ZenFire
526
it was a looong time ago and and (I just looked) I don’t have the videos anymore. I’m PRETTY sure that one of them was against Legendary Goku, possibly on XBL… I can’t remember to well.
It was against me and it was in an offline match in Austin. He hit me with both supers. 
As far as tricks with her goes I think he posted up the two he uses most often.
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Mid screen punch throw, immediately do qcb rh~mk (or you can do mk mk, but I like to piano it) to set up deep cross up. Due to human error it can sometimes not cross up.
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Punch throw in corner, jump forward and then qcb mk off the wall at the very last second. Crosses up. I’ve never had this blocked.
Thats all I can remember. I actually love using Maki as I feel her normals are really effective, but I can’t combo into super consistantly and my playstyle with her is often high risk.
I remember that match… I think you were playing P chunli.
c.jap s.lk to Level 3 is a must… Big damage.:annoy:
I hate missing that combo. Her level 3 kick super really has to be mashed.
If you mash too early It wont combo… Mash too late and it gets blocked… I pray they forget to block the last hit/overhead. lol
Any tips on playing against a turtling C-Vega? He’ll basically poke me till I’m raged (K-Groove) and run away with his gay ass jumps. I don’t have any problems at all vs Sagat and he usually does the same thing with his Blanka as he does with Vega but I don’t have as much trouble with him.
s.mp and s.mk help lots against Vega’s pokes.
I played him a few times today again today and beat him every time :tup: I just gotta learn to be more patient with her and move in at the right time.
IS vega Jumpin on you?
Are you using your guard BAR?
Dont wiff anything. Walk
Please AA vega, and watch for slides. Look out for Jumping straigh up. USE KKK C.Hp and Standing RH.
Dont attack if you have more life.
just Hang around,
I just super jump and get the same result, am I missing something
Also, my two greatest Maki moments:
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I landed her lp,mp,c.lk into level 3 kick super IN MATCH!
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I jd’s all of Sagat’s Tiger Raid and got a reversal 720.:tup:
I’ve only done both of those once and boy did I feel like a pimp!
I’d love to see this haha. Your avatar is dope btw.
I’m gonna go try what Legendary Gokou said.
If your cross-up is blocked, you can do mp, qcf+hk~mk or tick throw. Also after ker kick throw, I sometimes use qcf+hk~mk to jump over them to try and mess up any reversal attempts.
This and the walk thing is actually really really helpful. I’ll be doing that from now on.
BUT let’s say I do have more life and my opponent is hmm… lets see… A-Freaking-Bison and he’s sitting in the corner charging his meter what should I be doing?
Actually I love fighting Maki vs. A-Sak baiting her CC’s out of her. I don’t think I’ve even been sho’d on Maki… A-Bison on the other hand is way more difficult to fight and he has his ridiculous PTF setups that I always been to get hit by no matter what.
I love using this trick. If I don’t mess up it hits like 99% of the time. Still getting used to doing the second one…
Also is there a difference between what kick you use for Maki’s Cmd runs?
Walk up to A Bison… and punish what ever moves he wiffs.
use s.lk s.mk s.fp c.hk.
Build your dam self… C.mp a is good to charge meter with Maki.
Is A-Maki worth using? I was using K- Maki but quit my K team for a number of reasons. Now I wanna take a whack at using her in A.
First, what’s her order of best grooves? I’ve never seen anyone use her in A before, just various CC’s on Youtube and such.
Second, what should I be doing with her meter? For now I’m playing keep away and building meter till I’m full, then try to get in or bait an anti air CC and repeat. Should I be doing level 1 supers/AC’s at all? And on that note, what order should I put her in on my team?
MakA
540
i think you can run from sak pretty well. And the corner might be makis best bet.
some nice wakeup kkk / 720 XX can save you. I say that maki suck on ground game against sak but that saks jump isnt good enought to keep maki cornered.
If you run , use kkk to get your self out of some bad situations then you can get your meter up to change the game.
I use A maki, and Im starting to find more situations to activate, her max cc does 6000 - 5000 so its not too bad
MakA
541
instead of ac I would go for the kkk to get you out of trouble, once you have a full a groove meter you can pratically jump anywhere. You have a mixup with empty jump activate/empty jump to XX grab super, Im just getting to feel comfortable with her but I believe that one I master Maki that her running games will gurantee me a full meter and from there execution and patience is key. I also like to use her kkk move as an end game technique, ( run build meter foil their pursuits with kkk, alpha counter , wake up kkk/ run some more)
ZenFire
542
I’m assuming you mean airborn activate, because an empty jump 720 isn’t a mixup with activate per se, because they counter many of the same options (the pressing of any button). Also, empty jump 720 is counter productive, it’s not particularly better than your other options. If you are indeed mixing it up air activate then the use of meter will hurt a lot. The more logical mixup to air activate is a simple jumping attack (preferrably an early j.hp cus of the vertical range) followed by closed quartrs combat for which you have a lot of options.
I’ve come to learn that, unfortunately, Maki’s blocked CC options are pretty risky so if you guess wrong the chance of salvaging your failure aren’t as good as say with Bison or other characters with good crush CC’s and resets. I still see it being useful though on the occasion that you ‘know’ they’re gonna AA.
As for lv1 720 usage, it’s a good attack to stop okizeme with, but it might become costly if Maki is your battery. It’s more of a spam move in N and C.
BTW, this is all based on the assumption that you meant to say ‘air activate’ rather than empty jump activate. Empty jump activate I see as being useful for something they probably won’t have a chance/the reaction time to AA so you can go for unblockable low (which might be what you were going for). And the only thing Maki has outside her floaty jump is the wall jump. So a backwards tigerknee wall jump > land > activate is pretty likely to get them either standing or pressing a button. Another option off of the the TK walljump is j.hk > land > activate on reaction to them doing something so you know the j.hk will hit.
[/endrant]
MakA
543
It does mix up some one blocking. It isnt the most efficient way to use your meter and if they have a level three it is also not the safest but if you are pretty certain that you can regain that the meter it can be a handy maneuver.
I think that you can safely activate and just do run -> mk (if they block your first hit strings) , I personally like to do d.hk ,run -> hk . This sometimes creates a over head like crossup which can fruther be juggled into a 720. The constant d.hk , run -> hk sometimes requires the opponent to have to change their down-block to a strait-block which just adds more chances for them to mess up. It seems that Chang gets crossed up alot if he down-blocks her run -> hk attack
ZenFire
544
I’m gonna have to disagree. A mixup is a set of options that cover many/all/the most likely options they have to counter you.
lv1 720 counters: them pressing any button, nothing else because it’s jumpable on reaction to super freeze
CC activate counters: them pressing any button, them standing up (if you land unblockable)
The activate counters one extra option and the 720 counters nothing that the CC doesn’t, so it’s not a mixup at all actually.