Maki: Cvs 2 Rebirth. (AKA "The Sweet Ninja" )

Hey! Sup guys. Keep playing maki! She is soooooooo cool.:lol:

Good work on the vid Mummy B. I gotta check it out.
I cant wait to play you guys someday:) Too bad my computer is trashed!?:frowning: :frowning: :frowning: I am just chill N at a friends house right now.

Let me tell you guys… Iyo’s Maki is off the chain!.. He got sooooooooooo much better. My friend got back from Japan like 2 weeks ago. He has some great footage on Iyo Maki! at ?more arcade.

He actually plays C groove Maki…:smiley: His team is soooooo annoying. Iyo’s real team is… C groove Mai Maki,and R2 rolento:lol: Stop beast N.
If anything you guys have too see these vids.
Hey Mummy B youll be the first to see them. may be somebody can host them or something.

later No D

interesting team. i’d love to see those vids. i wonder why he chose C-maki over N-maki…

and his dhalsim was dope, too bad he dropped him for mai.

Fuck, I’ll host that stuff, as long as I get to see them :smiley:

I allready thought he was badass, and he’s gotten better??? omg.

I wonder why he went for C, I bet it was the super-bar. I thought Maki needed a lvl3 to be scary, and in C I allways thought it was a bit of a waste to do lvl3’s.

Does anyone know if you can connect the lvl2 kick-super after the cr.lk ? cus then his trademark link would still be useful and more scary, since he’s sitting on a lvl2 all the time.

Dhalsim with hop instead of run is pretty weak in comparison (IMO). Wonder what his Mai plays like??

:frowning: I haven’t been able to make that grab come out consistently.

lp->mp->fp->down+fp whiff->rh->chuck taylor flavoring

That would be so beastly…how the hell do you get that grab to come out? Any hints on the timing? Its totally random for me.

edit: whoops…those shoes are nike…

which grab are you talking about?
lp, mp, fp, d.fp?

the timing for that chain is like this:
lp : mp : fp :: d.fp

you have to wait a little longer after the fp if you want the grab to connect
i think you have to wait even a little longer if you want the grab to whiff

i wouldn’t recommend ever going for the whiff grab -> rh xx super combo in a real match… i believe the timing for the whiff AND rh are both 1 frames, or something crazy like that. landing that combo is even harder than doing c.lk x3, c.lp xx super with blanka

No D, whatever happened to the Iyo footage, I’m pretty giddy over herre.

does C maki have any fancy lvl 2 canceling?.. or was it posted already :-\

yea, what are maki’s best level 2 cancels in C-groove?

from my experimentation, i’ve found that you can either go for damage, or sacrifice damage for a deep crossup afterwards. positioning is also pretty important. here’s some examples (punch super is double qcf+p, and kick super is the double qcf+k, then k again, for simplicity)…

-you can simply do a level 2 punch super without cancelling it into anything (or the air throw for shits and giggles, because it doesn’t build you any meter, but it looks cool). then after you land, pause a quick moment, then normal jump forward and mk for a FAT crossup. if the crossup hits, i do standing lp, mp, fp, rh, to get about 1/3 of a level back and some solid damage.

-the beauty of the level 2 kick super cancelled into qcf+fp is that you almost always take your opponent all the way to the corner. since maki’s corner mixup game has already been discussed earlier in the thread, this is extremely effective. you get the most damage by a level 2 kick super cancelled into qcf+fp, then you can get more damage through the corner mixup. IF you don’t take them to the corner after a level 2 kick super cancelled into qcf+fp, then walk forward a bit and then normal jump forward and press mk for a FAT crossup.

-level 2 kick super cancelled into nothing, then walk back a step, normal jump forward and mk for another FAT crossup.

Conclusion? if maki hits a level 2, she should do additional damage through corner mixup or crossup mk into a combo. i’m starting to see why Iyo uses her in C-groove now…

here’s my question- after you hit a crossup mk, what is the most consistent way to hit a level 2? the whole standing lp, mp, link crouching short is really hard to do consistently.

and No D, any word on those Iyo vids from more? i’d love to see those, since my team now includes C-maki and rolento.

ggpo

After I thought about it for a bit, C-Maki just makes too much sense, with all of the stuff that takes you airborne with Maki, and with her lack of solid rushdown. Same also applies to Rolento, so he probably made the switch based on both.

C-Maki/Rolento/Someone is a pretty dope team, come to think of it.

