View Full Version : Maki Strategies and Matchups
vasAZNion13
07-12-2004, 02:50 PM
Since most strategies and tricks are matchup-dependent, it makes sense to group the two together. Discuss anything useful in actual matches here, from specific tactics, to character-dependent move counters, to overall gameplans. The more specific you get, the better. It would be greatly appreciated if you took the time to test out everything you plan on saying in training mode to make sure that it works and to provide some numbers for stuff like damage and dizzy amount.
Other than that, try not to piss anyone off or start any flame wars.
vasAZNion13
07-13-2004, 10:12 AM
I always thought the spin kick(KKK) was great move to get out of blockstrings, however....
-do not use it against people with safe fall, if you're in the corner.
-a few times i've done it on my wakeup WHILE my opponent was jumping towards me. he somehow lands right when i get up, even though it looks like he's still airborne.
Mummy-B
07-16-2004, 07:58 PM
Against a safefall Groove, getting a knockdown and following it up with a quick Run -> Slide is really good. Either you catch them with the slide, you whiff and you're cool (and you have a 720 setup).
Against A Groove, when you see the PING, hold back and mash KKK. One of two things happen. KKK doesn't come out and you block, and if there's any hole in the CC, you win. KKK comes out, you win.
tired now. night night.
vasAZNion13
07-19-2004, 11:15 PM
that reminds me.
another note for maki's spin kick(KKK) move:
sometimes when you whiff jab/short and you hear the "ping" from the CC activation, mash on Kicks anyways. sometimes it'll cancel into her kick of doom move anyways. i actually whiffed a s.fierce once, and still cancelled into spin kicks. this has to be done in the very first few frames of the whiffed normal though.
i've KKK'ed out of yamazaki's lvl 2 grab super before, pressed Kicks after super had already flashed too.
iKlEiTlH
07-21-2004, 08:39 PM
Yeah, it's kinda hard but you can cancel out of normals after a super move flash into a special and probably supers.
It's a lot easier with Maki because all she needs is to mash kkk, but you can even do shit like dp with sagat and stuff.
Not sure if you guys already know about this, but Maki's level 1 720 can be jumped out of. This makes it absolutely useless (on the ground) when you play against people who know that detail.
What characters do you people have the most trouble against? I'll try to post stuff in response to questions, but I'm too lazy to think up of stuff on my own to post about...
randomsuper
07-21-2004, 09:08 PM
i HATE fighting guile with maki. i noticed she dies pretty hard to characters that don't have to chase her down.
i think she has a great match against rolento. sounds useless but a good rolento can run away until there's meter then come in and punish. with maki i can really lock him down on the ground and fight him in the air as well.
vasAZNion13
07-22-2004, 09:10 PM
i have a particularly hard time against certain sagat players.
for the most part, i dont' have too much trouble against sagat players who never played against maki before, however a couple friends of mine have figured out how to keep maki out(at least when i get raged) w/ sagat. spam j.rh, jump back and do j.rh. roundhouse jump ins also beat out a lot of maki's AA options(except for her KKK move of course). sagat's j.rh is really safe against maki, since her kick super is crap if you do it outside of a combo. her 720 doesn't have THAT much range to throw sagat out of j.rh. doing this pretty much kills all of my weird angle jump ins. and slowly moving in with pokes doesn't work well against sagat.
the main tactic i use for now, is jumping back to the wall and doing the "faint" wall grab(qcb+lk), or doing late wall hop(qcb+lp) so get a really low to the ground air attack, but it still gives me a hard time to land my super.
has anyone else had this problem?
EDIT: i have difficulties against guile sometimes too. i do the same tactic against guile(late wall hops) so i can low-to-the-ground air attacks. regular jump ins on guile doesn't work to well.
ZenFire
07-28-2004, 05:39 PM
Guile gets me down sometimes too. You can AC out of blocked strings. The AC even though it's her KKK move, doesn't cost vitality. Her small jump goes far, and if you space it right your attack will beat a cr.hp attempt. That's all I can say. Note: my experience vs guile is only against players that don't RC the booms.
I think Maki has a bad matchup vs anyone who has a better poke than her st.mk
In all other cases, just:
Poke and AA (cr.hp) all friggin' day.
