it right, you never see her standing animation going from whiffed fp to 720, and you have to slightly delay the fp when they fall.

maybe one day I'll do a vid of all this shit. it would have to wait until I get home at the end of the month though.

cool i'll be waiting for that video

do you do any negative edging for the fp/fk xx kick super?

Mummy-B
09-10-2003, 06:25 AM
I am personally not a fan of negative edge. It usually never works for me.

What I do is Japanese button tap (double tap button quickly), then buffer the motion quickly afterward.

Like with Rock, most people do c.lp -> c.lk -> c.mk (hold down c.mk) XX qcb (let go and hit) fp. I don't. Tap c.mk quickly and let off then to the qcb fp motion completely separate and quickly.

The only problem I would see with Negative Edge with the far fp is that you might end up canceling into the Level 3 PUNCH super. Which would really, really suck. With kick whatever.

The other thing I'm trying to master is the hitbox on off the wall kick dive, both versions. If you do it right, one will cross up and the other won't and the cross up is pretty unpunishable... hrm...

vasAZNion13
09-10-2003, 03:51 PM
Originally posted by Mummy-B
I am personally not a fan of negative edge. It usually never works for me.

What I do is Japanese button tap (double tap button quickly), then buffer the motion quickly afterward.

Like with Rock, most people do c.lp -> c.lk -> c.mk (hold down c.mk) XX qcb (let go and hit) fp. I don't. Tap c.mk quickly and let off then to the qcb fp motion completely separate and quickly.

The only problem I would see with Negative Edge with the far fp is that you might end up canceling into the Level 3 PUNCH super. Which would really, really suck. With kick whatever.

The other thing I'm trying to master is the hitbox on off the wall kick dive, both versions. If you do it right, one will cross up and the other won't and the cross up is pretty unpunishable... hrm...

yea i tried negative edge and i often do c.mk xx run xx die

the dive kick cross up thing is kind of interesting...i think i'll try it out...i i'll just get DP'ed as many people over here use shoto's or shoto wannabe's...

iKlEiTlH
09-18-2003, 03:54 AM
Argh...
I was gonna go wild with a longass post on footsies with Maki and then I realized it was like 4am and I have classes tomorrow...

Um, I guess I'll just start out slow and focus on one thing at a time:

Standing MK

IMO, this is her BEST footsie and one of the better footsies (close ranged) of any char in the entire game. I can't stress enough how important it is if you expect to play competitive with Maki that you learn how to use the standing MK.

Pros:
High priority
Quick
OK range
Safe
Buffer to LV 1/2/3 kick super from FULL range
Whiff move and immediately follow with MK to snuff out opponent's moves

Cons:
I dunno, you'd have to tell me...
Seriously though, I'm guessing you'll encounter a player along the way who has good enough reflexes to punish you for a whiffed MK, but it usually doesn't happen that much. Your opponent would have to throw out a move with just as much range and be fast enough to hit Maki before the MK recoiled. You won't have to worry about this much if you're spacing out the MK correctly.

Honestly, if you're picking Maki just to jump around and try to mess people up with run -> low/high mixups or other fancy shit, then you're not gonna get too far in competitive play with her. You'll really need a solid footsie game to hurt the top tier players.

I'd say that Maki's standing MK is ALMOST comparable to ChunLi's standing MP. I don't think it comes out as fast as the MP, and it might not have as much range, but you can really whore the MK the same way Chun whores the MP xx kick super. Also, you'll have to remember that Maki ISN'T top tier, so don't expect anything of hers to be really that much better than the other people's. You're gonna have to work with what's given, and her standing MK is a pretty damn good already.

Overall, it's more of an annoyance move that slowly builds up damage against yer opponent. You'll have to learn how to play a more patient footsie game if you wanna utilize the standing MK to it's fullest capabilities. If you don't feel comfortable abusing her MK, then try changing yer style a bit with Maki. See if you can get adjusted to playing without running and jumping all around the screen. Her walk is already pretty damn good/fast, so it complements her footsie game well. She can zone in a way similar to the way Cammy players zone with standing FP/FK. Just kinda get use to walking back and forth while trying to snuff out yer opponent with the MK. This change of style may be difficult at first, but you'll get use to it eventually. Then, you'll have something more reliable with Maki, and not just her parlor tricks.

No defence
09-18-2003, 06:36 AM
Originally posted by iKlEiTlH
Argh...
I was gonna go wild with a longass post on footsies with Maki and then I realized it was like 4am and I have classes tomorrow...

Um, I guess I'll just start out slow and focus on one thing at a time:

Standing MK

IMO, this is her BEST footsie and one of the better footsies (close ranged) of any char in the entire game. I can't stress enough how important it is if you expect to play competitive with Maki that you learn how to use the standing MK.

.
T.F.G........ s.mk is......... Too FREAK "n "GOOD. Counter's hit everywhere.:lol: This thread is the Truth!
No D out!

KING
09-18-2003, 07:19 AM
Originally posted by white shadow
I can't go to the arcade until tommorow so could anyone test this A-Groove CC setup:

S.LP, S.MP, S.HP, *whiffed* C.HP XX CC?:bluu: If it worx it'll be GREEEAAAT!!!:D

And isn't her air throw QCF not HCF? :bluu:

it's HCF

Buktooth
09-20-2003, 11:16 AM
I've been wanting to learn Maki for quite some time, so when I went to Japan I made sure to pay attention to Iyo's (best Maki in the world) matches and take notes.

-Maki has crazy throw range. Think Eagle/Rolento'ish. The majority of Maki's offense stems from simple poke/throw/overhead stomp mix ups. Poke with stand jab/short. Standing short is Rolento'ish in that it goes pretty far and beats most anything. Unlike Rolento, counter hit standing short doesn't get you anything good though.

