Usually he pokes his way in close, then 2 in ones it (usually of a fierce) into the many versions of hk. Afterwards, he will either throw or jab-fierce, hurricane. Since I usually JD the whole thing, he ends up right next to me and counters before/around the same time as Maki gets out of the JD. With Iori I usually dont have a problem, but his Sak usually eats my Maki alive. I guess I need to work on Maki’s close up game some more. Thanks for the help! I think it should help a lot!!
Thanks!
After JDing, mash on KKK. That will beat anything she has.
Hey folks, I’ve finally got video of myself using Maki in some hot hot tournament action. I’ve taken the liberty to get this one thrown together and encoded first before I tackle the 20+ other videos I have lined up to work on from the last tournament down here, so download and see what you think.
http://www.finestko.com/video/042804ffa_windyvsjgong.rar
(20.7 MB, 3:16, 160120 DivX)
It’s my N-Maki/Raiden/Hibiki(2) vs. a rather boring P-Cammy/Hibiki/Sagat(2).
I’ve already picked apart my own match, but if you want to leave comments on how I did, go for it.
lol, that guy probably never played a maki player before…
i have a question though, why do you run up and just crouch?(after you knock them down)
btw…do you think you can add sound to some of your vids? unless it makes your files really big, then nvm…
Just a quick question: Are there any differences between Maki’s super-jump and her qcb+k,mk? I just now really started using her running attacks/moves, but the qcb superjump looks identical to her regular superjump. I’m aware of stuff like punch throw, qcb+k,K for a super deep cross up, but couldn’t you just use a regular superjump instead?
Thanks
I am going to get my ass handed to me in Final Round soooooo bad:lol:
haha
maki is gonna get craaaaaaazy at NCR2
jk, i’m gonna go 2 and out
also, i’m not too sure what the differences are between the command jump and normal super jump concerning her deep crossup
i’m guessing that doing the runback xx jump adds a little ambiguity to the crossup in that you may or may not crossup depending on how early/late you activated the jump from the run.
her command runs xx jumps work well for me because they allow you to jump forward or back instantly from a forward or backwards run.
they add mobility to grooves with no normal run, and i believe the jumps come out faster from a command run than if you were to do a regular superjump out of a normal SNK run.
i recommend getting use to her command run/jump game simply because it’s a part of her moveset. though the moves may not be appropriate 100% of the time, they will have their uses from time to time. it’s best that you get use to the moves so you won’t fumble around with running in the wrong direction or choosing the wrong jump when you’re playing in clutch moments
Walk back to a step, super jump doesn’t make her yelp. Command run is a lot quicker and easier to do off the fierce throw, though. And super jumping at someone from across the screen while they’re knocked down isn’t exactly hard to read, so you’re not giving away a lot with the yelp in that case.
The biggest difference with the command superjump is that you can buffer it off a blocked string. Not only is this quicker because you can jump while they’re still in blockstun but it can be pretty useful when either you or your opponent is cornered(i.e. wall moves etc).
i play windyman sometimes, and his Maki is horrible, in fat he isnt that good of a player, when u lose to him all that goies through ur mind is HOW THE FUCK DID I LOSE TO THIS SHIT.
do any of u know how to do the maki infinite.
I’m getting better.
Oh wait, you can do your Athena crouching fierce all you want, and I’ll just overhead you all day long! Or maybe I’ll RC a Genko punch on your ass.
where’d you hear/see this?:bluu:
It’s been mentioned quite a few times her on SRK. But i can’t find anyone that actually knows how to do it.
I’m gonna say it doesn’t exist. Just some bullshit someone came up with after seeing the sai-rec video “wow! she must have an infinite!”
Hopefully someone will prove me wrong though…
You lie.
Death to the unbeliever.
I just finished seeing the preview with the preview for sai-rec (the one with the really bad special effects). I dont know about infinite, but her combo against Rolento is pretty long. I wish it didnt have the stupid editing, though. Very hard to tell what is going on.
As far as I can tell, it goes something like:
Jum fierce, st. fierce, Lv2 qcfx2+p, cancel after the first hit into qcb+k>qcb+lp, jump fierce, jab, strong, fierce, whiff grab, st far fierce (dizzy). Build some meter by qcf+k, lk about 3 times. At this point it gets really really hard to tell what’s going on. To me, it looks like cross up forward, st jab, st strong, st jab, Lv2 qcfx2+ P, cancel with qcf+k>>lk, cr. jab, st jab, st strong, cr. short, st jab, st strong, cr short, st jab, st strong, cr short, qcf+k>mk
Feel free to correct me if I am wrong. It doesnt seem to be practical at all. I’ll try it later to see how bad it really is. I dont think you can make it an infinite, though…
Hmm, I was thinking of a different combo involving alot of juggle hits.
shrug who knows
Maki doesn’t have an infinite.
She does, however, have a ridiculously impossible and totally impractical to use in real life combo that takes advantage of Level 2 cancel extended juggle properties if I recall correctly.
BTW if you meet anyone in A Groove and they activate, start mashing on KKK.
I said that already.
I was wondering, Since cr.mp -> st.hp/st.mk is a one-frame link ( thanks to justdefend.com, I wub you:sweat: )
AND I’ve concluded through some simple I’m-not-a-pro testing that a counterhit adds +1 to the frame-advantage
PLUS that there’s a bunch of 2-frame links I see ppl doing consistently.
Doing that link off of a counterhit cr.mp should be a easy enough for me to do. Now I’m wondering if you guys can come up with nice ways of setting up that counterhit, like:
crossup j.mk, cr.lk, walk a pixel (fake the tick throw) then cr.mp
I don’t think it’s really worth it to try this unless perhaps you have only a lvl1 but still want to do 4000+ damage.
Stuff like that… cus training 1-frame links till I can do it consistently seems like whoooole lotta work.
Awesome. Ten cool points for you. Another five for pointing it out.
The problem with crouching mp is the range on it. It’s like zero. Just like lp -> mp chain linked to low short is dope, but unfortunately, it takes serious execution to do anything afterward outside of mashing on KKK which is, IMO, not worth it (since the only realistic thing you can do is Level 3 super). The priority on it is not bad at all, but Maki’s issue is getting in that close on someone with the risk running of getting serious punishment - in my opinion, Maki’s best shit against top tiers is her ability to hit and run and make the other person have to chase her. Staying in someone’s face with her, without a full bar, is really dangerous, especially against a top tier.
However, the lp -> mp <link> c.lk combo might very well be a nice setup for a 720. Something that just crossed my mind. Unless of course you get pushed out of range.
Counter hit medium attacks add +3. Lights +2 and heavys +4. It’s in the book.