Occasional crossup followed by whatever.
Wall tricks vs ppl that don't know any better.
Story changes quite a bit when you're packing heat (lvl3).
About bad matchups...cammy, sagat, blanka and vega.
I think her best way of dealing with them is getting the momentum by either smalljumping over, rolling through (hehe, not really) and KKK/AC'ing through pokes she cannot otherwise beat. Blanka and Sagat are pretty easy to crossup, and will often lend themselvs to those "omg, where is she gonna land?" situations.
Thing I just realised about the vs Cammy matchup:
RC qcf+p should be a great weapon (sorry K-Maki, you've allready got JD). Why?:
- RC genko > poke
- ???? RC genko > drill ???? I really can't say, the hitbox should be able to reach low enough.... Ignore this if you know it doesn't work.
- since Cammy hardly ever jumps (or at least completes her jump without divekicking) or rolls (it's soooo slow) it should connect a lot.
Bad points are in abundance... including dangerous against JD/Parry, not usable when cammy is packing a smasher.
vs Vega
Get a lead, then play "Who's the better runaway character?"
randomsuper
07-28-2004, 05:48 PM
what groove do you guys think maki is best in?
my order would be k, n, and c.
ZenFire
08-04-2004, 10:58 AM
I heard A-maki is pretty good, haven't really seen it though (only version losing badly in SBO1). On paper my money would be on K-groove.
Sometimes I wonder if her hop is better than her run. What does she gain the most from?
Buktooch said something about Iyo's Maki being the one that gains least from the switch to C-groove. I'm not disagreeing, but I think Maki's only real dependance on groove specific features are:
- many and/or stored Lvl-3
- and maybe smalljump
but that's just me....
Other than that I think she could fit into ANY groove well. Even S-Maki is alright, bringing that whole safe kick-super thing into the picture.
I play N-groove, so I'm biased, but I think that's probably her best groove overall because after popping a stock she can turn almost any situation into either 720 or "jappu-jappu-supah". And since she's such a badass battery, she'll have two stocks in no-time.
vasAZNion13
08-15-2004, 05:02 PM
here's something i started doing recently.
against certain characters that has air to ground moves that can stuff out your AA normals cleanly, just use her KKK move everytime they jump, it's better to lose some life and keep them at bay than to risk eating a counterhit--->combo of their choice.
characters that i do no hesitate to KKK against;
-chunli's j.short
-yamazaki's j.fwd
characters that i may or may not use KKK against when they jump:
-sagat(i'll use normals if i see it coming early)
-sakura(sometimes sakura players will use j.rh, which stuff makis' normals badly, but it's rare that they use j.rh instead of dive kick or j.mk)
Brother Justin
09-10-2004, 12:14 AM
How useful is Maki's command air grab (qcf+p)? Exactly how close do you have to be for it to connect, and will it grab a character that is slightly above or below her in the air or do they have to be level with her? Everytime I've chanced it, I've gotten it either stuffed, or it whiffs. Admittedly, I haven't really played around with it a whole lot, but it seems as if you've got to be almost face to face with them in the air for it to hit.
Its not that useful...... But If you do deside to go air to air combat, give it a try. They will be like "WTF"..... Maki just grabed me? lol.
Its probally best to stay on the ground and just AA with s.fk,and c.fp, if you think their gonna jump at u.
The lp version has more range....?
So I would use hcf.lp, first.
vasAZNion13
09-14-2004, 05:56 PM
How useful is Maki's command air grab (qcf+p)?
you can get fancy points for using it.
i remember reading it somewhere, but the old maki thread is too huge to look through, so imma just ask it.
does the follow combos work?
c.jab, c.jab, s.short xx lvl 2 kick super.
or...
c.jab, c.jab, s.short xx lvl 2 punch super.
Hey V13. Thanks for the Aim. I got to remember to sign on more often.
c.lp c.lp, s.shortxxx level 2 kick super works............ But god dam. That link is hard enough to connect with level 3, let alone level 2.
c.lp c.lp s.short xx lvl 2 punch super probally works on big cat's? Need to check........ But if u ever land 2 jabs it probally best to punch super after the second jab to get rid of the "fucking up factor".