-After the punch throw immediately command run back and hit forward kick for the super jump. Hit forward at the last second for a crazy deep (if a bit random) cross up. You can mix up the cross up with an air d+strong to hit from the front. You can also mix it up with empty jump, land, 720. The strange thing about this throw is that it seems to store commands inputted during the last part of it. You can hit qcb+kick almost a whole second early and it will still come out immediately after the throw is done. Just mash on forward kick afterwards to get the earliest possible super jump.

-Against Safe Fall grooves you can punish their Safe Falls after a throw with a running slide. Although it doesn't look like it, you're still safe even if they didn't Safe Fall. In fact, this makes for a good (if a bit gimmicky) 720 set up. Run, whiff the slide, immediately 720 as they get up and try to punish you.

-Maki's Bushin Chain (is it still called that?) has a a few good uses. Against short characters the fierce will whiff so just do jab strong. If it hits you can link low short into level 3 kick super, if it's blocked you can either use the frame advantage for standard walk up throw/attack mix ups, or link the low short into a quick run-stop. Against bigger characters you can do the jab strong fierce into d+fierce throw every time. If it hits, great. After the throw walk backwards a little bit and roll for a really amibguous cross up. If it's blocked the whiffed throw gives you a huge frame advantage to work with.

-There's a way to do Maki's running moves really quickly so that you don't even see Maki go into her run first. Just hit qcf+short with your index finger then immediately roll your ring finger to either forward or roundhouse as if you were roll cancelling.

-Maki's running overhead stomp can be used almost exactly like an anti-poke dp if you do it fast enough. For example, get them to block an overhead stomp at near max distance, than immediately do another one with the method above. If they tried to retaliate after the first stomp the second one will jump clear over their move and punish it. You should also mix the "quick stomp" into your poke/throw mix ups to discourage your opponent from pressing buttons. Another way you can use this is to low short into command run and push the opponent for a bit. When you think they're going to press a button to hit you out of the run, hit roundhouse to jump over it and counter them. The quick stomp is also useful in eliminating lag from low jumps.

-Maki's "quick slide" works great against characters who aren't likely to block low from far away (pretty much all female characters and Sagat). It quickly hits low from about 3/5ths screen distance.

-Quickly running back and forth builds meter REALLY quickly.

-Tigerknee command wall jump is TOTALLY buff. Covers the whole screen in the blink of an eye, nearly impossible to uppercut on reaction. It's pretty much a free jump in. For the opponent to uppercut it they need to hit the button pretty much right when you leave the wall, so you can easily bait that with tigerknee air qcb+short to drop straight down instead.

-If you're near the corner, you can do things like buffer low short into command back run, hit roundhouse when you're at the wall to jump back, then immediately hit qcb+any button to do a really fast wall dive of your choice right off the ground. It doesn't sound all that practical, but for some reason you don't get hit out of it hardly ever.

-There's a whole mess of cross up off the wall shit in the corner after knocking the opponent down, but I dunno how to do most of em. Heh.

-There's a whole bunch of other shit, like 720 set ups and stuff, but I'm already tired of typing.

Mummy-B
09-20-2003, 11:50 AM
Nice.

iKlEiTlH
09-20-2003, 11:51 PM
Hey, you're thinking of using Maki Buk?
Nice...
Put her on yer tourney team and go to Bearcade weeklies...
:P

Anyway, I guess I'll continue with Maki's footsie game and talk about her crouching fierce (cFP).

The most obvious use of this move is that it's a KILLER anti air. However, for this move to be most effective, you'll need to throw it out early. It's not like a dp where you wait till the opponent lands deep before you toss it out. Your reflexes don't have to be great to use this as a strong aa, but they definitely can't be too slow. This is the main reason why people with fast jumps like blanka/vega don't have as much problems with Maki's cFP as most other chars do. I'm pretty sure her cFP can beat out their jump rh's if you do it fast enough. Against the chars with normal or slower attacks though, you won't have to react as fast to punish their jump-ins.

The faster you beat out their jump-in though, the better. Maki recovers pretty fast from her cFP, so if you knock them out of the air, you can run/dash right up to where they land for some pressure games or mixups. You MIGHT be able to run under them and get to the other side if you anti air their attack fast enough, but I'm not too sure. It's just something I thought of right now...

Her cFP isn't as good to punish short jumps as it is normal jumps because it kinda arcs straight up whereas short jump attacks are normally angled outwards a little more. However, if you can kinda predict that yer opponent is gonna go for a short jump attack, then you can throw out the cFP and it'll most likely kill their attack before their attack can hit you. I normally wouldn't recommend using the cFP to snuff out short jump attacks though...

I guess I've covered enough of how to use cFP as an anti air...
So what else can you use it for?
720 setups!!!

If you get into the habit of randomly whiffing cFP's during your match (just a style thing... not really TOO useful), then using the cFP to setup 720 will be a LOT more effective simply due to the fact that you won't LOOK like you're really setting up for something. I haven't really implemented this into my game yet, but I guess I'll work on it since it sounds like it'll help make the setups a little more unpredictable. Try not to get too crazy with the whiffing though, because you don't want to get punished for doing it nonstop...

Onto the actual setups and stuff...
One of the first things I noticed (and HATED) about Maki when I first started using her was the fact that her standing AND crouching FP's would only hit high and whiff at close range. I didn't like that at first because I was so use to chars who's standing and crouching FP's would hit crouching opponents that I would always whiff Maki's FP's on accident and get punished because of it. Then when I switched to K and C, I realized that whiffing the cFP would be great for buffering into the 720. Here are a couple of reasons why this actually works:
1) the whiff is fast enough so that you probably won't get punished that often unless yer opponent knows you're setting up for the 720 and conditions himself to punish you everytime he sees a whiffed 720
2) say you whiff the cFP, and your opponent decides to punish you, BUT he does it a little late so his attack just gets eaten by the 720 anyway
3) you can actually work the cFP into your poking games so your opponent is busy blocking your pokes and can't react fast enough to attack you before the 720 comes out
4) the cFP gives you plenty of time to buffer the 720, so it's not even that hard...

