it’s a 2 frame link.
c.mp gives +7, the super has a 5 frame startup on both lvl 2 and 3.
c.mp(counterhit) is very doable on reaction.
it’s a 2 frame link.
c.mp gives +7, the super has a 5 frame startup on both lvl 2 and 3.
c.mp(counterhit) is very doable on reaction.
Haha thanks vasAZNhoe for bringin up the frame data. I don’t think I would’ve known it off the top of my head.
Going simply by playing instincts/flow/whatever, I would say that linking a c.mp into punch super is not TOTALLY easy, but isn’t really difficult neither. I do believe that’s it’s easier to link a level 3 than a level 2, and it’s hard (if even possible at all) to link a level 1 punch super. c.mp on counterhit should be CAKE for most players, but then again most players don’t rely on links in cvs2 to begin with (cept for maybe cammy’s)…
I would suggest not waiting as long as possible to do the link and instead practice on reacting to the hit-confirm. The faster you can react to it, the better.
Hope that helps.
Im just glad you represented A-groove Maki, since not a lot of people use her in that groove, because of the vid im thinking of remixing my old custom to make it look nicer, but it will still take 7500 I believe.
The rolento CC was nice, I forgot about that glitch.
aye ikeith, what did u use to encode ur vid? it gets stuck at the oldguy pic way in front when i try to play it. anyone else encountered the same prob?
i’m eager to see it, sounds like it rocks big time :tup:
Goddamn DivX5. Everyone should use Xvid (works better and looks only SLIGHTLY worse), or even Mpeg2 (cus everyone’s got a dvd player) from now on.
mooka: try another mpeg4 decoder like 3ivx or sumthin
Yeah, I used divx5.whatever. I’ve been encoding stuff in divx for a long time now, so I didn’t really wanna bother trying anything else. I normally use wme8 to encode match vids and stuff, but I wanted something that looked better for an actual showcase vid.
Don’t ‘whatever’ me young man!
It does look good, and most ppl should be able to view it no problems. I’m just trying to get ppl to switch.
and don’t call me vasAZNhoe
idk what it is, but i REALLY like maki with a stored super bar. i’m sure popular opinion would say that K/N maki is best, but i like C/A maki more. when you have a raged K-groove bar and you go for risky 720 setups, you get toasted most of the time. P-maki could be extremely effective because she has some BLATANTLY obvious parry setups, and considering P-groove has such a massive advantage after a tech throw (and maki lands a bunch of throws), P-groove works well. and KKK gives her a “get the fuck off me move” that RC would normally provide.
i <3 maki
if they jump out of the 720setup, they’ll still eat your KKK move right after you recover.
I agree that Maki with stored super is also effective.
C-Maki has some pretty good options with the stored super, but I don’t believe that A-Maki is really as good as my video may make her out to be. Don’t get me wrong, A-Maki has some really technical/fancy shit, but there isn’t too much you have going for other than activate grab/c.wk mixups. Her problem is that she doesn’t have an easy way to land custom other than using mixups, and if blocked her guard crush patterns aren’t nearly as good as some other A-chars.
Most of the customs I included in my video look nice, but aren’t too practical as some of them are pretty difficult. When I’m playing A-Maki I pretty much do variants of the same custom and add some flashy stuff when I deem appropriate. I haven’t even used her enough to the point where I can get a solid GC pattern if the opponent blocks my custom. The slide GC is ok, but you better make sure you’re timing the slides right, otherwise someone can mash super in between and you’re uFcked. The s.wp~mp GC pattern does a lot more guard meter, but it whiffs on small characters and does no damage.
She does build meter pretty well though. Just go for a lot of pokes and well placed crossups. After most knockdowns you can do two quick runstops to build extra meter as well. I’ll agree that she is FUN in A-Groove, but not really as effective because she doesn’t really have an easy way to do big damage.
C-Maki retains the option of storing supers, but she has the ability to do BIG and EASY damage with either level2 or level3 supers. She also has that quicker jump (that low-jump grooves lack) so you can air-to-air a little easier with her. Just make sure you don’t blow too much meter on bad 720 setups or mistimed kick supers because wasting a level3 bar in C-Groove is pretty sad. She can also quickly build meter in the same way A-Groove can.
I dunno too much about N-Maki since I don’t play N-Groove at all, but I remember Buk showing me a nice crossup trick after a level1 punch super. I can imagine she has some pretty nice roll-crossup tricks after a knockdown, but I don’t really know any since I don’t play her
I can see P-Maki being good simply because you can parry straight into a s.hp xx kick super, but that’s pretty much it. I don’t play P-Groove enough to know anything special Maki would have in it.
vasAZNxxx: after people jump out of a 720 setup you can probably just go with a c.hp or s.hk so you don’t waste life doing the kkk. That option probably depends on HOW they jump to avoid your 720 though, but I’m not sure if kkk would even reach an opponent who jumps AWAY from your 720.
I could echo what iKeith said about A-Maki, but I’ll just leave it at “I agree”. Aside from all the fancy crap, she does decent damage with some of the simplest CC’s in the game IMO.
P-Maki’s got this thing I just HAVE to mension. When you parry somthing, chance’s are you’ll hit them during the recovery, which most of the time means counterhit. Counterhit c.mp, hint hint… can you see where I’m going with this?
