Whatever the reason, I’ll definitely watch it… or anything with Maki in it for that matter.
Maki has pretty good walking speed, and from what I hear you guys saying about mk punishing whiffs… does it mean you guys play Maki all jiggly like a Vega or Cammy?
Because I play a bit like that, but I never cancel the mk to super though, and I’m lead more by randomness than reaction.
I can buy that mk xx kick-super thing, but how about hp?
hp has more range, it’s not much slower, cancel-window is bigger… maybe it’s just not fast enough, I dunno, you tell me.
Actually, stand mk has more range than the fp, by a little bit. Additionally, fierce has way more lag on its recovery. It’s like open season when you’re blocked.
Yeah really, you guys shouldn’t be so quick to dismiss stand fierce. Think about it, the lag on it is an non-issue in this case since you will be buffering the normal anyway (and please don’t give me bullshit about reacting to a blocked poke, that shit is not humanly possible). You might as well make it easier on yourself, I mean mkxxsuper isn’t impossibly hard put you don’t want to be messing it up since the super leaves you so open. So yeah, poke around with stand forward all you want but when you see a window for the combo I see absolutely no reason to use forward instead of fierce.
About the 720 sure it’s not maki’s whole game and no on ever claimed it was. I agree that it’s stupid to make her game revolve around it, but, strangely enough, having that grab bag of parlour tricks works out pretty well for her if you can keep them on their toes.
One more thing, just a little trick I was reminded of by reading a previous post. If you’re player 2, you can use the lk off the wall move to get behind your opponent if his back isn’t quite stuck to the wall, but if you’re player 1 you’ll cross him up even if his back is to the wall. More stupid player specific shit .
I might post a bit later with a few 720 setups of my own, I have a few that haven’t been mentioned here (well at least not in the last 2 pages).
Edit: For that blocked poke bit I meant getting your forward blocked, spotting it, and not doing your super. I didn’t meant that it was impossible for an opponent to block a stand fierce and punish it, that’s entirely doable. Sorry for the ambiguity, I only spotted it after.
Go back to practice mode and check again because you’re wrong. Stand fierce has slightly more range and the invincible tip factor. Once again you’re exaggerating the lag which isn’t so much an issue when you use it from the proper range; you just have to be careful who you use it against.
Alright dude, relax. The hitbox on it is like Kyo’s c.mk, it just looked wierd to me when I used it a few times.
However, I am correct about the lag, which why I remember I don’t use it. Play against someone and have them block stand fierce and try to retaliate, and then do it with a blocked stand mk. It’s much harder to punish the stand mk. It’s actually damn near impossible save a few moves.
There are a bunch of characters that have the ability to punish you when whiffing a far standing fierce, but for others, try mashing on KKK. It comes out really fast, and unless they can get to you instantly, you’ll hit them with it in some cases. If you get it out and they block you/whiff something, you’ll hop back away from them to safety too.
Come to think of it, mashing KKK for Maki is almost like a Blanka electricity. If you miss something up close, hit it quick to cover a hole.
screw the s.mk xx kick super!!! goes plays maki and loses
i think the 720 is more important than you guys are making it sound. it’s not just some gimmick or parlor trick. having these setups at hand gives you an advantage.
it lets the opponent know that he better be doing something or else he’ll get hit by a damned 720 super…which in turn gives you more chances to punish whiffs with s.mk xx kick super…
therefore the more 720 setups you know, the more deadly your s.mk xx super is…
haha, thanks dood
i’ve actually messed around in training mode a lot coming up with different 720 setups but i basically rely on 2 or 3 main ones when i play tournies.
i’ll go for the whiff slide sometimes, but it’s really mostly whiff c.fp xx 720 that i like the most.
whiff s.fk xx 720 is also pretty good when you’re zoning at close range and need that extra step forward that the s.fk gives you to be in range for the 720, but it’s a lot more risky than some of her other setups.
i keep telling myself to go for the s.lp~mp~fp(whiff) xx 720 when i’m playing but I always forget… that also seems like a pretty solid setup, but i haven’t messed around with it long enough to judge it’s reliability.
another setup that i should practice more with is s.lk blockstun xx 720. that has a pretty high hitrate, and it’s not too difficult (but it’s probably a little harder than some of the other setups i use). that’s another one i haven’t trained myself to go for in actual matches…
empty lowjump xx 720 works sometimes, but it doesn’t seem as good as some of her other setups
any variation of blockstring xx run-stop xx 720 also works pretty well, but i can’t execute a 720 after a run-stop consistently enough to rely on that as a main setup.
all of these setups i’ve listed are pretty basic/general, but they do get the job done.
mummy: i haven’t downloaded your vid yet, but i’m sure you have a lot of crazy shit i haven’t even thought of
you thinkin about goin to norcal regionals 2?
i wouldn’t mind gettin some maki on maki action goin on
she’s craaaaaaazy!!!
btw, buk got me with the exact same setup when we played in tourney a month or two ago
vasAZNion: stfu jabroni and stop getting beasted by yamazaki
i think on some characters you can do s.lp,s.mp,s.hp s.hk(whiff) xx 720
i did it once on kyo i think…anyways…s.hp(whiff)…s.hk(whiff)…same thing, just letting you guys know that sometimes if the s.hp doesn’t whiff, the s.hk might.