Examples of the setup:
knockdown, whiff cFP xx 720 as they get up...
this one works sometimes, but isn't as reliable as others since it's a knockdown setup and you can eat wakeup specials/supers if you time it too slow

pointblank, blocked cJab, whiff cFP xx 720
this one is a LOT better than the previous one because it can catch yer opponent off guard after the blocked jab, and you don't have to worry about timing issues because your opponent is grounded and will for sure get caught in the 720 unless he decides to jump.

I guess those are the main cFP xx 720 setups that I normally go for, but you can mix-match with whatever else works for you.

Um, that's all I can think for the cFP for now...

Mummy-B
09-21-2003, 12:41 AM
Actually it's easier to whiff close standing fierce into 720 on thier wake up, mainly because it looks meaty and usually baits something. Against anyone who likes to wake RC something, this is fucking mean.

Anti-airs should be a combination of c.fp and stand rh, depending on the range and the hitbox of the opponent's jump in. Like against Blanka and Balrog (claw), unless you're almost right under them, c.fp is kinda iffy at best. Stand rh basically covers an entire section of the screen that c.fp doesn't at all and works better to anti-air certain angle jump ins. Stand rh to stop front side jump ins is much more effective. Stand rh also takes nice care of short jumps, but it has to be anticipated because of its start up. You're usually better off just sticking out a stand mk against a short jump, because outside of mashing KKK you're not usually garaunteed a clean AA against a short jump attack with Maki. Not in my experience anyway.

And I listed it before, but a neat little ground cross up that is really tricky is anti-airing with c.fp, immediately doing a command run for a split second and the stopping. You'll end up on the other side of the opponent right in his face. If you're quick enough, you can 720 and 9 times out of 10 it's free.

stand lk XX 720 is the shit.

Buktooth
09-21-2003, 12:47 PM
Originally posted by iKlEiTlH
Hey, you're thinking of using Maki Buk?
Nice...
Put her on yer tourney team and go to Bearcade weeklies...
:P

You didn't know? I can't stand UCB sticks so I boycott their tourneys... along with a few other people. It's an old story but a while back the sticks were so horrible John donated $50 of his winnings so that they would fix the sticks. I came back about a year later and the 2nd player side for 3s was totally jacked (whoever won the coin toss for sides won the match) and the 2nd player side on CvS2 went completely out and the tourney had to be cancelled since there were no techs available.

iKlEiTlH
09-21-2003, 06:09 PM
Originally posted by Buktooth88

You didn't know? I can't stand UCB sticks so I boycott their tourneys...

Hm... Yeah, I think one of my friends mentioned that a few (or a lot?) of the svgl regulars boycotted the Bearcade, but I never knew why and when it happened.
If it really is just the machines that bothered you, I'm pretty sure they're a lot better these days. I only play cvs2 so I can't really say much for the other cabinets, but they seem to be ok. They aren't the best, but they're more than playable. Our manager actually fixes things asap so things pretty much run smoothly.

Haha, I was kinda kidding when I said you should come down to play at the weeklies. You would probably run through all of the regulars here (our best cvs2er is eChoi), and Ricky normally comes to the weeklies just to win money so it probably wouldn't even be worth it for you to drive down and enter. I just wanted to see some other Maki user who actually knew what he was doing with her. Maybe I'll catch you at the next svgl tourney or something.

Oh yeah, did you happen to get any new footage of iyo's n-team? I got the stuff from the Ino cd's a while back, but that's about it.

No defence
09-22-2003, 10:19 AM
Originally posted by iKlEiTlH


Oh yeah, did you happen to get any new footage of iyo's n-team? I got the stuff from the Ino cd's a while back, but that's about it.
Iyo?........ so that's his name! That guy is crazy. N maki,sim, rolento R2 I saw him play. I cried, and laughed at the same time. He made me love cvs 2 again. :) He kicked some dude ass badly. I think he name was "shiryo"(spelling:confused: ) play's C sagat rolento yamma R2 Iyo's maki took out Sagat , and rolento. Then his Sim cleaned up yamma. I think the vid was new? I saw it a friends house though :bluu: my computer sucks! I think he got it from Srk. If you have not see him play lately...... your missing some top tier Maki shit!
P.S
I got to start doing cross up mk, s.lp,s.mp,c.lk to qcf*2 kick super. That guy Iyo actually make that shit practical. :mad: You cant buffer the c.lk :(
No D

iKlEiTlH
09-22-2003, 06:27 PM
Originally posted by No defence
I got to start doing cross up mk, s.lp,s.mp,c.lk to qcf*2 kick super. That guy Iyo actually make that shit practical. :mad: You cant buffer the c.lk :(
No D

yeah, i've seen the vid where he lands that combo.
unless you can link the c.lk after the s.mp consistently, then i wouldn't really recommend using that combo because you'll most likely finish with the super regardless of whether or not the c.lk linked or not.
Unless you have the reflexes to ONLY do the super if you see the entire string link OR get the string to link everytime, then this is more of a mess around thing to beat on scrubs with and be flashy.
I think linking the c.lk after the s.mp is almost the same as sak's rh hk linking to a s.lp in terms of critical timing.
Iyo's execution with Maki is just too damn good...

Buktooth
09-22-2003, 07:11 PM
Heh. Those vids are almost TWO YEARS OLD. Ino brought them to Evo2k2 and they were still considered old even then.

Anyway, Iyo indeed has some inhuman technical skill. Not only have I never seen him miss the jab strong, low short link, but he also misses the low strong, standing forward link even without counter hitting. And when he does standing forward/fierce into super it ALWAYS hits. I don't really understand how somebody can be so consistent but yeah. Imagine if he was using Chun...

He's also a soldier. He's been using this team since forever.

