There is no invincibility for Maki’s “command roll”. She would be broken if her move had it.
A character’s LP+LK roll has nothing to do with how invincible their roll canceled special move is as well. I don’t know how he got the numbers, but Buktooth was kind enough to do some testing and then post the results to the public remember? RC specials have 17~19-something invincible frames if I can recall.
I know there’s no invincibility to her command roll thing, I was refering to when you roll cancel her command run then stop.
I know the approximate invincibility numbers for RC’ed moves too, which is why I asked what I asked, if she stops on frame 23, and the invincibility wears off at about frame 19, how come it looks like she’s invincible when stopping?
Maybe it’s because whatever move I RC run up to is in its recovery frames, I dunno. No matter the case, it really confuses the victim and freezes them, since they missed an attack at point-blank range.
I’m incorrigable, I know. Thanks for the frames on that, you made my day. -9… damn, that’s worse than I thought, horrible even.
The effectiveness of run->stop->throw is insane, if you take Iyo’s matches to be any indication (I myself play a not-so-gutsy Maki as I said before). But that’s probably due to ppl’s lack of extensive experience against her… OR… ppl are afraid of something else.
Another thing I’ve come to find out, is how safe a blocked lvl1 kick-super is. if you follow it with a lvl1 720, you’ll grab their more than likely throw/retaliation. crazy shit.
to vasAZNion13:
What I meant was that she cannot hit-confirm into a lvl1 kick-super other than through the unreliable 1-frame link cr.mp, mk/hp… So… it would have been nice to have a better option, like making cr.mk come out in 5 frames It’s not that big a deal, cus she has other good tools.
i dont know if this has been posted yet…but whate’er
a groove maki anti air CC:
-during a jump in: activate KKK XX (c.fp XX qcf + mp, lp) x 8, c.fp, whiff c.lk, sj.lp x N, air super.
roll your fingers during the during qcf + mp, lp to have make stop right under the opponent.
-as for her ground cc is doing her s.fk x 20 worth it? i usually just do:
activate c.mk, c.fp, s.fk x 8, c.fk, whiff c.lk XX sj.lp x N/sj.lk x N (depending on where i am on screen), air super.
I was training today and decided to try C-Maki, since I’m considering going back to C intead of N (no, it’s not because of Iyo). So I’m trying the c.lp, c.lp, s.lk xx lvl2 Kick super… and that shit is hard as fuck. Ok so I’ve only trained it for like an hour, and I get it every now and then (probably around 40%).
My problem is I’m lazy, and wondering if there’s a shortcut. If I mash the kicks (instead of the graceful piano motion I usually do) I get that damned KKK move after the first hit of the super. I also tried using the super-spark as a guide for the timing but to little avail.
There’s really no easy way to do that. Connecting the Level 3 kick super from a short is already pretty difficult and takes some practice, so doing Level 2 is going to be even harder. Just keep traning.
You can try to negative edge the input really really fast like right as you tap short. That’s the only real thing you can do I think.
Mash on all the kicks as soon as you see the super flash. Like, Marvel mash. You shouldn’t have a problem then. I do it with Level 3 and it comes out instantly every time.
lvl3 I used to time a single piano across the kicks to make it come out, but mashing works too. The lvl2 cancel is the bitch. Even if you don’t press two or three kicks at the same time but just piano or mash very fast, the KKK move will STILL register.
Marvel mash, is that like rubbing across buttons with your palm, cus that’s the only way I know how to mash
Well if you’re doing it after the super flash I don’t know how the KKK would register. Like it should be that you see the short register on the combo count, then SHWIIING! super flash, then PALM THAT SHIT DOWN NIGGA
Read through the whole thread. Going to post before I lose what I know …
cr mp, despite the bad range, is a good combo starter. Virtually any attack she has after this, if it reaches, will combo into her kick super.
cr mp st mk xx kick super
cr mp st rh xx kick super
cr mp cr mk xx kick super
cr mp st mp xx kick super
etc
Which one gives more leeway? From what I can tell its cr mp st mp. I’ve gotten this to link pretty consistantly. Plus you can mash the super. :lol:
Haven’t gotten the whiff grab combo yet. Can it be fierce instead of roundhouse at the end?
Also, I remember the punch throw then run backward super jump cross up being discussed earlier as not consistant. This was true … but then I remembered the instant overhead with Maki (Disguising the run by doing lk hk). After the punch throw, do qcb+lk~mk. It has to cancel the run into the superjump pretty quickly, so if you mistime it you won’t cross up (which is good in a way, you mix it up due to human error). But yeah, if you do it that way you’ll get the cross up on a consistant basis. Sorry if this was discussed before.
Punch throw also doesn’t reset stun, so thats a plus.
cr.mp to st.mk is probably your best option, all those moves you mentioned come out in 6 frames (according to justdefend.com) and it seems logical since I could get most moves with about the same consistency. Why st.mk? it’s got pretty good range (only slightly less than st.hp, but it should tag them even from a max-range cr.mp (as opposed to her cr.mk). Then, even if you fuck-up it’s a safe poke. You have NO leeway on the link, you have to press the button during that ONE frame or no link for you. I know I’m no good but even with double taps I could get it like 4 out of 10 times. not enough to rely on it really.
After punch throw, I’ve been thinking, and I think I’m going to stop trying the crossup everytime I throw. The reason being that against safe-fall grooves you’d have to wait and see if the safe-fall and then jump, but then the crossup will be less meaty and more vulnerable. Agains tactical recovery I suppose while floating in the air you can see the recovery shadows and adjust accordingly. I think I’m going to start doing run->slide to cover safe-falls then sit there and either throw again, or combo into whatever. It doesn’t look safe, but oddly enough it is (according to my tests… no guarantees or refunds).
If you mess up, you’re vulnerable after the standing fierce. Its a pretty tight link as it is … plus getting st fierce after cr strong isn’t something I’ve been able to get as much as any other move after.