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

1st vid:
that king link was awesome…

maki,
start of the match against guile, you tried to sweep him after he jumped. does that work as anti air? or did you hands get button happy? or it doesn’t work but you try it anyways(that happens to me sometimes)

i like the string you do on guile.
crossup fwd, c.jab, c.jab, s.short, s.fwd, overhead kick.
i’ve been that alot, the only thing that really hurts the string is if they jump up after the s.fwd, but if they start doing that more often, you can just c.fierce/s.rh them instead of the overhead kick next time.

c.jab, c.jab, s.short xx kick super…sick…maki’s roll is equivalent to shoto rolls right? too bad i use K-groove, i doin’t get the roll/counter hit option. :confused:

the roll/720 as anti air was a pretty nice trick, too bad it was lvl 1. maybe it’ll work better with C-groove.

2nd vid:
here’s where i start noticing that you land the “wall bounce, j.rh” consisntantly on guile. i do this a lot when i play guile esp cuz i’m K-groove, it helps to bait out his flash kicks/c.fierce and punish that as well. N-groove doesn’t have that option but it’s good to see it still works well.

at 2:59, you c.fierce him, and ran up roll. instead of that, try that one tactic i used in my vid.
c.fierce, runup, whiff s.jab(before they land), then block. it’s really good for baiting out DPs for you ONLY bnb combo.

at 3:14, sagat starts doing jump back roundhouse over and over. this is a really good example of how to keep out maki. i think it’s the most annoying thing in the world. she can’t really jump in cuz at that range, sagat’s j.rh beats her most of the time(or trades). also, it puts him far enough to not get air throw. AND her c.fierce and s.rh becomes useless, cuz the only way to AA him with ground normals to RUN up first before he jumps, but if you time it wrong, he’ll c.fierce you in the face. and maki can’t really super him.

the only thing i can figure to beat that tactic, is to wait till they corner themself, then i pressure with s.fwd till they jump, then i can AA them. but i dont’ get much of a chance to land my supers, other than air 720s :slight_smile:

good vids, i think you’re maki is really solid. i suggest that you dont’ use maki R2 though, cuz when it comes down to the NEED to land hits and all they do is jump back. it gets annoying and frustrating and kills a lot of maki’s strength. put her first or 2nd so if they start turtling, just build bar.(iyo style) jump around and dance around a bit so they get annoyed and come at you.

the only thing i see to boost your game is that when you’re full screen away, you don’t take the opportunity to throw out random normals or run/stops to bulid bar.

I’m using maki this past weeks right now but does maki has BNB that really intimidate players like Iori does?

Thanks for REALLY watching them. It’s interesting how you see things I completely look over when I watch them myself.

The King link is a proud achievement of mine. I mean, I’m sure I’m not the first one to come up with it, but then again; how many ppl play King? :pleased: I don’t know much about CVS2’s engine, but I think it’s odd how I get a meaty c.mp to hit on counterhit.

About the sweep. I’m not sure what I was thinking (if at all), but I’m assuming that I was standing too far away to do c.hp so I did something else. Not a really smart move on my part.

Roll->720 is something I do way too much, but it works a lot so I probably won’t get rid of that habit. As AA it’s most definitely worth a try, but in other situations I should really roll less.

The angle at which the wall jump hk hits is great. I don’t think guile’s c.hp can beat it cleantly EVER.

IIRC the time you put up your vids I actually said something about how I would have rolled in a similar situation. I guess an odd preference on my side. I’ll see if I should adopt your tactic next time I play.

I agree that maki isn’t really your typical R2/Anchor… I don’t know what to say. I have been struggling to build a good team for ages, and Maki/Rock/Blanka worked for a while until I started hating on Blanka, and rock just started lettingme down big time vs Sagat. Lately Maki’s been doing fine as anchor because she’s my most well rounded character. The point about building meter is actually pretty valid… I’ll try and pay attention to that.

no, her only BnB is s.fierce xx maki punch™
you CAN, do s.fierce xx qcf+k, mk. it combos, but it does the same exact damage as s.fierce xx maki punch. :confused:

maki is really just about strings, abusing her punch throw, and overhead kick(leaves her at -1 so it’s really safe to spam it when close, unless they are roll happy).
imo, maki’s biggest threat is her kick super. she does ALright damage without it cuz she can turtle, but man that kick super is “the gayest thing i ever seen” as my friend puts it.

well i play K-maki, so a lot of things that i do comes from the lack of roll, RC. or from the ability to jd. etc.

i’ve gotten air thrown by guile sometimes when i go for wall bounce, j.rh. :confused:

i think sometimes guile’s far s.strong can beat out the j.rh, if they ever decide to use it.

oh yeah, i remember that now. well it works for me cuz i dont’ have the option of rolling so i’m forced to use the jab bait.

i’ve seen some japanese player use R2 maki(err, don’t know the name it was one oft hose random vids) but yea i don’t think maki should be R2, her kick super does so much damage, having her as R2 is just over doing it.
this is a bit off topic but…
try using N-kim as your R2. i’ve been using him (K-groove that is), and i’ve been having an easier time against people like sagat and bison. he has a lot of stuff that’s similar to maki. plus you can combo into super off c.shorts instead of lame ass counter hit c.jabs. since you like to roll a lot, choose Kim :smiley:

Can you give me tips on Maki when using K-groove.

I find Maki’s run sucks, becuase her run is so slow compare to the run of Rugal.

I’m not a K groove player cus I can’t JD to save my life. So I’m gonna go crazy and say things off the top of my head.

JD->720

…uuuuh
ok, now go back and read the many pages of this thread for real tips.