Mummy-B
09-22-2003, 09:42 PM
Hey Buktooth, have you ever seen anyone land Maki's combo of death? I heard from James Chen earlier in the thread that its only possible if you do the FF chain to fierce, whiff the d+fp throw, link stand rh XX kick super. I've been trying to do this in training mode like, since I ever picked up Maki.

iKlEiTlH
09-23-2003, 02:04 AM
Originally posted by Mummy-B
Hey Buktooth, have you ever seen anyone land Maki's combo of death? I heard from James Chen earlier in the thread that its only possible if you do the FF chain to fierce, whiff the d+fp throw, link stand rh XX kick super. I've been trying to do this in training mode like, since I ever picked up Maki.

I've only seen this done in Sai Rec's video, but he actually linked even more shit afterwards...

Mummy-B
09-23-2003, 03:03 AM
Yeah I know which one you're talking about, it's not exactly the same thing though. Same idea. You're talking about the Level 2 punch super cancel into run/stop and linking bushin chain into normals for a dizzy combo right?

I would think if the c.lk link into super combo could be made practical, so could this one. The Level 2 bullshit is just eye candy though if anyone ever actually pulled that off in any match, even against a total scrub, I'd probably be his slave for a week.

Here's hoping the only person who can pull it off in match play is Milla Jovovich.

No defence
09-23-2003, 01:39 PM
Originally posted by Buktooth88

He's also a soldier. He's been using this team since forever.

So I've heard. He must be one stubborn S.O.B :) He probally lost like.......... a billion times before he got his team working together. I guess he really enjoy's his team. I can actually see the "love" when he play's Maki (cough..... "B.T.88 morrigan"..cough):lame:. Dam yo! You guy's are getting me Hyped. I want my Maki to be Hell crazy(Mummbles the best). I also heard Iyo does not use RC I wonder if he changed his mind after 2 year?
RC kkk /GETOFFMYNUTS is a must for me! I stoped caring about the lost of life. I probally abuse/use it way too much. My friend's are like.......... "why dont use d.fp". MY responce is.......... "you guys are some bitches... that's why!":)
Good uses for RC kkk is after the overhead stomp move/ after a throw break/after a blocked qcf- punch/all so on a wake up/mixed with 720. I just started to use RC Run/RUN-back. I am trying to come up with some cool use for it though.
RC kkk beats Blanka's RC elect. Meh
No D

white shadow
09-23-2003, 07:27 PM
Originally posted by No defence

P.S [COLOR=deeppink]d.mp does cross up on blanka :wtf: the hit boxes are hella weird in this game.

No D


I'm glad I helped out somehow, but you gave much better uses.:D

EDIT Has anyone else used this?: "Not only that when you jump people will use a DP which you can super throw, meet you in the air with an attack which you can super throw, in Blanka's case use his AA J.FP which you can still super throw, or even E.Honda's AA headbut RCed or not!!! But the timing is kinda hard. The most impressive thing I've done is air super throw Ken's Shinryuken!!! The guy was in absolute SH:eek:CK!!! Too Good!!!"

vasAZNion13
09-29-2003, 06:30 PM
i heard there's a japanese player who use n-groove maki really well
does anyone kno his name? or where i can find a video of his n-groove maki...

actually...does anyone kno where i can find a video of anyone's maki? i seem to be the only one who uses maki in my area so i just liek to see how other people play their maki game....

popoblo
09-29-2003, 06:42 PM
Originally posted by vasAZNion13
i heard there's a japanese player who use n-groove maki really well
does anyone kno his name? or where i can find a video of his n-groove maki...

actually...does anyone kno where i can find a video of anyone's maki? i seem to be the only one who uses maki in my area so i just liek to see how other people play their maki game....

that would be Iyo. his name has been mentioned MANY times in this thread. he plays N-maki/dhalsim/rolento R2, and has been playing that team forever. get on the go for broke hub and you'll find many vids of him.

EDIT- there's 3 vids of Iyo in the srk multimedia section alone

vasAZNion13
09-29-2003, 08:42 PM
Originally posted by popoblo


that would be Iyo. his name has been mentioned MANY times in this thread. he plays N-maki/dhalsim/rolento R2, and has been playing that team forever. get on the go for broke hub and you'll find many vids of him.

EDIT- there's 3 vids of Iyo in the srk multimedia section alone
thanks

Mummy-B
09-29-2003, 09:50 PM
This is the most random thread ever.

It dies for like weeks and then resurges with life for a few days and then dies again.

No defence
09-30-2003, 09:36 AM
Originally posted by Mummy-B
This is the most random thread ever.

It dies for like weeks and then resurges with life for a few days and then dies again.
:) True so true.:lol: You made me choke on my lunch.:lol: :lol: :mad: Does anyone get c.lk to level 3 kick super consistently? Every time I buffered c.lk to level 3 the accuracy was allways random. It can be buffered. Once the "chi" animation starts you just have to "mash the hell" out of the kick button's ("Ah la" MVC 2). I am not much of a masher?:o Dam Yo? Do like cross up mk..........c.lp,c.lp.c.lk to qcf*2 kick/ level 3 (damage 8875) It hell easier than cross up, s.lp,s.mp,c.lk to kick super (damage 8925) Meh.:o More practical?

No D........ " you will get a head ache reading my post". The c o l o r s/Smilies?:wasted:

ZenFire
09-30-2003, 10:13 AM
maybe you could keep pressing lk while buffering the super motion so you don't accidentally start running because of the negative edge .

I found out by myself that c.mp, c.fp links, and is pretty good for hit confirming. Maybe it's because I suck at linking but I can't get it consistently.

btw, after I knockdown, I run up to the guy and pressure with s.mp xx qcf+lp, if blocked you're totally safe, xcept for some supers I suppose.

What else can you do to pressure them? mk poke?

I also found out that lvl1 qcfx2+p is a pretty safe random super.

Mummy-B
09-30-2003, 02:43 PM
Originally posted by No defence
Does anyone get c.lk to level 3 kick super consistently? Every time I buffered c.lk to level 3 the accuracy was allways random.