Ive been messing around wit c.short, c.short, punch super. The timing is funny though. Kind like sagats.... but weirder.
Neo Odin
10-17-2004, 09:29 PM
Do u guys think that s-groove maki could prove to be affective?
I only use A & S groove, but I think maki is a good battery in A-groove
the custom I use takes about 7500 off the meter. (not too shabby)
(anti air as well)
???
Any opinions will be much appreciated.
vasAZNion13
10-17-2004, 11:29 PM
well, maki doesn't get many chances to punish with s.mk xx super(K groove helps alot), but with S, you'd have to look for opportunies to do lvl 1's, which is almost not worth it and you can't do it randomly since htere's a lot of frame recovery i believe. lvl 1 grab super can be jumped out of as long as they aren't doing a normal. so S kind of sucks...unless you have this great runaway tactic that allows you to charge bar enough times for a few lvl 3's.
Neo Odin
10-18-2004, 04:35 PM
Yeah your right, I was practicing with her in S-groove last night, and to tell you the truth I think she sucks as well in S.
Her Dodge Punch move is her far Fp which is horribly slow, and might do more bad then good.
On a side note though her A groove is quite good.
Neo Odin
10-27-2004, 02:25 AM
How should Maki approach sagat and yama, any help will be appreciated.
By the way I use A-groove.
Fight On:karate:
cheese_master
11-13-2004, 01:01 AM
Maki vs Cammy. How does Maki fight this slut? Its really hard to work around her st RH. I don't think Maki's roll is exactly the best to try and roll it. I could be wrong. And she definitely is advertising a loss by trying to jump it. Also does she have anything to stop ranged cannon drills outside of KKK. I don't think the matchup is that bad on paper. I just have a brain fart vs her sometimes with Maki.
vasAZNion13
11-13-2004, 04:25 PM
How should Maki approach sagat and yama, any help will be appreciated.
By the way I use A-groove.
Fight On:karate:
all of maki's AA normals cannot beat yama's j.fwd. it's riduculous, if you really need to AA him use the KKK and abuse it.
i think you'll just have to play poke war with s.fwd vs his s.rh(which i havne't tried yet, but it looks like a disadvantage for maki). usually i'd do a lot of small jump rh/fierces, but you're A-groove so i'm not quite sure. i guess you can do wall hops(low to ground qcb+lp) to great in on yamazaki at a weird angle.
for sagat. her s.rh is decent against sagat's j.rh, however, if you eat a counterhit j.rh you might as well give up cuz that shit hurts when he easily comboes into super.
you can try to use s.fierce to push sagat's whiff normals, but be careful with it, cuz if you whiff, sagat can do the same thing back.
popoblo
12-16-2004, 10:53 AM
***repost from the general discussion***
C-maki vs Honda
C-maki (yes, C-MAKI) does VERY well against honda. C-maki can literally play hit and run the entire round and her attributes get her out of stupid honda tricks and 50/50 guessing games.
-C-maki *obviously* has air-block, you can use that to punish accordingly (i don't have my DC to test what works, i'll edit sometime). her lofty jump makes normal or super jumping backwards to bait a headbutt quite feasible.
-Maki's throw range is 60 pixels, and honda's fierce 360 range is 56 pixels (strong is 57, jab is 58), so she SHOULD be able to throw him out of his roll before the 360 comes out. haven't tested this quite yet either. and maki has some crazy mixup options after her punch throw, just check the maki thread.
-Even if maki's added throw range doesn't catch the RC 360 or if you don't like the timing of throwing honda out of his RC 360, she can just scrap it and do a level 1 720. this is a VERY defensive super, and takes all the guessing out of throwing OR going low with honda's fierce or rh. if honda jumps straight up to bait the 720, maki recovers quick enough to do a low fierce or standing rh as AA (so it's basically free damage). to get a reversal level 1 720, just spin the stick like an idiot, and double tap jab (or triple tap all the punches if you only have a level 1).
THIS IS IF MAKI GETS KNOCKED DOWN IN THE FIRST PLACE. which really shouldn't happen. and C-maki should always have a level 1 considering how quickly C-maki builds meter. honda dashed forward and did a 720 SUPER? maki's whiff throw animation makes her unthrowable for 24 frames. as long as maki gets reversal timing on the level 1 720, then honda's 720 SHOULD whiff even if honda's super flash occurs after maki's.