And bout the crossup trick in N… question: did it involve run->roll or was it a meaty crossup?
Cus you can meaty crossup vs. safe fall grooves, and it’s awesome.
yea, i don’t know why i included A-groove because i haven’t even learned any of her customs yet because you’re going to land them by either random activate or as AA.
i remember buk posting that iyo switched to C-maki and that had a negative effect, but i don’t completely agree. being able to store a level 2 or 3 super and combo into it or do standing mk/fierce xx kick super as a whiff punisher is huge. and since maki can run away a whole lot, air block is a big plus. in C-groove maki does huge amounts of damage really quick because a landed super or punch throw leads to a tricky cross-up setup into another fat combo into something else. K/N maki telegraphs her super when she’s raged/has a stock broken, so she doesn’t benefit from setup to setup as much IMO.
and i agree, i don’t even have a single 720 setup that i like yet because i like comboing into the level 3 kick super a whole lot more (and it does more damage).
here’s a topic for discussion- what is maki’s position on a team? i play her primarily as a battery (sometimes as a user) and NEVER an anchor. she builds meter very quickly, but uses it just as well, so it justifies both positions.
peace
I used to play Maki as a “battery”… but now she’s my “user”.
She’s more effective with stored meter. IF you have a strong Maki, Its best to have her as a user.
(level3 kick super =death) :tup:
I’m not sure if Buk said that Iyo’s change to C-Maki was negative, I THINK he said that she was the character on his team who had the least to gain from the N->C switch. Once again, I don’t play N-Groove at all so it’s hard for me the make the comparison between N and C.
I will agree that I love having stored super with C-Groove though. Whenever I’m raged with K-Maki, it’s always instinct for the opponent to stay away, and I end up spending a little time just to trap them into one location on the screen before I can work on landing super. 720 setups are a LOT less effective when you have a level3 meter going down (S/N/K) because your opponent knows that you have the ability for a short period of time to uFck them up, and are more likely to focus on running away until your meter runs out. The same pretty much goes for landing ANY of her supers, because the opponent tends to play a lot more careful than usual. C-Maki with stored meter doesn’t really have to deal with this as much as S/N/K-Maki. I think the main reason why people prefer N/K-Maki is because she has access to level3’s a lot more frequently than C-Maki, and level3’s are where you do her best damage. Having a run/low jump may have something to do with her being better too, but I also like how C-Maki has the hop and faster normal jump. In the end, I really think it’s just the abundance of level3’s that push N/K-Maki over the top.
In terms of where to put Maki on your team, I would really say that depends what you’re comfortable with and who your opponent picks. The average person would probably feel comfortable playing Maki 1st, maybe because he/she doesn’t know how to use her well enough, or maybe he/she just isn’t confident with her in general. It’s a lot less risky having her 1st.
The main reason why I play her 2nd (I use to do this exclusively, but now I change around) was because I liked having another character go first (probably Sagat) and try to rape the opponent as badly as I could (a decent Sagat can randomly do EXTREMELY well against people). I would always play a little more risky with my 1st char, so sometimes that would work in my favor. However, this wasn’t so good all the time because then Maki would often reach the R2 and there are certain chars that just rape the shit out of her (and wow, those chars are popular R2’s), so she wouldn’t end up doing much damage. That scheme worked OK, but would fail me sometimes.
I ONLY play Maki last if I’m just messing around or am confident enough that I can beat my opponent no problem. This normally happens when I’m playing some fun team like ryu/ken/Maki. I wouldn’t really recommend putting her last in general though, since she dies for free to certain characters that are popular R2’s.
To sum things up:
Maki(1st) = less pressure (can let 2nd/3rd chars catch up if Maki does bad), usually going up against weakest char of other team, can have a little more fun with her, your Maki doesn’t have to be too good yet
Maki(2nd) = your Maki should be good enough to compete against top-tier chars, allows you to put one of your better characters as 1st against possibly weakest character of opponent, more likely to play it safe and runaway/turtle, pushes your Maki to be a little better in competitive play
Maki(3rd) = your Maki better be some top tier shit, she should be SOLID and not have to rely SOLELY on random shit (720 setups) to do damage, it’s a MUST to know the matchups between common R2’s that rape her (K-Sagat/Blanka, A-Bison/Blanka, etc…)
Most of what I’m saying pertains to the way I play Maki, so I dunno how well it transfers to Maki in general. I’ve had the most experience (tournies) with K-Maki with C/A being played mostly in casual, so SOME of my details may be a little off depending on your groove.
heyyo, sorry for the late reply, been busy lately.
hmm 3ivx? i have it installed but didn’t work. maybe time to purge my system of all codecs and reinstall.
got it excellent job ikeith! i loved the lp->mp blocking custom against yama, that was neat!
Yes, if codecs compete for FourCC movies, it’s never a good thing. Competition bad for them, good for noone.
Maki as user is probably better than Maki as battery if damage is your main concern. But there aren’t that many characters that build meter better than her. C-Maki wins when it comes to comboing to kick-super, but K and N win when it comes to # of 720 attempts IMHO.
how do u execute the grab in lp->mp->hp->grab?
it’s a chain, so just press it as you would for darkstalker chains, however the grab part is a little hard to time. sit in training mode for a while if you want to land the grab.