Another question: how often do you alpha counter with Maki? Can they roll that safely?

cr.lp,cr.lp,cr/st.lk xx lvl kick-super connects easy, to me that’s the easiest way to connect it. I used to think that only the lvl3 connected after cr.lk, but I saw it done somewhere with a lvl2.

if you know that you’re going to crossup with the mk, then you can simply do s.mp or s.mk xx super

if you went for one of those ambiguous crossups and aren’t sure which direction you’re going to land, then you can do c.lp, c.lp, c.lk or s.lk xx super (level 2 or 3)

you can even go for c.mp, s.mk xx super off of an ambiguous crossup but the timing for that is a bit harder than the jab/short string.

level 2 works, but it’s a little risky as you might run into problems with mis-timing the execution so that the super comes out too late.

i still sometimes miss that combo with a level 3 rage super

i think i’m gonna start conditioning myself to doing c.mp, s.mk xx super instead off of crossups

BTW, iyo just qualified for SBO with his teammates Morikawa and Ver (an aGroove Maki player)

That’s another very tight team. I think it’s gonna be to close to call. I hope they make it to the quarter-finals, so we can see them in action.

I am trying to look for sombody to encode the vids. I havent forgetten about you guys. I have no computer:(

No D :lame:

Question from a total Maki newb:
What can she do against an A groove Sakura? I dont remember seeing anything specific about the match up in the thread. When she starts all of her harrasment with hurricane kicks, I just get demolished. I use K groove, so I cant roll out of the way, and JDing the hurricane usually leaves me right next to her. The guy that usually uses her doesnt rc, but still kicks my ass with her. Any help that you can give me? Current team is Maki, Cammy, and Iori (2).

mash on KKK and hope for the best.

I think her most powerful cancel off the kick super is lvl2xxqcf k.HK. Just do it as soon as you get the fourth hit. If you plan on messing with them, then you might as well cancel the super into a stalled run. This gives you meter and lets you recover faster than waiting for the whole super to animate.

For the punch super (not many reasons to use it but shrug) you can cancel off the fourth hit into intant stalled run, then do the combo of choice(they’re stunned a really long time for some reason like rog’s dash punch super). If you wanna get fancy do cr.MP, st. HPxxlvl1 kick super, but it’s really not worth the trouble.

Oh and another reason to use C-groove is Maki’s awesome dash. It’s fast so it’s great for corpse hopping and for dash into throw/720 (off a corpse hop for even more madness).

Actually, I was lurking round gamefaqs. philopia says maki has an infinity where u do lvl 2 kick superXX[qcf+k, lk, s.lp]xN

or some variation of that…

does that work, and is it practical?

Well I can see that working for one rep, but wouldn’t the juggling properties disappear after you recover from the second stalled run(you reach neutral state)? The reason kim’s infinite works is because he stays in his stance the whole time and I don’t think that would be the case here.

I did however see a Maki combo on that sairec video similar to what you describe. It involved command running to the walls and doing off the wall qcb LP into jab or something then cancel again into command run as soon as she landed to preserve the juggle state. I don’t remember exactly how it went, but maybe off the walls are involved in the infinite?

it depends on what range sak is doing the hk from
sak noobs like to rc hk from like midscreen just to show the leetness of rc’s and those are easily punished by s.fp/mk/fk’s as soon as she lands from the hk (it’s basically punishing a whiffed special)
other players are smarter and will actually use the hk when they’re in range so all the hits are blocked. in this case, maki can duck and i think the first/second hits will go over maki and she can retaliate in between with kkk or c.fp. i forget exactly which hits whiff, but i’m pretty sure that rh hk isn’t abusable against maki.
if they use medium hk, jd the 2 hits and then punish with a wp/wk/grab/kkk or some other quick hitting move. again, i’m not exactly sure which moves are guaranteed after jd’ing sak’s medium hk, but i know it’s punishable (sagat can dp after jding it)

these strats will work regardless of whether or not sak is rc’ing.
if the guy doesn’t really ever rc to begin with, then you can actually get in random wakeup level 3 supers to try to mess up their pressure/mixups.
kkk is actually pretty good on wakeup if the guy is constantly attacking with non-rc’d moves

your cammy/iori can easily wakeup dp her out of the hk as well (assuming it’s not rc)
also with cammy/iori, you can watch out for mid-screen random hk’s and dp then as they’re still in the hk animation.
it’s not super easy, but it’s not too hard

how exactly is sak’s non-rc hk causing you problems?
it’s an OK move overall, but it really shouldn’t be that bothersome if not rc’d

LoL, i actually re-watched that video with some of my friends the other night because we were tryin to remember how some of the combos went

i dunno if the stuff he did in the video can be turned into an infinite, but the combos seemed super impractical
i don’t even remember how it went exactly, but i do remember him jumping off the wall like 2 or 3 times in one combo
he also finished one of the combos with the near-impossible whiff-grab link

regarding the gamefaq stuff:
i’m not sure how you can keep building enough meter for the combo to keep going on
even if you could do stuff like lvl 2 xx run-stop, c.lp, c.lp, s.lk, whatever
i don’t think you would build enough meter so that you could eventually do another lvl 2 and keep the combo going…