-70 stun points is nice so she won't get dizzied very easily.
-Most characters are usually at a disadvantage when honda corner them, but maki is at a huge advantage. all her off the wall tricks are nice, or just spring off the wall and run away some more.
-Honda does RC hands to poke with? just jump up and down and press roundhouse because of it's good hitting angle. or air block if they do a headbutt.
-Once maki gets her level 3, a level 3 720 OR standing mk/fp into level 3 kick super gets some serious damage for maki to run away the rest of the round. linking into a level 2/3 punch super from a mp also works if honda messes up his timing on a RC move on wakeup.
CONCLUSION?
all in all, maki has the tools to nullify a bunch of honda's RC 360 50/50 bullshit and RC cheese. always have a level 1 for a reversal 720, and run away and use airblock. get a throw, and capitalize off the mixup. i'd go as far as to call it a counter match, but you have to have a solid knowledge of maki for it to work. and lots and lots of PATIENCE.
peace
PS- as i said, i don't have my DC on me to test some of this stuff, but it sounds right from what i know about the properties of reversals and throw ranges. if buktooth or somebody who has a better knowledge of the properties of frame data on reversal timing or whatever else, please post up if i'm incorrect on any of this stuff.
vasAZNion13
01-19-2005, 04:30 PM
Maki vs Cammy. How does Maki fight this slut? Its really hard to work around her st RH. I don't think Maki's roll is exactly the best to try and roll it. I could be wrong. And she definitely is advertising a loss by trying to jump it. Also does she have anything to stop ranged cannon drills outside of KKK. I don't think the matchup is that bad on paper. I just have a brain fart vs her sometimes with Maki.
i think it's pretty much a poking war with your s.fwd vs her s.rh.
Also does she have anything to stop ranged cannon drills outside of KKK.jump straight up and hk coming down.
ZenFire
04-28-2005, 03:17 AM
RC run->stop =]
Just a thought...
If you're in K the answer is obviously JD. Punishing after that can be anything into Genko punch. Jumping straight up works for everyone and it's probably the easiest way to punish.
what are some of the best ways to attack or move in with maki?
what can i do about joe's sliding sweep? after block and to stuff.
ZenFire
05-06-2005, 10:49 PM
after block from the right distance the slide is is safe as you probably know. It resets the situation pretty much, but joe can do things like 'ume'-dp or RC fast hands which leaves him at an advantage. So what you do after really depends on what THEY do after, doesn't it? And to stuff the slide... hmm, never really thought about it, it's a good slide. Have you tried to see how s.mk measures up against it? I think timing on that would be hard even IF it stuffed it. If you can roll, then go for it if you expect the slide. The slide has a large hitbox is safe, but has a bit of lag on the end. Maki's roll is mid-tier and should be good enough to punish. If you're playing K, the answer is abvious again imo, JD. That is such a broken thing :clap: I like to put in a JD after every s.mk and I think that would randomly work here too. You'd have to be very luck to get meter with that last JD though :sad:
vasAZNion13
05-10-2005, 01:56 AM
okay
i find this to be the most irritating matchup for K-maki
freaking A-bison.
there's no way i can land the kick super with counterhit setups cuz he'll try to RC psychocrusher pretty much through shit
lots of luck trying to get the 720
s.fwd, great poke, what use is it again A-bison who just runs away,build bar and random RC pc at you when try to get in?
iKlEiTlH
05-10-2005, 04:44 PM
Walk up a little bit, then just block/jd. He shouldn't be hitting you with EVERY random RC if you manage to switch things up. Sounds like you're just not being patient enough. You should be able to do SOME sort of damage to him. His jump is slow/high enough so he shouldn't really be able to jumpin without meter. If he's just turtling with meter, walk up and try to work on his guard with random fierces and forwards. A blocked or jd'ed torpedo isn't safe, so you shouldn't be dying to just that.
vasAZNion13
05-10-2005, 06:29 PM
Walk up a little bit, then just block/jd. He shouldn't be hitting you with EVERY random RC if you manage to switch things up. Sounds like you're just not being patient enough. You should be able to do SOME sort of damage to him. His jump is slow/high enough so he shouldn't really be able to jumpin without meter. If he's just turtling with meter, walk up and try to work on his guard with random fierces and forwards. A blocked or jd'ed torpedo isn't safe, so you shouldn't be dying to just that.
