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

Yes you can be punished after the st.hp. I don’t know how likely it is though. Doing the super off of st.hp DOES seem easier for some reason.

Pick whichever…

whoops. didn’t read that part. my bad. goes quietly back into his hole

If you do the Level 2 kick super in C-Groove, you need to be really careful when mashing on kicks, or you’ll get a cancel and the suicide kick will come out. You should rapidly tap one kick button instead.

I don’t know the validity in this strat…

I was playing in a tourney yesterday and I was randomly anti-airing with the slide kick. It AAed Sagat’s jumping roundhouse more than one time.

The reason why I question the validity is that, outside of the obvious risk involved, I was in K Groove. You may be able to eliminate the risk if you RCed the run in C, A, or N Groove if you piano-ed the slide input right after. It either requires really fast button taps or for you to negative edge RC the short command run and piano the slide, or RC the roundhouse command run and piano the forward.

But it definately fucks P Groove up. Tripguard is such an awesome thing to whore to your advantage.

has there been any speak about s-groove maki around here? i think she has alot of potential with running, charge fakes, all that crazy dodging… maki is about confusion and mind games… throw s into the mix and… well, you get the idea…

So you were doing the slide when the tripguard was lost? Was the jump in done early? What angle? Lots of questions, but it sounds really odd. When you did it, was it guaranteed or did they just not block low? I don’t care for RC since I don’t play C A or N competitively.

One thing I can’t get, is the run back into forward piano slide. Does it have to be by itself?

feel kinda weird quoting my own post, but this new post is somewhat related so whatever…

I’m guessing most of you still wouldn’t want to bother with using Maki’s punch super at all, but after messing around with this new link (and some other new stuff) I’ve come to realize that the super is a LOT better than most people would think.

I’ll break this post down into using the punch super in K and then C groove.

K-Maki:
Most kGroovers get at least 1 super per round (sometimes even 2 or 3 depending on how good you are at jd’ing or how what types of moves you eat). The bad part about getting a kSuper is that there’s no way to store it, and you only have a set amount of time before your rage goes away (sorry for stating the obvious, but i’m leading to a point).
Here are some ways you can land supers at this point:

720 setups are good, but there is no such thing as a guaranteed 720 because every setup always boils down to some sort of 50/50 guessing game. Maybe you’ll land the 720, maybe you won’t… It’s worth the risk sometimes, but it’s not reliable.

s.mk/s.fp xx kick super is TOPS, but it’s impossible to link the super on reaction, and you’ll have to wait for your opponent to whiff some attack so you can punish. This is cake when you’re playing with scrubs who whiff dp’s from mid-screen, but it gets a LOT more difficult when you’re playing against a decent opponent (and especially an opponent who KNOWS you’re watching a whiff to punish). In other words, for you to utilize this technique effectively, it’s imperative that you have a solid footsie game. I’m not sure how good people here are with footsies, but developing a solid footsie game is difficult to say the least. You’ll have to train yourself to zone extremely well in order to punish non-shitty moves. For example, how many of you can bait cammy’s s.fk to barely whiff and then walk in towards her as she recovers and land the s.mk xx super? You’ll need to be able to do stuff like that if you want to use s.mk/s.fp xx kick super to its greater potential.