You have to be pretty close for it to connect. The hitstun isn't very long, so if you don't do the c.lp x2 -> c.lk XX super from cross up range (ie right in thier face) it'll be kinda random. Like Kyo's c.lk -> c.lp -> c.mp XX aragami. Sometimes all three normals won't combo because of distance, but usually c.lk -> c.mp XX aragami always works. If you're right in thier face, you can add the c.lp.

For better results, you might want to take out one of the c.lp in the combo to eliminate some pushback.

No defence
09-30-2003, 08:51 PM
Originally posted by Mummy-B


You have to be pretty close for it to connect. The hitstun isn't very long, so if you don't do the c.lp x2 -> c.lk XX super from cross up range (ie right in thier face) it'll be kinda random. Like Kyo's c.lk -> c.lp -> c.mp XX aragami. Sometimes all three normals won't combo because of distance, but usually c.lk -> c.mp XX aragami always works. If you're right in thier face, you can add the c.lp.

For better results, you might want to take out one of the c.lp in the combo to eliminate some pushback.
Right. c.lp,c.lp,c.lk only works on certain character....... mainly large to mid size. Iam mad that I wasn't connecting the c.lk to level 3 because I was not mashing hard enough? :( I gotta use the kick super at level 3. Way too much damage not to use/ setup.:evil:

No defence
09-30-2003, 09:08 PM
[QUOTE]Originally posted by ZenFire
[B]I found out by myself that c.mp, c.fp links, and is pretty good for hit confirming. Maybe it's because I suck at linking but I can't get it consistently.

c.mp link to all of Maki normals/except fk......... I think? Standing mp also links too. It can link to standing lp ,and short moves.? :confused: You dont suck that timing is weird?!:( :o

vasAZNion13
09-30-2003, 09:24 PM
Originally posted by No defence
[QUOTE]Originally posted by ZenFire
[B]I found out by myself that c.mp, c.fp links, and is pretty good for hit confirming. Maybe it's because I suck at linking but I can't get it consistently.

c.mp link to all of Maki normals/except fk......... I think? Standing mp also links too. It can link to standing lp ,and short moves.? :confused: You dont suck that timing is weird?!:( :o

whoa this all weird to me...i always thought maki was combo less...except for like her chain combo, c.mp xx specials, and s.hp xx specials and super links...

so c.mp combo's into c.fp? so basically can't you do c.mp, c.fp, kick super then?

EDIT: yea c.mp, c.hp, kick super works..i just went and checked
note, cross up mk, c.lp,c.lp, c.lk won't work on Kyo

Mummy-B
09-30-2003, 10:21 PM
Originally posted by No defence

Right. c.lp,c.lp,c.lk only works on certain character....... mainly large to mid size. Iam mad that I wasn't connecting the c.lk to level 3 because I was not mashing hard enough? :( I gotta use the kick super at level 3. Way too much damage not to use/ setup.:evil:

Meh, just do it from stand mk. You're using it like all match anyway. Poke RAPE.

iKlEiTlH
10-01-2003, 11:34 AM
c.mp, c.fp prolly isn't the best choice of a link since the c.fp will just whiff if the opponent is ducking...
however, I guess you can use that to setup for 720's

if you don't want to do c.lp, c.lp, c.lk xx kick super from a crossup, then you can just run up to a downed body and start it.
i think i've gotten that to land on chars like nakoruru and/or cammy so it SHOULD work (but I may be wrong...).
i don't really remember which chars i've landed that on...
but yeah, that link is a LOT more practical than going for the s.lp, s.mp, c.lk, xx kick super
negative edge that shit
oh yeah, it also doesn't hurt to do the button presses for this link as fast as possible...
that tends to work better because it eliminates some pushback.

oh yeah, if the c.lp, c.lp, c.lk link doesn't seem to work on some of the characters, you can sub the c.lk for a s.lk at the end and it should add some range to the link.
you can still xx super at the end and it may/may not be easier using this link depending on how you like to link supers:
1) some people like to buffer by doing qcf with k, then another qcf with k to cancel into super.
2) others like to do a standing move (which sets the stick to neutral), and then quickly do the qcf x2 k into super

about mashing out the kicks after maki's kick super...
i DON'T recommend mashing on just a single button as quickly as possible, because the timing will prolly only allow ONE of your inputs from the mashing to count as the one to successfully activate the super.
random mashing on ALL the kick buttons is better, but you had best make sure you're actually mashing buttons individually, and not pressing 2 or 3 buttons simultaneously (this messes up timing and stuff)
the way I activate the super is this:
kick super, wait till that chi/maki's yell ends, then right as that finishes, drum the 3 kick buttons (like you would do with moves like blanka's electricity, or chun's lighting kicks) JUST ONCE, and that really should be enough.
if you drum it quickly enough, you might get more than one button input in to activate the super, and that increases the chance of the super coming out asap.
drumming the buttons also ensures that you get 3 separated button inputs in a very short frame of time.
i use this method and can xx into her kick super with about 80-90% consistency (i still sometimes mess up when i'm not thinking straight or just straight up forget that i have to activate the super after doing it... :P)

about the c.mp linking to all her moves except for fk...
cool, i never knew that
does the c.mp have to be meaty though?
or can you just link a normal c.mp into stuff like c.fp, etc, etc...
can you link 2 c.mp's in a row?
haha, i'm kinda lazy to check this out on my own...
:P

Mummy-B
10-01-2003, 03:55 PM
Yo, the computer just linked standing jab and FAR mp on me. wtf?

Mummy-B
10-02-2003, 12:06 AM
Random shit.

Landing a punch throw is a perfect setup for a superjump crossup. Maybe be different on larger sprites, but worked every time on training mode on Ryu.

c.lk XX Level 3 kick super works IF you're point blank and IF when the chi gathering animation starts and the screen freezes, your opponent's sprite is in full reel animation. If they are just starting to come out of it, it won't connect. Tricky timing.

If your opponent is kind of away from the corner, you can do this really tricky cross up by superjumping to the wall behind them, falling a bit, doing the lp hop off the wall and cross up with mk. It's pretty neato after a knockdown.

