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

I found a nifty Maki option select. Hold back and mash KKK while waking up. You’ll either suicide spin them out of their attack or you’ll tech out of the throw they tried to land on you. Helps when you’re pressured in a corner and don’t know what to do.

Oh, and it would be a bad idea to try this against Geese. :expressionless:

I’m pretty new to cvs2, but I’ve gotten pretty good with mai and chun :smiley: and rolento, he’s the bomb. I’m trying to get to grips with maki now, her style of play is exactly what I’ve been looking for. Practicing 720’s on the ps2 pad has killed my thumb though x_X Any tips for rolling out perfect 720’s? I’m never gonna land that stuff in short-jumps.

Anyway, I’ve been looking for vids of good makis, especially Iyo, but all the vid links have probably been dead for months. Know where I can pick some up ?

-Thanks

I’ll be back at my apartment for sure on Monday. Hit me up on AIM, acerola zanpa, I have quite a few maki matches. Not sure if they are specifically the ones you’re looking for but I have a few nonetheless as well as my 720 Setup Exhibition vid.

Damn even better. eery, how ppl won’t post frame data on request, but will deffinitely rectify your shit when you make bogus statements.

So yeah, much easier.

maybe we should make more bogus statements to get more frame data

lmao… you damn nerds. :lol:

What else do you need to know? I’ve done my best posting up data whenever I think might be useful. It’s not my fault if I never see anybody ask when they need something more specific. I know for a fact I’m not the only one here with a CvS2 book either. There’s a thread in the CvS2 General Disscusion, a systems guide on gamefaqs search --> CvS2, plus people are working on websites that list everything you need to know.

I laugh at anybody’s complaints.

?

I kno this isnt the place to be posting this but im a kind of a new user and testing out if my account can post yet, if this does post can anyone help me, i try to access the media page, then i go to cvs 2 but it says forbidden and i dont have permission on this server wtf? BTW i use little of Maki myself i need to practice with her.

lol… just jokin dude… I’m always a smartass… all your frame data advice is fully appreciated[where and whenever it comes up], and it would still be even if namonaki(sp?) was still up and running

liquid dragons, new peeps are able to post immediately(which should be looked over again…)… there was a golden period, where shoryuken churned out videos and articles… that has since changed, and srk has become 100% informational. theres no longer any media(what they had was old neways).

one of places to go is dasrik’s site, off the top of my head… tho I dont know the link :bluu:

and who’s going to ecc?

Me going is still a toss up, but if I do, I dont wanna make a bad showing of maki, without someone coming w/ a good maki.(but I’m a nobody, so it prolly wouldn’t matter much neways)

edit: a question… how often do you other maki players land a final fight combo per match?
Its one of those things I always forget, since the intial hit must be made high and really close

FF chain?? never, why WOULD you? maybe to get a corps hop after the throw… I dunno.

I think it was mummy-b who said sumtin about cr.mp zero range… it’s true.

Yesterday I posted on some forum about rolento’s counterhit jab/ throw mixup, and I thought maybe Maki could have something similar but not so fast and loopy.

Way to point out the obvious and try to make it sound like rocket science… yet again.

3 cookies for you

And yet, there you are quoting it, instead of posting it.

If you don’t like to eat what you cook, then don’t feed it to other people. Now chill.

i normally try it after a cross up. fwd.

but recently i’ve been doing jab ->strong, c.short, s.short, s.short, s.fwd, etc,etc…just bunch of block strings after the first two hits of the FF chain. it sort of keeps me in a good rhythm, sometimes i do jab-> strong, jab->strong for the hell of it

regarding maki’s c.mp

there are pretty much only two situations when I use this move:

  1. after a knockdown on their wakeup. I try to land this hit as meaty as possible (the move isn’t really meaty in general, but it helps a bit if you work on the timing) and combo into her qcf.p or whatever mixup games with her command runs. I’ll sometimes go for the c.mp, s.fp/mk xx super links (with or without counter hit) just for the hell of it, but you really have to practice a bit before you get the success rate to be even somewhat reliable.

  2. after any ambiguous cross up mk. seeing as how the cross up is sometimes ambiguous, it’s hard to tell which way you’re going to land. this makes it extremely hard to do something like cross up mk, c.mp/s.mp/s.mk/c.mk xx super simply because you’re going to have to react fast enough to see which side you land on before you can execute the super correctly. without bar, i’ll normally just cross up mk, c.mp, qcf.p because this is a lot easier to react on than the super link. however, if you get good enough with linking c.mp, s.mk/s.fp then it’s entirely possible and extremely effective to go for cross up mk, c.mp, s.fp xx super because the extra link after the c.mp gives you more than enough time to know which side you’ve landed on. having an extra link after the c.mp also gives you better hit-confirmation, but then again it’s kinda hard to link a normal after c.mp so it’s still pretty risky overall.
    another good combo after the amb cross up would be c.wp, c.wp, s.wk xx super. this gives you more time to react, easy links, good hit-confirmation, BUT a greater margin of error to link into super simply because s.wk or c.wk doesn’t provide as good hit-stun as either s.mk or s.fp. this basically means that you had better learn to activate maki’s kick super on the initial frames if you want this combo to link consistently.
    imo, maki doesn’t really have any high damage options after the amb cross up that are super easy, but they aren’t extremely difficult either.