well, walk up, block/jd is the general way to fight bison. smacking him with s.fierce is okay, but in most cases, this alone will not win me the match, yet it's what i'm forced to do for 70% of the game.
instead of jumping they often just short scissor kick me. i'm having a hard time to punish this, since all maki's long range normals are 6 frame long and can't cancel into special
when i'm raged, i pretty much have to resort to the same tactic or else i eat hella rc psychocrushers.(due to the limiting option of how she can land her supers). i can hope he does scissor kick when i'm raged and i Jd it and punish, but that's very rare in my case.
what other matchups do you guys hate?
i sitll hate yamazaki vs maki however maki vs sagat isn't as bad as it used to be for me.
well that's basically why i hate the matchup.
iKlEiTlH
05-13-2005, 12:32 AM
well, walk up, block/jd is the general way to fight bison. smacking him with s.fierce is okay, but in most cases, this alone will not win me the match, yet it's what i'm forced to do for 70% of the game.
if you're hitting him with a random fierce here and there, i really doubt he's gonna repeat the move over and over. once he begins to try something else, that's when you should take advantage of his lowered defense. you're right, this ALONE does not win the match, but it helps.
instead of jumping they often just short scissor kick me. i'm having a hard time to punish this, since all maki's long range normals are 6 frame long and can't cancel into special
i don't think short scissors are safe unless it's that 1-hit tip of the foot type of hit. just punish with whatever you can... it's not necessary to be able to land a 3000 damage bnb. i can guarantee that once he starts taking hits, he'll stop spamming the move (same idea with the random rc pc's).
when i'm raged, i pretty much have to resort to the same tactic or else i eat hella rc psychocrushers.(due to the limiting option of how she can land her supers). i can hope he does scissor kick when i'm raged and i Jd it and punish, but that's very rare in my case.
RC psychocrushers are not fool proof. how exactly are you having so many problems with them? this sounds less like maki's problem and more of a problem with your own playstyle. just be more patient. it's inevitable that you'll eat SOME random pc's, but they shouldn't be beating you this bad.
vasAZNion13
05-13-2005, 12:46 PM
i don't think short scissors are safe unless it's that 1-hit tip of the foot type of hit. just punish with whatever you can... it's not necessary to be able to land a 3000 damage bnb. i can guarantee that once he starts taking hits, he'll stop spamming the move (same idea with the random rc pc's).
RC psychocrushers are not fool proof. how exactly are you having so many problems with them? this sounds less like maki's problem and more of a problem with your own playstyle. just be more patient. it's inevitable that you'll eat SOME random pc's, but they shouldn't be beating you this bad.
short scissor kick is -7, trying to punish the two hit version is like trying to do a 1 frame link. if he has full bar, i'm hella screweed cuz i can't even try to punish since i can eat the stupid cc activate. about the Rc psycho crushers BEATing me. it's beaitng me cuz he gets a couple/few random ones in, but that allows him to turtle more/bulid bar. what i fear most is when he's at full bar. i can't do anything against him. he can pretty much just wait for me all day, the best i can hope for is a few s.fwd, but he'll probably block that and then rc psycho crusher if i use it anymore.
it might be my playstyle. really really basic run down of what happens in most of my bison encounters
1)when i'm raged, i never get a chance to land the super cuz i eat rc psycho crusher at the slightest twitch on my part.
2)i eat a couple rc psychocrushers for my impatience. and i start baiting it but i only get to s.fierce him like 2-3 times before he wises up and starts to turtle differently
3)when he has bar, he starts to spam scissor kicks more often. giving me a hard time. from here i either get gaurdcrushed into activate, eat the scrubby setup, or i get really lucky and he activates when i'm still blocking in which i take the chip instead of doing KKK cuz i really dont' want him with ANY bar
4)jump ins = jd or get hit by rc crusher i don't bother with that too much
that's about it. as you can see, i dont' get much of a chance to do anything. maybe i just have to play really tricky and start using the wall grabs more to mix up his timing and whatnot. but i hate the matchup cuz when your raged, it gets painful to have to watch your bar run out slowly.
iKlEiTlH
05-14-2005, 01:21 PM
I think you're giving the bison player too much credit, and killing yourself before the match even begins. Basically you're saying he can beat ANYTHING that you do in the matchup, and that he'll be successfully landing random RC psycho crushers the entire match way more than you'll be blocking them.