Cross up mk into 720 when you land is l33t. Punch throw, superjump mk cross up, RAPE.

Yeah, that's about it.

ZenFire
10-05-2003, 02:19 PM
It's kind of sad that there isn't much more to be said about Maki then there already has.

One thing that may have been understressed IMO, is that her "konyara" punch (qcf+p) recovers really fast (0 frame adv. I'm guessing here), and pushes ppl far enough to be safe. The MP en HP could be JD bait.

The way I see it, her post-knockdown game is weak. I think the best option (as opposed to what I mentioned earlier) would be to mixup:
run->HK hop throw
run->stop->throw/lvl3 720 (I love that it's so easy to do 720 while running)
run->stop->bait wakeup

When run-stopping stop a bit early since you slide in a bit, and and you don't want to be thrown by a character that's waking up (it makes me feel soo dumb).

I may be reaching here... but her great cr.HP anti-air, can also be followed up by those thre things a just mentioned above, including a sweep.

And the thing I said about random lvl1 punch supers.... please forget I said that. Instaed I'd say use random "konyara" punches, this actually BUILDS meter (xcept in K of ourse :) )

Buktooth
10-08-2003, 02:56 PM
Hrm. Forgot about this thread. More shit:

- After throwing opponent into the corner (either throw), jump into the corner and hit qcb+forward RIGHT before you land to dive kick off the wall. Crosses up the opponent and NOBODY ever blocks it. After it hits, wait about a full second and normal jump forward. Fattest cross up in the universe. I've never had this cross up blocked either. (well, I've only been messing with this for a couple days but that's besides the point)

- Another set up after throwing the opponent into the corner would be to hit qcb+short right before you land. You'll land behind the opponent (2p or not) and can do something tricky from there. I usually just land and 720.

- Low jump forward/roundhouse kick early and from max range, then immediately cancel into the hop overhead when you land. People ALWAYS press something when you attack so early in the low jump, and the overhead conveniently hops over anything they stick out and snags them. Of course, you can also 720 when you land for the same effect, but I try to ration my meter usage.

- Standing short/low short, then low strong is a great counter hit set up. After the counter hit low strong you can link pretty much whatever you want, but I just stick with standing forward into super. This works great with her repeated walking standing shorts, since you now have a big reason for your opponent to NOT stick anything out... which gets you tons of punch throws.

Low short, low strong can't be jumped out of, so keep that in mind when you have your level 3 ready since people get so fidgety around her. Low strong into run-stop is also really good. If it counter hit it usually mentally stuns the opponent long enough for you to throw them. Maki's best set ups come from her punch throw, so...

- Speaking of her punch throw, I can't seem to get her super duper cross up off of her mid-screen cross up consistently. Punch throw, qcb+k command run back and hit forward kick to jump forward... but whether I cross up or not seems totally random... which I guess is a good thing. Somebody mess with that for me and try to find a way to get the super deep cross up consistently.

- Standing roundhouse works great against people who like to jump up and down a lot... which is pretty much 98% of all CvS2 players. It beats Sagat's jumping roundhouse clean, and I really don't ask for more than that.

Kamui
10-08-2003, 08:02 PM
Although a little difficult, A-Maki can even verify off a hitting low strong, hit custom, stand short, low roundhouse, Low fierce, whiff low jab etc,etc.

Originally posted by Buktooth88
.

- Standing short/low short, then low strong is a great counter hit set up. After the counter hit low strong you can link pretty much whatever you want, but I just stick with standing forward into super. This works great with her repeated walking standing shorts, since you now have a big reason for your opponent to NOT stick anything out... which gets you tons of punch throws.

Neo Odin
10-09-2003, 02:08 AM
I can understand maki doing about 8000+ in the namonaki custom
(close s.FKx2, far FKx20, c.FK, s.LP, J.FK, air grab super)

What I cant seem to acomplish is getting 20 far FK's in the custom
and then nailing the rest of it due to low bar by the time I finish the..

Even if you start the begining of the custom super fast and hold forward and FKx whatever, you still have to slow the fk's down at some point in order for the remaining fk's to connect.
This is where I have trouble completing the combo. ) help...(

By the way, you can use the namonaki anti-air custom as a ground custom and still get 7500+ on a opponent even if they are crouching, because the KKK will connect on a crouching opponent. This is nice as long as you dont mind wasting a slight bit of your life bar.

Then again that might just be your motivation for landing it consistentley........:lol:
(mother f?cker make me waste my life bar to land this custom!,
I will rape your face fool~!...:mad: )

Later...

Mummy-B
10-09-2003, 02:58 AM
Originally posted by Buktooth88

- Speaking of her punch throw, I can't seem to get her super duper cross up off of her mid-screen cross up consistently. Punch throw, qcb+k command run back and hit forward kick to jump forward... but whether I cross up or not seems totally random... which I guess is a good thing. Somebody mess with that for me and try to find a way to get the super deep cross up consistently.


What you're doing here should only cross up on larger sprites IIRC.

I was testing out cross up range on punch throws and on normal sprites, punch throw, standing still and then superjumping will give a nice cross up 9 out of 10 times. For some reason, if I move her even a little, it seems to fuck up the cross up to where it whiffs for some reason. When used to try what you're doing, I'd either get a mk in the front or a really early cross up.