Now prior to Buk’s post, I wouldn’t even have considered using Maki’s punch super in any occasion simply because I only knew how to land it to punish huge whiffs, and the fact that the kick super could be used in the exact same situation for an insanely greater amount of damage. Had I ever known that Maki could land her punch super ON REACTION to a c.mp, I would defintely have implemented it into my game a lot earlier. As I said earlier in my post, kGroove super doesn’t last forever so it’s best if you can find a guaranteed way of landing the super to get the most out of the rage. With the c.mp link to punch super it’s now possible to get that guarantee. I’m not saying that you’re guaranteed to land a c.mp when raged, but if you do happen to land one, then the punch super is 100% guaranteed. This works wonders in kGroove because everytime you have a super, it’s at level 3 and you don’t really give a shit if you use it because it would’ve run out eventually anyway.
This link in general is pretty damn good because it allows you to link a somewhat meaty move into a level 3 super. I’ve messed around with it a lot lately (training mode/casual matches/didn’t get a chance to test it out in a tournament) and the timing isn’t even that difficult. Do the c.mp, see if it hits, do the super if it hits, don’t do the super if it doesn’t… You don’t even really need to buffer the super (but you can if you want) because the c.mp gives you enough time to pump out the entire super motion after the hit confirmation.
Basically what you have here is 3s Chun-lite (ok, EXTREMELY lite, but you get the idea…). Not many characters have the ability to LINK a normal into a super (Cammy can do it with s.fp, but I don’t know any others off the top of my head), but it really is a solid addition to any character’s arsenal of techniques.

Once your opponent knows that you’re able to get a free super after a non-counter c.mp, you’ve just given him/her another reason to second guess what you’re going to do. They’ll be more cautious in situations where you throw out the c.mp because they don’t want to eat the move trying to interrupt it and eat a free super for their troubles. This can keep your opponent pinned down a lot better, and you’ll be able to work some other mixups on them (maybe 720’s?).

shit, this last section of the post is starting to sound too much like theory-fighting, but I hope you guys get the idea… This technique is basically giving them something else to worry about in the match.

sorry for the semi-bs theory fighter paragraph towards the end. i’ll post the details on using the punch super with cMaki at a later time. i didn’t think this post would be so long
:stuck_out_tongue:

Well, seeing how the frame advantage is huge after cr.mp, it’s odd you never thought of it before Buk told you that Iyo does it. I myself don’t like single hit links, cus I suck at hitconfirming anything shorter than 3 hits…sigh That asinde, it seems to me like a valid option, but so does cr.lp, cr.lp, st.lk xx kick-super …and if I have a lvl3, that’s still what I’m going for.

  1. i don’t really read up on frame data

  2. it doesn’t look like anyone else around here thought about that link either… or maybe they did some frame data referencing online and found out it was possible, but never once in a match tried it to see if it was true or not. knowing a tactic is one thing, applying it successfully is different.
    either way, this is a valid tactic and one that no one has mentioned in this thread.

  3. i know a lot less about the game than either buk or iyo. they’ll come up with stuff that i never knew was possible (like this link). that’s why they’re better players than i am.

  4. i’m NOT saying to replace the usage of c.wp, c.wp, s.wk xx kick super with c.mp link punch super. i still use the kick super combo when i’m playing, the c.mp link just gives me something else I can work with during matches. for example, there are certain situations where you have a higher chance of landing a c.mp than you would a c.wp. in the case that you do land the c.mp, the punch super is guaranteed. if they block the c.mp, no sweat, just don’t do the super.
    another reason why the punch super combo is situationally-preferable to the kick super combo is because there are 2 key points where you can make a mistake when doing the kick super combo and only 1 key point where you can mess up with the punch super combo. Here’s what I mean:

kick super key point 1) the execution between maki’s s.wk and the kick super is not overly difficult, but it certainly isn’t easy. the s.wk doesn’t really provide much hit-stun, meaning it’s imperative that you do the super IMMEDIATELY after the s.wk hits. do it a little too late, and you just lost your combo. also, i’ve noticed that a lot of sf players can’t even consistently do combos that require a non-buffered normal into super.

point 2) ok, say you did the super fast enough… you’re still not guaranteed to land the super, because now you have to press another kick button to activate it. here’s another thing that’s not really difficult, but isn’t really easy either. i know most of you probably have ways to land this 70-80% (bump this % down if yer choking in a tourney match) of the time, but the fact is that you WILL eventually mess this combo up. no matter how good you are with maki. i consider my maki to be pretty decent already, but i’ll still mess up her kick super from time to time (moreso off of the s.wk). so at this point, you’ve already successfully comboed the s.wk into super, but you mis-timed the super activation and now you’re gonna get punished for it. there’s no turning back at this point either, because you’ve already executed the first step of the super.