If random RC psycho crushers are giving you that much problems, learn to bait them. You're giving WAY too much credit for a strat that is essentially random at its core. If he really is landing them non-stop, then the problem is that you're just being too predictable in your offense.
Watch for his pattern when he's doing the psycho crushers. When does he seem to do it?
1) When you walk up?
2) When you throw out a move?
3) When you jump in?
4) When you're just sitting there?
There are counter strategies to EACH of these situations. It sounds like you're just not thinking hard enough to beat a decent turtle.
1) Inch forward then block.
2) Whiff fast moves at a decent range then block.
3) Throw out an early attack that's hard to react against, or just JD.
4) JUST SIT THERE AND BLOCK. Random is... Random. I guarantee you can just sit there the ENTIRE ROUND, and he'll eventually throw our an RC psycho crusher hoping you're impatient enough to walk into it.
Turtles are much harder to deal with if they are up on health, so try to build up a lead and KEEP IT. If you're up on life, chances are they'll walk in and try to start an offensive.
I think your main problem here is that you don't know how to fight a decent turtle without a character that has crazy good abusable normals (Sagat's fierce, Cammy's roundhouse, etc...).
vasAZNion13
05-15-2005, 12:27 AM
i just think it's tough to beat bison. like seriously you gotta wear him down, (time wise especially), you won't be landing huge damage on him at all. 720setups will fail badly to bison as he will rc psycho crusher any setups easily(imo). and good luck landing that kick super. yeah you're right, it's not impossible. but i think it's an ugly match cuz your forced to take a huge ass long route to take him down.
iKlEiTlH
05-19-2005, 10:29 AM
How would say Cammy, Blanka, or Sagat be doing any better against this wonder Bison than Maki?
vasAZNion13
05-19-2005, 12:55 PM
How would say Cammy, Blanka, or Sagat be doing any better against this wonder Bison than Maki?
blanka and sagat can punish block crusher with super(not sure about cammy) so it prevents bison from using rc crusher as much. without bar, it's pretty much the same game as maki though
cammy and sagat can do c.shorts into super to it prevents bison from jumping (or catching him if he tries to do rc d/u+p and fucks up).
i dont' really use blanka/cammy vs bison much though.
it's not much, but everyone is already limited against the generic bison tactic. but at least sagat/blanka can super him for huge daamge if they're raged and he tries to rc crusher, maki can't do much except a raged fierce if she gets lucky and doesn't get hit by the rc crusher. :/
what do you do when you play bison with maki? wait until he rc crusher/punish, and do random s.fwd pokes?
i mean i get your point in bringing up the top three, but the match is still ugly vs maki since she's REALLY REALLy limited on landing her super.
iKlEiTlH
05-20-2005, 04:04 PM
Your problem in the beginning sounded like you were getting HIT by too many RC crushers, not because they were chipping you to death.
At any rate, a raged Sagat should be discouraging a decent Bison player to throw out less random crushers to begin with; thereby decreasing the possibility of Sagat being able to punish a blocked crusher.
Blanka does NOT have it nearly as good as Sagat because he needs to be charged in order to punish a blocked crusher. I would say decent Bison players have an even LESS chance of throwing out a random crusher vs a charged AND raged Blanka than they do vs just a raged Sagat.
Does Sagat/Blanka have damage potential in these situations than Maki? Yes.
Will these situations come up all the time for Sagat/Blanka to make a huge difference? Probably not.
Regardless, your problem seemed to come from eating too many random RC crushers. In that case, Blanka/Sagat can't do anything more than Maki (which is to simply eat the move and take damage).
CBS has c.short. Maki has c.short as well. c.short, c.jab, s.short xx super. It's not easy, but it works right? Doesn't c.strong hit low as well? Why aren't you using that? I remember writing a longass post on the merits of Maki's c.strong in conjunction with meter, but I have a feeling practically no one here took it seriously (mostly cuz of random low-level bashing of c.mp due to it's low range).