I guess I might be timing the jump wrong sometimes, too, the same way I do 720 on other person's wake up too fast and even though the sprite is standing I whiff it :(

iKlEiTlH
10-09-2003, 11:30 AM
Originally posted by Neo Odin

By the way, you can use the namonaki anti-air custom as a ground custom and still get 7500+ on a opponent even if they are crouching, because the KKK will connect on a crouching opponent. This is nice as long as you dont mind wasting a slight bit of your life bar.

if you don't wanna waste life doing kkk on a crouching opponent, then just start out the custom like this:

c.mk, c.fk, c.fp, etc etc...
i almost never go for her s.fk custom when I use her in aGroove because it just doesn't seem that practical to ONLY work on a standing opponent.
might as well get use to doing customs that work in every situation as opposed to learning customs that only work well against dizzied opponents and stuff


Originally posted by Buktooth88

Standing roundhouse works great against people who like to jump up and down a lot... which is pretty much 98% of all CvS2 players. It beats Sagat's jumping roundhouse clean, and I really don't ask for more than that.

do you mean it works well against sagat's j.fk if he's just jumping straight up? or does it work well against his j.fk even if he's jumping towards you?
it seems to me like sagat's j.fk is one of the moves maki has a hard time against... i normally try to c.fp it but i'll either trade hits or just get hit unless i do it REALLY early.
does the s.fk work against his j.fk even if he's already in the air and has the leg sticking out?

oh yeah, another question buk...
how do you normally do against blanka/sagat?
i usually have the most troubles playing maki against those two top tier chars (cammy/chun/sak/etc... don't give me as much trouble as blanka/sagat).
i know there are good blanka/sagat users at svgl so I was just wondering how you do overall when you have to match up maki against either of them.
another problem is that blanka/sagat are normally R2 chars so just eating a random fierce or two puts maki into the hospital.
her main poke(at least for me), s.mk isn't as good against those two as it is against other chars because they have pokes that are better in nearly every way (damage/range/maybe speed).
i normally just try to bait out counter hits and get raged so i can go for poke xx super or some kinda 720 setup, but i'd rather have something a little more solid to rely on against those two.


on another note, here are some random maki tricks/strats:
1) it seems to me a pretty good way of ticking into the 720 would be to low jump wp (normally blocked), then time it right so the 720 gets them after the blockstun ends.
the reason why I use a jab is because jabs normally snuff out a lot of moves because it comes out so fast, and it has less block stun than the stronger moves (i think???).
starting it with the low jump helps the jab a bit too because your opponent would have to react faster to punish it, so normally they'll just block.
the hard part is to get the timing down so you don't end up doing the 720 while the guy is still in block stun...

2) low jump INSTANT fp works almost like an instant overhead on large characters(similar to kyo's, but nowhere near as good). this is good if u want some quick damage on a crouching opponent, or if you wanna do it after a knockdown. the timing seems pretty damn weird though... i think you have to press it as early as possible or something, because there are times when i do it, but it just whiffs (maybe i did the fp too late?).
another bad thing about this is that it DOESN'T knockdown... so you may/may not get punished for doing this (i haven't tested it enough to know for sure if you can get beat even after this connects).
it's good to use when you're kinda rushing down and yer opponent is just afraid to really do anything to you at the moment, so he might not react fast enough to punish you for it

Neo Odin
10-09-2003, 01:17 PM
Originaly posted by iKlEiTlH

if you don't wanna waste life doing kkk on a crouching opponent, then just start out the custom like this:

c.mk, c.fk, c.fp, etc etc...
i almost never go for her s.fk custom when I use her in aGroove because it just doesn't seem that practical to ONLY work on a standing opponent.
might as well get use to doing customs that work in every situation as opposed to learning customs that only work well against dizzied opponents and stuff

---------------------------------------------------------------------------

Yeah, I know about the alternative but it sucks damage wise.

I think that I'll waste a little bit of the life bar only because any other custom would most likely only take about roughly 7000.
(c.mk, c.fk, c.fp, etc etc...)

The anti air ground custom is worth it in the long run because of the 7500+ dmg.

I guess the only practical use for the FKx20 custom is if they whiff a fp shoryuken or something stupid like that...

Anyway can someone still help me out with my last request:

I can understand maki doing about 8000+ in the namonaki custom
(close s.FKx2, far FKx20, c.FK, s.LP, J.FK, air grab super)
What I cant seem to acomplish is getting 20 far FK's in the custom
and then nailing the rest of it due to low bar by the time I finish the..

Even if you start the begining of the custom super fast and hold forward and FKx whatever, you still have to slow the fk's down at some point in order for the remaining fk's to connect.
This is where I have trouble completing the combo. ) help...(

Buktooth
10-10-2003, 05:43 PM
Originally posted by iKlEiTlH

it seems to me like sagat's j.fk is one of the moves maki has a hard time against... i normally try to c.fp it but i'll either trade hits or just get hit unless i do it REALLY early.
does the s.fk work against his j.fk even if he's already in the air and has the leg sticking out?
It all depends on the angles. When Sagat is right over you low fierce or close roundhouse work fine. At that 60 degree angle standing roundhouse works good. At the tip of Sagat's jump roundhouse range I normally do RC punch thingie. Standing roundhouse might work, too. I dunno for sure.

oh yeah, another question buk...
how do you normally do against blanka/sagat?
i usually have the most troubles playing maki against those two top tier chars (cammy/chun/sak/etc... don't give me as much trouble as blanka/sagat).
i know there are good blanka/sagat users at svgl so I was just wondering how you do overall when you have to match up maki against either of them.
another problem is that blanka/sagat are normally R2 chars so just eating a random fierce or two puts maki into the hospital.
her main poke(at least for me), s.mk isn't as good against those two as it is against other chars because they have pokes that are better in nearly every way (damage/range/maybe speed).
i normally just try to bait out counter hits and get raged so i can go for poke xx super or some kinda 720 setup, but i'd rather have something a little more solid to rely on against those two.

Sagat I fight like any other character. Mid-range game is basic s.short/s.forward footsies, try to bait a whiff and punish with s.forward/s.fierce into super. Random qcb+jab wall jumps every now and then to easily get in and start my counter hit/throw mix ups. A nice thing against Sagat is that he's big enough to use Maki's bushin chain into whiff grab as a guard crush pattern. The whiff grab creates enough frame advantage for you to walk up and do more stuff afterwards.

The fight against Blanka is way harder because it's way easier for Blanka to keep you out and run away when you have your lv3 charged, thus eliminating the grab super from your attacking options. I dunno, I just try to get random wall jumps off to get in.

