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

oh ok… I think I saw a vid that had that…

well… I kno u could do it with guy… in sfa3… but I dont kno how…

It was

lp mp hp (whiff grab) st hk xx kick super.

Mummy-B, myself, and a few others tried it earlier in this thread. None of us could do it. I think B got it like … once. Don’t take my word on that.

Not practical. At all.

although it’s better to go for jab, jab, s.short xx super

this one is more practical than the sai rec combo, but it’s stil not very useful except to be fancy

s.jab -->s.strong, s.jab, s.short xx super

Well, i think it IS useful to combo the kick super like this:

  • (optional lowjump/crossup) s.LP - s.MP -> c.LK xx kick super

Linking after the chained s.MP seems pretty easy (anybody has the frame data of that move ?), it’s actually harder to combo the kick super after c.LK, but it’s worth practicing the timing of it since that combo is the easiest way possible to hit-confirm into super.

the chain after two hits leaves you at +4 apparently. and her c.lk starts in 3 which makes it a one frame link, which is NOT easy. I don’t see any reason to make your life harder by trying to land this. And talking about ‘easiest way possible’ ?!?! c.lp*2 s.lk xx super has three hits also and is a rapid fire combo not even a link, so I think it gets that title. I’ve found comboing into lvl3 kick super from c.lk and s.lk to equally hard/easy.

when you do c.lp, c.lp, s.lk xx super, are the 3 hits added to the super combo count?

why yes, yes there are.

Piano the kick buttons for the second part of the kick super.
Only works for lvl2 and lvl3, but lvl2 gives very little margin for error. If you’re in C groove and you want to do the lvl2, hold all the buttens after you piano, cus letting them all go together would get you the KKK spinkick move.

I’ve found that a crouching jab-jab-short into the kick super works pretty well for a Level 3. With practice, it’s not that hard to get the super from the crouching short. If anything, it’s easier to do than the standing short, since you’re already starting with down.

I meant they are equally easy in the sence that it seems you have the same amount of time to cancel in to the second part of the super.

As for motions, to each his own, but I find it easy to do a qcf then s.lk then the second qcf+k.

c.lk won’t combo in some situations because you’ll be pushed too far, but s.lk will allways because it’s got much better reach

c.short has less range than s.short which makes the difference most of the time for me.

plus whenever i get c.short, it gets negative edged into the command run, and i don’t anticipate this so i’m running for like a full second before both my opponent and I realize it.:confused:

1 frame link ?! :o guess i was lucky a few times then ^^

Truth is, i’m still experimenting on how to connect her super consistently (esp. in K-groove), in 4/5 cases i combo kick super after c.MK/s.MK for whiff punishing / in footsies, pretty sad isnt it, heh. I should use more meaty c.MP -> s.HP (hit-confirm) xx kick super. 720 is unreliable.

c.mp isn’t really a very meaty move. Do you have some sort of setup for it? I was surprised to find out that far s.mk is tied for her most meaty move.

c.mp on counterhit comboed into s.mk/s.hp (even c.mk) is a wonderful way to hitconfirm to super and even if it’s just a lvl1 does a decent amount of damage. However, my theory is that if you’re close enough for c.mp and you’re hoping for a counterhit then you might as well be trying for the c.lp

720 doesn’t have to land often for it to be useful. In K you might as well go for it before meter runs out. And talking about punishing whiffs is sad, wth?? haha, what I wouldn’t give for decent footsies, or decent execution for that matter.

i got this string from iyo.

s.short, c.strong xx run/stop, throw.

what i noticed is that the c.strong gets counterhits a lot(except when i’m raged of course, they just jump :frowning: )

I remember seeing that too. I can’t believe how many throws Iyo got out of run->stop. In my head I’m thinking “Boy, you crazy”.

Btw, I was wondering about something. After you punch-throw someone you can cover tech-roll sith Maki’s slide. But if they don’t tech you usually recover about the same time as they do or slightly later. I saw some Maki do the cmd run and the stop after a throw. Now I’m wondering if you can start the run and press MK for the slide in REACTION to the tech and if it doesn’t happen hten just press LK to stop. Any thoughts on this?

yeah I think that would work…but Il try n test it out…

well I dont kno if this has been posted but… 360 lp towards the corner is a good substitute for low jump and… easier to combo off of.

and sumthin with j,d+mp… good too stop ur distance and good for mind games.

Well, Safe Falls take 28 frames to finish (the last 11 of which are vulnerable). Maki’s slide takes 12 frames to come out. 28-12=16. 16 frames is about is a quarter-second. If your reaction time is less than that much, you can get the move out before they finish their Safe Fall. Whether or not she can make the slide distance in time, I don’t really know.

Hmm, a quarter second should be doable. Some characters’ safe falls move backwards more than others, but in training I’ve not come across one that moves too far to not be able to catch them (after punch throw). So it should work.

Ive got a question with her qcf hk hk

I notice it can also work as a crossover but I only get it randomly…

care to explain?

crossover? (mvc2?cvs2?)

or are you talking about crossup? (equivalent to ryu’s j.mk)
if that’s the case, i got the crossup randomly on ducking blanka/hondas(i think sagat too). but it’s useless cuz they have to be ducking so if they’re ducking they’re gonna get hit by it anyways.

yeah I meant cross up… but I got it on a standing blanka…