Heh, the big thread was starting to get a little too big and too general, so let’s start to focus on specific aspects of Maki’s game. In this case, we’ll share crossup strategies.
Her jumping forward kick is obviously the crossup attack of choice. It’s one of the best in the game, too boot. It’s easy to set up out of her punch throw (step back a few pixels and super jump, or walk forward and regular jump), and since her punch throw has that little extra reach (60 pixels), you can throw more easily, which makes for more cross-up setups.
The really, really evil thing about Maki’s crossups, though, is the fact that her air +MP command move changes her trajectory from crossup depth to not-crossup depth, meaning you can surprise someone who is anticipating crossups by uncrossing them. Whether you hit with the MK going over or the +MP coming down in front, you can (usually) land the combo of your choice.
There are a lot of things I like to do after the crossup hit (or the uncrossup +MP), whether it connects or not:
If crossup MK hits…
…LP MP HP HK - Bushin Chain Knockback
…LP MP HP +HP - Bushin Chain Throw (into another crossup, see below)
…c.LP c.LP c.LK, +K–>HK - Overhead to catch opponent off-guard
…c.MP XX +P - If Level 1/2 Super
…c.MP XX +K - If Level 3 Super
If crossup MK is blocked…
…c.LK, +K–>HK - Unexpected overhead
…quick duck to punch throw, repeat crossup
…LK XX 720+P - If in range
Besides the jump-in crossups, Maki has two more useful ones that she has that many don’t know that are coming.
After the Bushin Chain Throw (LP MP HP +HP), taking a step back and then rolling will produce a very unexpected roll crossup. A lot of people will be surprised that they were thrown at the end of a hit combo, so one of the last things they’ll be thinking about is a crossup, which is what a roll afterwards does. Mix this up with slightly longer backsteps for a fake.
In a knockdown in the corner, doing a MK off-the-wall kick is an instant crossup on wakeup, making it extremely hard to block. (They would need to block away from the center of the screen.) If they are not quite in the corner, then the MK and HK version will hit on different sides, making for a guessing game on which side to block. If they are even further away from the corner, a properly timed and distanced off-the-wall throw works too. You can also do a straight wall jump and go in for another crossup attempt.
Maki’s awesome crossup game, combined with her Hayagake high/low mixups, make for one confusing fight if everything is done in the right way.
This is my take on her crossups and crossup mixups, so how does everyone else use her to crossup? Discuss!