c.mp is a pretty solid move if you’re using it at the right times. like mummy-b said though, the range is wack as hell.

regarding the ff-chain
i only use this sometimes after a whiffed dp or some other move that is hella punishable.
In response to "FF chain?? never, why WOULD you?"
well, that’s simply a matter of personal preference or style. you can’t really expect the majority of players out there to take advantage of every opportunity and punish something with the highest damage combo for each situation every single time. sometimes maybe you just feel like doing something else. i punish most big whiffs with s.fp xx qcf.p, but i don’t really see the harm in punishing with the ff-chain from time to time. the first two hits of the chain are actually really good against larger opponents (and maybe mid/small ones too?), and allow you to advance into throw mixups. however, i don’t think i’ve ever used the entire chain during footsie games since the fp and fk hit high.

meh… The only time I’ll ever use the FF chain usually is when I land a cross up. That’s the only time it ever feels safe to me.

lol duck strong why are you such an asshole :lol:
stop hatIN! or release a video that competes with mummy’s!

What I should have said was:
“I personally don’t see a situation where I would prefer to use FF chain instead of something else”

Yeah, that’s what I should have said.

I’m giving up on trying to land a counterhit cr.mp during matches. It’s not even THAT fast. Ryu has just as much frame advantage on a friggin JAB!! crappy choices I find. maybe it was a trade off so they could make her FP and RH come out faster than most characters. I still think they could have given her better link options so you could land that darned kick super from a lvl1…

ah… the things I get worked up about.

btw, what things can punish a blocked cr.mp xx qcf+lp ?

to kcxj
Being the nerd that I am, I feel obliged to ask you for frame data on the Genko punch, and the cmd.run moves (namely how long it takes to ‘stop’).

i think the FF chain is supposedly the safer choice to go for after a cross up fwd, compared to strong/foward xx maki punch…(if you take in the consideration of like guile with full bar, etc)

also, since you can stop the chain anytime, soon as you see the jab or strong not connect, just don’t land the fierce, and do a s.short, or something so you can keep them in block stun longer(which actually doesn’t do very much, but it allows you to stay closer to your opponent compared to doing ‘normal xx maki punch’)

other than this, i don’t see any reason that makes FF chain better.

??

Her bushin chain is only good for five things, far as I can tell:

  1. When you’re pretty sure a character like Cammy is going to come in for a throw after a dive kick or something similar, a standing jab is a really fast move that stops them, but in Maki’s case, it’s the starter for the combo.

  2. Using the throw to finish the combo, which sets up confusing roll cross-ups. Then again, this is only useful when you actually can land the throw consistently.

  3. Wake up games on P-Groovers. Bait like you’re going to attack low, then start the chain with a high jab. If they try parrying low, they’ll eat a pretty decent combo.

  4. Linking the first two hits of it (jab, strong) into a c.short into a super. I’ve seen Iyo do this a few times.

  5. Somehow linking the whiffed grab into a roundhouse into a super. If you can do this, you get a cookie.

The only problem with the combo is the fierce. It whiffs on most ducking characters, which leaves you wide open if someone knows it’s coming. However, it’s still pretty useful after a crossup, because you can stop yourself from hitting HP if they’re crouch blocking and then go on from there.

And as for c.strong, I see Iyo use it a lot. I’ve been using it too, and it turns out to be a great roll stopper, has good priority, and combos into everything. I use it as my low hit of choice after a nice, deep crossup.

haha, oh shoot. You know refer to moves by their Japanese names and everything… Are you talking about qcf+P?

Suprisingly, aside from the damage, all versions of the move look to have the same frame data.

qcf+P knockdown/-9
14/4/33
51 frames total

The distance for each punch is the big difference right? I’d definately would rather have my -9 move blocked from far than up close.


After initiating one of the command runs, you can cancel into any of the kick moves from frames 1~60. Skidding to a stop lasts 22 frames. This is ridiculously good. Do your input perfectly as [qcf, double tap LK] or [qcf, mash LK like a retard] and you have a 23 frame command roll.

Ken’s command roll lasts for 35 to give you an idea how fast Maki’s move is.

I don’t play Maki, but if I did, I would go to training and practice d.MP xx command run, stop, d.MP xx command run, stop, etc… random 720.

Roll cancel her command run for some fun results; you can run & stop right next to characters with good pokes (Sagat, Athena, etc), and they’ll go right through you.

I’ve done this more than a few times, and it appears that I’m invincible when I stop, but that doesn’t make any sense, as a perfect “command roll” from Maki is 23 frames; her total full body invincibility is 20 frames with 3 more frames high. However, roll cancelling usually have fewer invincibility frames than the actual roll, so I’m a little confused by this.