Mummy-B
10-10-2003, 05:48 PM
Originally posted by Buktooth88
A nice thing against Sagat is that he's big enough to use Maki's bushin chain into whiff grab as a guard crush pattern. The whiff grab creates enough frame advantage for you to walk up and do more stuff afterwards.


Damn for real? That is ill. I will try that out tonight.

And I will have to agree that fighting Blanka is probably the most fucked up match up. I can't seem to beat him with Maki, ever. Then again my name is not Iyo so it's all good.

Buktooth
10-10-2003, 06:37 PM
Oh yea I forgot to add this.

After messing with her super duper cross up after the punch throw for a little bit, I found the best way to do it consistently is to throw, then simply time the qcb+short then roll your hand over and hit forward as if you were roll cancelling. Doing it this way I could consistently cross up even skinny characters like Kyo. So... I guess that thing about the punch throw storing special move commands (like the backwards run) is kinda worthless.

vasAZNion13
10-11-2003, 09:43 AM
i've been having a lil problem with maki's c.fp for anti air...against blanka/sagat/ i seem to trade hits when i c.fp them

for some reason why i do c.fp against iori's j.rh i get snuffed out of it all the time

on everyone else it works fine(well so far...)

a nice setup for the 720 to mix in is ...cross up j.foward, land, s.jab, s.strong, c.short (note that this first half can be blocked or not) then cancel the c.short into command run/stop while buffering 720 in it...since maki's done a cross up, and kept attacking, chances are the opponent will be too afraid to attack back(esp if you can pull off c.foward xx kick super)

No defence
10-11-2003, 10:02 AM
Holy Cow........ Batman! I knew you could ,cross up with Maki after the punch throw?.......... But Jesus! I never seen a cross up that deep before in my life!:eek: :D
It's like "Maki's sprite" is kicking right through the "other character's sprite".

PS. I wish I could give some strats on A groove Maki.:( I wouldn't mind giving her a try in A, seem's kinda cool since I play C groove / dashing groove.
I think "Mike Z" wrote down some "A"/cc combos in the old maki thread.:(

Little off topic........ Where can I find the SBO dvd?:)

No D

iKlEiTlH
10-13-2003, 02:11 AM
haha yeah, i just started implementing the post-grab crossup into my game and that isht is CRAZY deep.
i go for a lot of low-jump crossups but they're harder to link moves after than normal crossups...
i gotta use that post-grab crossup more :D

i think the only thing i like about maki in a/c is the fact that she can RC her qcf.punch move and has that crazy fast ff hop.
her customs in aGroove aren't that great with the exception of her anti-air custom that starts with the kkk move, and her level 2 cancels in cGroove are nowhere near as good as landing a solid level 3 kick super in n/kGroove.
she's still pretty fun in a/c though.

were you lookin for the sbo dvd cuz of the a-maki player "VER?"
there isn't anyone else that uses maki in the vids, and even VER only has a single match on it.
iyo didn't make it far enough to be on the dvd, and i think VER's maki got beat down by ino's cammy or something (i forget...).
i wouldn't rate the cvs2 footage on the sbo dvd that good...
most matches weren't that close, and nothing really cool happened in them (with a couple of exceptions).
if you're still looking for it though, you can prolly check eBay...
some guy from japan was selling them when they first came out, but it was pretty expensive (i think around $70 total)

Buktooth
10-14-2003, 01:56 PM
A few more things:

- Since you guys seem to like the super duper cross up after her punch throw, don't forget her other super duper cross up after her cross up dive kick I posted earlier. Throw the opponent into the corner, jump over them into the corner and hit qcb+forward REALLY low to the ground. Again, nobody ever blocks it and it sets up another crazy cross up if you wait half a second, walk forward a tiny bit and jump forward.

- Maki's punch throw range doesn't just seem longer than average... it actually is. Her punch throw range is the same as Rolento's at 60 pixels... 8 pixels more than the average throw. 8 pixels might not seem like a lot more, but for some reason her grab goes a LOT farther than it looks like it should.

- After messing with Maki's standing roundhouse as anti-air for a while, I've come to the conclusion that it's actually a BETTER anti-air than her low fierce since it covers a more useful angle. It doesn't have as good set ups afterwards, though.

- Maki's KKK move is REALLY useful as an anti-custom. If your opponent activates and you have a move about to stick out, mash on KKK to cancel out of your move and hit your opponent out of his custom. (note: this works with Blanka's, Vega's and Hibiki's KKK moves as well)

- Maki's RC punch is one of the riskiest RCs by far. It can be punished HARD by the normal RC counters, jumping straight up or rolling, and it can also be punished by an opponent jumping forward since she steps backwards during her recovery.

- Maki's slide, overhead and 720 all leave you pretty far away so you can't really set up anything afterwards. The best thing I've found is (opponent in corner) after the knockdown, empty low jump and 720 again. I've actually had a 100% success rate with this, heh.

- I figure this is common sense, but if people jump straight up out of your 720 grab you can low fierce every time. Free damage!

No defence
10-17-2003, 09:41 AM
Far standing RH is Maki's best Anti air (outside of RC kkk). HEh HEh....
Just use RC punch as a counter poke. On "opponets wake up" use it at "maX" Range. Usually if they try to roll..... you can punch throw them on recovery. IF they block No bigE.

I think of one of you guys could write a Maki guide It would be great! :o :D :) I can't type/lame.
I gave N groove a try. Tried to be like Iyo:lol: :( :o ?! But just for the record...... S Maki is Dope. Probally one of the best S characters. Meh.

Admiral Akbar
10-17-2003, 10:57 PM
Sorry if I sound uninformed or ignorant but... You can 720 grab on the ground? I could've sworn it was air only... I remember trying to do it on the ground too... maybe I just fucked up. I always used the c.mk xx kick super anyway, cause it does so much goddamned damage, seemed like 720 was useless, but I guess if its a ground throw too... or if I figure out how to land it consistently... I'll incorporate it into my game.