There’s nothing wrong with her regular run IMO. ppl generally don’t use runs for long distances anyway so I can’t see how the speed would play a big part even IF her run was slow, which I think it’s not.

My Maki philosophy in a nutshell:
Abuse her strengths, which are: s.mk, c.hp, j.mk crossup, wall-jumps, kick super, 720… in that order.

I just found out you can combo hop/overhead kick off of a counterhit close s.hp

Not groundbreaking, but who knows how this could be useful. Cus it’s safe and could be sorta abused on Sagat and other biggies.

PS. good damage too. 2920 or something

PPS. I also noticed that an easy way of doing it is to cmd.run with MK and slide the same finger (middle finger in my case) you press MK with over to the HK button. If I use a fingers for each button or double tap HK I tend to screw it up more often.

PPPS. Also just figured out the timing on the cmd.run back superjump forward crossup after the punch throw. Yeah yeah, it’s old news, but hey, I never really bothered because I thought the regular jump and superjump crossups were just as good. BUT NO! this crossup is sooo much better because it hits rediculously meaty and lower to the ground so comboing of it is easier. This plays an especially big roll vs tall characters.

Ok, so what I do is buffer the cmd.run back right as they are in the final stages of their fall backwards (so while they’re still in the air) that way the run comes out as soon as possible. Next I tap the mk as soon as I see/predict the first stages of the run then it seems to come out ASAP as well, but I’m not completely sure if the second phase of the cdm.runs can be buffered just like specal moves. It’s soo deep. I found out that against some ppl that get up a little too slow it’s even possible to land before they’re hittable. I suppose this means that it’s not as consistent on everybody. If you screw up on either of the two parts of the crossup you end up in front of them. It’s a bit hard for me to see this ahead of time, but I’m still practicing.

PPPPS. Last one I swear. I made a short movie of the stuff I just wrote about ealrier in this post… plus some other crap I thought would be fun filler. Check it out!

http://zenfire.student.utwente.nl/misc/RandomMakiCrap.wmv

when your raged, the worst thing that can happen to you is that they jump back rh all day.

the only time i really use her run is either after a j.rh, or after a c.fierce(anti air)

i would say
s.mk, c.fierce(s.rh for certain characters), punch throw, j.mk crossup, c.jabx2,s.shortxx kick super, 720.

btw, for the punchthrow crossup, do the c.jabx2, s.short xx kick super combo after punch throw crossup. it’s really easy to buffer in the right direction after you see it hit.

Hey. Sorry if this has been asked before, but has anyone experimented with using Maki’s 720 as a legitimate anti-air?

Like say Sagat jumps at you with a jumping roundhouse, you tigerknee her 720 so it grabs him right before she leaves and he lands on the ground.

i think i’ve done an anti air 720 or two… by accident. not sure how someone can do the 720 that fast without a programmable pad.

i don’t think it’s possible as an anti air.

i use it when i think people are looking for my ground 720 setups.(which is rare occasions btw)

If you do a small jump roundhouse/fierce 720 setup and they see it coming, there are two ways to 720 them out of their jump escape. Jump up after them, and you’ll grab them on their way down, or backwards run to forward jump and 720. The latter is much more impressive to pull off.

It’s really easy to 720 someone out of the air who likes to jump and stick out something to build meter. I love doing that. :slight_smile:

Hahaha, I love that cmd run forward jump 720 idea, I might just try that, but first I need to land that smalljump setup more often. I screw up the 720 input a LOT in actual matches.

About that last part: even when they jump backwards?

I’ve never seen anyone jump backwards to avoid it. The way I see it, they figure they can just hit you from air or wait to land to punish the whiff, and jumping backwards won’t let you do that. Besides, when you realize that you’re about to get thrown, you naturally jam on straight up anyway.

But to answer your question, I don’t think it would work against someone jumping backwards.

I also screw up on 720s, and get punch supers instead. The way I’ve figured out how to pull them off consistently without screwing it up is to start my rotation with forward, spin it around once, then end with down and use LP or MP to do the super (N-Groove). This way, if I screw up on the rotation, the only thing I get is a jab or strong, both of which give block advantage. I don’t get the punch super unless I rotate too far.

Rotating the stick in the opposite direction (qcb) is also a good way to not screw it up.

I wish I could get those maki vid for you guys… meh I dont now jack about hosting vid and transfering them from a cam corder to PC… / everybody in my area seems way too busy? …meh

I hope u guys continue to play Maki even though she a tough character to play with at times.

If I get any new strats… all be sure to post… but right now I gotta get better with ken and grief.

Peace No D :karate:

Texas Showdown is a little over a week away. The question to me is, whether or not I should give Maki the space as a battery in my P groove team. I had tried picking her up earlier, but dropped her until just recently. I can combo into her kick super pretty well … I’m just not familiar with the tricks she has. Just footsies.

it’s kind of hard to tell.

but i’d say go for it, since you said you got footsies down. plus you’re P-groove so you shouldn’t have much trouble landing big damage with the kick super.

i dont’ think you really need all the parlor tricks with maki.

who were you going to replace for maki?

Hard to say. I like to work for wins, so I’ve had a few revisions.

Ryu, Chun, Kyo

Maki, Chun, Kyo

Todo, Maki, Kyo

I’m trying to go with the last team if I can get them ready. My Kyo is pretty much set, Maki just needs to get a bit better rounded … Todo seems like a lost failure but I’m trying.

ok I used to play maki b4 in my newbie days… and now I want to get back into her…

how do I cancel the chain into a super?

I want to do lp,mp,hp xx super… but it never comes out… any tips?

Are you serious?

If so, that doens’t work. The chain isn’t cancelable at any point. You can whiff the cmd throw at the end and tag a super after that but that’s really hard and it’s not a cancel but a link.