Also, a free Maki raged fierce after a blocked crusher is... well... a FREE Maki RAGED FIERCE. That's a small, but very decent amount of FREE damage. You seriously don't think it will bother the Bison player to eat two-three of these after missed random crushers?
If I'm playing vs a Bison who's just spamming RC crushers, I'll just play patient and get free fierces off of blocked crushers. Try to slowly advance in order to get grabs/guardstrings/mixups when they get too nervous to throw out more crushers (in fear that they'll be blocked). It depends on what else they're doing, but JUST spamming RC crushers isn't that effective.
Her kick super is extremely damaging, but not being able to land it does not mean you will automatically lose the match.
vasAZNion13
05-20-2005, 10:16 PM
interesting, i didn't know c.short linked into c.jab
it's a 1 frame link though, but i never thought it'd link. i'll probably test some more on this, but still bison is an ugly matchup. the match still favors bison hugely. it's not like it's not doable, but it's hella work for maki, especially if the bison player is competent.
iKlEiTlH
05-21-2005, 03:22 AM
it's a 1 frame link though, but i never thought it'd link.
It's not practical, but it works... If you don't like c.short, then use c.strong.
the match still favors bison hugely. it's not like it's not doable, but it's hella work for maki, especially if the bison player is competent.
Well Bison IS top tier... Maki isn't. That's one of the pitfalls for choosing a character that isn't better than everyone else. You just have to learn to play the matchup to your best ability and think of ways around problems.
vasAZNion13
05-21-2005, 06:49 PM
hmm
does c.strong, s/c.jab, s.short combo? (i'll test it out later i guess).
EDIT:
tested on C-sagat:
c.strong, s.jab, s.short will only combo on crouching sagat, which kind of defeats the purpose of it hitting low :/
EDIT AGAIN:
i forgot i was supposed to test on bison though.
so tested on A-bison(not like the groove mattered):
c.strong, c.jab, s.short connects on standing bison so yes it's a good combo to use ono bison's wake up. thanks now i dont' fear bison as much.
s.jab has less range than c.jab, i did not know this before :/
gbursine
05-31-2005, 09:28 PM
fucking chang...
I dont know what the hell I did wrong at ecc(aside from usual suck), but the ratio of damage taken to delt was not what it shoudl've been.
is there something special that should be done against him?
how do you anti air bison's head stomp and head stomp follow, and vegas wall dives? anything besides kkk?
vasAZNion13
07-22-2005, 08:39 PM
fucking chang...
I dont know what the hell I did wrong at ecc(aside from usual suck), but the ratio of damage taken to delt was not what it shoudl've been.
is there something special that should be done against him?
no idea how to beat chang haha, RC punch? how's he gonna punish?
how do you anti air bison's head stomp and head stomp follow, and vegas wall dives? anything besides kkk?
just do the KKK move, unless your in the corner of course :)
blanka and sagat can punish block crusher with super(not sure about cammy) so it prevents bison from using rc crusher as much. without bar, it's pretty much the same game as maki though
.
yea ..... when bison has bar its pretty much the same game with everyone.....
-dont get hit with sicssors kicks
-dont jump (unless you are a wonder jd)
-dont always counter jumpins form bison
so he pretty much owns 2/3 of your life
the only reall way to aleviate these problems is to also be playing A-groove
Shin-Chan
09-16-2007, 06:45 PM
Someonecan give a tip of her RC... like usage and execution... I tryed a lot but it's too inconstant..... hcf + roll+ kick or puck has tendencies to pull out everything... TOOO inconstant T___T....
no idea how to beat chang haha, RC punch? how's he gonna punish?
just do the KKK move, unless your in the corner of course :)
I think you can counter all those with just a d.hp but timed a little early to keep the stick away from maki.
Ive noticed that for change it seems her run -> hk can act as an overhead attack.
The RC punch has to be done at a good distance because he probably can do a reversal spinning ball, and at that distance choi will already be comming.
What are the run games that people like to play? I like to run towards and then reverse it and pause , this can be mixed up with run -> hk. I use it as a bait when I have a full a-groove meter.
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