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