Actually the FF Chain is fucking wierd, so if you actually whiff the throw at the end of the chain, you end up pushed out of range to connect the 720. Otherwise, that would be in there too I’m still working on lp->mp->fp->whiff d+fp -> link rh XX kick super. My Japanese friend can do it that shit is so stupid and kills the fuck out of you for fun
It sounds cool, but to be honest I am kind of broke… Well maybe not so much, when is NCR2? I might be able to go depending on the time frame. I know some old friends up there so I could kill two birds with one stone.
Actually the FF Chain is fucking wierd, so if you actually whiff the throw at the end of the chain, you end up pushed out of range to connect the 720. Otherwise, that would be in there too I’m still working on lp->mp->fp->whiff d+fp -> link rh XX kick super. My Japanese friend can do it that shit is so stupid and kills the fuck out of you for fun
lp, mp, hp, rh xx kick super won’t work right?
you have to whiff the d+hp for the next normal move to be able to cancel into super?
also…what about lp,mp,hp, d+hp(whiff), s.mk xx kick super?
what i actually meant with the ff chain was this:
on an opponent who’s c.blocking
s.lp~mp~fp (the 3rd move in this sequence hits high while the first two moves hit mid)
on most opponents (maybe not some of the bigger chars) the first two moves (lp~mp) will get blocked because they hit mid.
the last move (fp) hits high, so will whiff against most of the small/mid size chars in the game.
after the fp whiffs you xx 720.
i wasn’t really talking about whiffing the grab into s.whatever xx kick super… that shit is crazy hard. i haven’t even managed to do it once on any of the characters yet…
i believe they’re almost ready to set the date of NCR2 to be the first weekend of april (2-4?). definitely hit it up if you have the chance… it’d be cool to have two serious maki-users enter a high profile tourney like NCR.
vasAZN: nope… i’m pretty sure lp, mp, fp, rh xx super doesn’t work. i dunno about yer other combo though… if s.rh works, then i dunno why s.mk wouldn’t because it seems to have more range. i wouldn’t worry too much about that combo anyway… it’s freaking hard as hell, and i don’t think i’ve even gotten it once in my life in training mode
That vid was pretty good, I liked that setup off the anti-air duck fierce. Very sneaky
Anyway I use Maki in C and I think her hop adds a few more very nice setups so here are a few hop-specific ones:
off a punch throw, regular jump towards then corpse hop through them and 720 (This works against most characters except those with a really fast rising animation; Iori comes to mind).
off a punch throw, hop 3 times to get behind and 720 (same conditions as the last one)
after a blocked lunge punch (not saying you should do this much), hop 720
just hop 720 from the right range
I might be talking out of my ass for this one but maybe you can hop over certain ground projectiles into 720. Shrug, I need to test this.
Maki’s hop has tremendous range, is really fast and is perfect for corpse hopping. So you should keep it in mind if you play her in the capcom grooves.
Non-Hop specific:
First you need to be player 1, then get your opponent in the corner, do a blocked attack (the longer the block stun the better) and cancel into backwards run then instantly MK to the wall, wall drop and 720. I guess this is a variation from the one in the vid but I think it might add a little confusion.
I don’t do this much myself either (at all actually;) ), but would RC run, stop short then 720 be a nice setup too? I can’t really comment on this myself since I can barely do it without the RC, but maybe it’s something to keep in mind.
The beauty about Maki’s 720 setups is that Maki doesn’t actually have to do the 720 at all so she’s likely to get a free anti-air or make them waste a level 3 super just from the threat of being grabbed.
My friend uses that slide setup to great effect for that very reason. You can vary the timing ever so slightly such that if they try to jump as soon they get up, they’ll get nailed by the slide instead or you can do it really early with no intention of doing a 720 at all and just anti-air with one of Maki’s 50 000 awesome anti-air moves. To top it off this is even better in the corner. If you connect the slide move into the corner and immediately do it a second time as a 720 setup. This is great against any opponent who’s a little too eager to quick rise, but you’ll have to watch out for the tactical recovery as that can mess you up a little bit. Anyway I hope this is useful.
do you mean the “otk vs rage” matches? because I’ve got those too, I just didn’t think they were so impressive. Still VERY friggin good, I mean, Otaku RULES!! Stuff like the early smalljump HP into 720… that shit was very obvious (to me) but it still worked… and when he tried it in a later match he went for the AIR-720 but the guy didn’t jump away (indicating he still hadn’t learned the lesson).
He did use the KKK move to much better effect than I’ve seen Iyo do it. She’s a different kind of beast in his hands.