punch super key point 1) just the time between the c.mp and you doing the punch super. if you manage to land the punch super in time, yay, you just got yourself the free damage. you don’t have to worry about other bs like pressing an extra button to make the super come out. and like i’ve said before, it’s NOT really that hard to link this on reaction. zenfire said it himself that “the frame advantage is huge after cr.mp” so you don’t need to worry about doing the punch super immediately after the c.mp. the only thing that really messes this tactic up is when a player just spazzes and messes the link up for himself.

once again… i’m NOT saying this is some crazy abusable tactic that ought to replace all of the stuff Maki already has. it’s simply something good to be added to your gameplan.

some interesting stuff, thanks for the analysis of it all.

goes off to practice

Yeah I only did the slide after they had hit a button, so the if the slide connected, it would connect for sure. All I did was just qcf+short -> medium so that the run didn’t even come out (technically, you like don’t see the run) and she immediately slid. It’s almost like if you time it right, you can avoid active hitboxes on jumping attacks by making her sprite slide and get out of the way, then the move connects for free by tripguard. Sagat’s roundhouse in particular is pretty horizontal so I slid under that pretty easy. Blanka’s roundhouse I had to be like… I had to hit him from the front and it looks like you slide at his ankles while he’s still kicking in the air, JUST above the ground right before he lands.

It’s really wierd. I’m assuming for moves that hit like kinda downward it won’t work, like Blanka jumping fierce (not the pimp slap). I’ll fuck with it some more.

I had something similar happen to me with the overhead, too. I ran up and did an overhead, which got blocked, then I did another one right after, and I swear, Chun-Li’s kick either just missed me by a pixel or went through my legs as I went up and over her.

I’ll have to try that slide to go underneath, too. That would piss a lot of people off if it worked consistently.

I finally went to my first major.:smiley: It was a learing exp… I was the only maki player.
everybody thought I was…sand bagg"en:lol:
sooooooooo many strong players…

Drunken maki ownes. I had to get drunk. I waited like 10 hours to play.

Even the empire girls started to look some what attractive.(thats saying alot)

I had fun playing but won 1 match.
I should have played with more confidence.
It was cool… everytime I lost I could actually say I was drunk.
No D

With your help I want to become the best dam maki player in the world…:mad: outside of Iyo of course.:smiley:

Maki players rule period :smiley:

Tomorrow I’m going out for some casuals with friends. I live in the Netherlands, so I gotta travel hella far for some comp. You lucky bastards…

Try um… maybe not getting drunk? :slight_smile:

BTW kettle… i dunno if I mentioned this… but you’re black.

I’ve noticed that instead of doing cr.lpX2, st.lk XX lv2/3 kick super you can substitute the st.lk with cr.lk. Hell of a lot easier and it’ll hit everyone but Cammy, and maybe a couple of other girls.

When cornered I’m working on doing RC’ed qcb+k, mp. Pretty cheesy. :slight_smile:

Well actually it will miss on a lot of people if
A) they’re standing (some char’s have wider sprites when crouched)
and/or
B) You do it slowly (there is freedom in timing of rapid fire moves)

You seem not to have those problems, so do whichever. I personally enjoy using st.lk, since the range is much better and I can compensate my crappy execution of fast qcf’s by doing
c.lp, c.lp, qcf, s.lk, qcf + k

Best way to combo in to kick super is?
best way to get them in to 720 is?

some one please answer

I usually use the S.Fierce (far version), right after a C.Strong. Very painful on K-Groove. The combo goes:

J.Fierce - C.Strong - S.Fierce - Kick Super

As for the 720 degree super, don’t know. Not too sure if that can be done after an air just defend or air parry.

Yo on tha DJB-13 Video he has a nice pic of maki do u know where i can get that from

please