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

You know… sometimes even though you land or hit from what seems to be the back of your opponent, it’s still not a crossup. To my dismay I found out that the meaty crossup with the cmd run after a punch throw is such an example. I went into training mode and recorded the dummy doing it. Then, I played it and tried blocking it. I had to block it normally, as though the jumping mid kick landed from the front. I don’t know if this is some weird training-mode-only phenomenon.

im not sure… I put the dummy to all guard… and the dummy turned around and blocked the other direction… but Im not sure…
Id better make sum1 hold back…

putting the dummy on p-groove and parry all gives you a nice pause to see where it hits too :slight_smile:

Whether or not the overhead crosses up is irrelevant, even if it looks like it hits them from the other side. It doesn’t matter which way they block if they’re crouching, because it’ll hit them even if they’re crouch blocking. Since Maki can’t jump over standing characters with the overhead under any circumstances, the second someone stands up to block it, they will be standing in front of her as if it were a regular move.

well I dont kno if theres much difference with EO and reg version… but I set the character to stand and all guard… when I do over head, the dummy turns around and blocks… either that or she jumps over… but I only tested on blanka,.

someone told me about a ~6hit combo with maki. “it was 6 hit combo with a sliding sweep kick at the end.” anyone know what that is?

This combo’d earlier today.

cr jab cr jab cr short xx mk slide immediately.

Think its a reliable bnb?

nice find. i got c.lk xx mk slide to combo once out of many tries just now.

according to http://www.finestko.com/features/characters/maki/ it takes 12 frames to start up the mk slide. then theirs the frames it takes to activate after run. 4 hit frames in cr.lk. 9 recover. +4 advantage. does that mean if you can activate mk in 1 frame you have to cmd run by the first/second recover frame?

It’s good if you can land c.short xx slide without ever messing up. Otherwise no. You’re at like -1000 frames if they block a slide that close.

She doesn’t really have any general BnB’s that are decent other than c.wp c.wp xx kkk. Too bad it takes away life, and does so little in return.

is c,mk into super ok cause i can’t get hp or hk into super to work.?
any advice for this?. is it a cancel or a link?

i’d say c.mk or c.hp to kick super is much easier do execute for me.

s.hp and s.hk is more difficult, but it’s possible. it gets easier with practice. press the k for the super in the hitting frames of s.hp or s.hk. i try to press K right after s.hp and while doing the motion. i get the super off with negative edge sometimes. i think i try to time it so i press K right after the hit sound.

the “hit sound”?
when does she make htat sound? (i think someone mentioned earlier to press kick after the “chi sound” or something, but i never understood that either.

If you have execution problems like myself it is probably a smart idea to stick to what works. Try not to do things that you aren’t any good at jsut because they are considered to be good things.

That being said, you’ll never really get better if you don’t try to do these hard things during actual matches. So unless it’s a situation where you winning is more important than getting better, go for broke.

S.HP xx SUPER is easier than S.MK because the hit freeze is longer on hard attacks than medium attacks, giving you some extra frames to finish execution. But the difference isn’t THAT big. S.HP xx super is great for punishment situations, just don’t miss it yourself cus the recovery is bad. On the other hand if you whiff a s.mk xx super the super may come out after the s.mk misses because the recovery is so fast. The only tip I have execution-wise is to perhaps try starting the first qcf motion from back (making it hcf, qcf), it tends to make me get c.hp by accident less often.

hit sound from the s.hp. is “chi sound” the super ping sound?

c.mk has less range than s.hp and s.mk. i think all three moves hit on the same frame, so it’s probably the range that makes the biggest difference. if you’re playing footsies and are trying to get damage off of punished whiffs, you should probably learn s.hp/mk xx super. if you’re just trying to combo after a huge whiff (like a dp) or when someone is dizzy, you can probably stick with c.mk although it does less damage than an hp or hk.

It is a cancel, NOT a link.

c.mk/hp xx super is much easier to do because you can start the cancel from the down position, so it’s easier to roll out the double fireball motions. kinda makes it feel like pseudo-buffering.

s.mk/hp xx super is harder because you have to pump out the double fireball motion from neutral as soon as you hit a button. people tend to get hella spazzy when they perform this type of execution which causes them to mess up. MOST people find this easier to perform on 2p side (myself included). some can’t do it at all, and others can do it fine on both. my advice is to go into training mode and try it out a few times. does it seem like you’re spazzing the motion? if so, try to calm yourself down so you don’t get too excited and spaz out everytime. after you’ve practiced this in training mode, try the same thing while playing with others. you may be able to land it 100x on a dummy in training mode, but it’s always a little different in real matches cuz you can’t set your complete focus/mindset on just that one thing. i also find this a lot easier to do on American sticks than Japanese sticks. the reason being (at least for me) is because I have more room (in regards to the stick’s radius) to pump out fluid motions.

Two matchvids featuring Iyo are out. Check video-opera update for july 5th. The mathes are very entertaining. Iyo matches are like crack. His Maki didn’t do anything beastly but did well enough. I like how he occasionally uses rolls to close the distance. He also missed a combo to super opportunity in the match vs Ogawa which I thought was strange.

EDIT: and also… who needs RC’s? roll super for life.

Thank you. Cammy and Chun-li are two bitchasses for Rolento to fight against. Watching how Iyo plays the matchup was very helpful for me. I picked up three new tricks to use as well. Meaty close s.MK to set up a counter hit jab, d.LK to tick throw, and fake an attack, vertical jump falling MP on a waking Chun (who can’t anti-air it at all as she gets up).

It’s not strange. He may be Japanese, but were you expecting the guy to have 110% execution or something? People mess up. He let it go instead of letting it effect his gameplay though, and that’s a way you can tell he’s a good player. If he got desperate or something after missing the combo, then yeah, no comment. Guy showed great discipline and control though, even when Kyo was abusing him with the throw pressure. I enjoyed the matches.

Glory or Smoothcat would of alpha countered that shit or something else random that’s all I know. :rofl:

edit: What the heck? Iyo punished -7 Bison Scissors with his six frame close s.HP xx Maki Punch. That and comboing supers from s.LP, s.MP, d.LK? Dude loves the one frame links.

where are the video opera videos?!

edit: http://www9.ocn.ne.jp/~bas/letsgo.htm
left click the DL’s, right click -> save as, didn’t work for me.

i’ve run cmd 720 grabbed some ryu lp dps today. im wondering if it’s because i used 720 with lp or maybe the timing of the grab. seemed like it grabbed better than 720 hp.

I’ve been working on a few new things with Maki, and I’ve also discovered something interesting. Here’s the new stuff that I’ve got.

Small jump :mk: crossup --> 720
Small jump :mk: crossup --> :3k:
Works best with a Level 3 ready to go, and is especially good for a last chance at burning a K-Groove super. It always works the first time, and if you try it any time after that, substitute the 720 with a clearance :3k:. Some people might be familiar with jump-in fierce to 720, but I guarantee no one would see this coming. (Oh, and just for kicks, I think you can combo a Level 3 punch super off of the cross up small jump. I’m still checking it out, though.)

A higher-risk manuever with the small jump crossup is to turn back around and do a quick run overhead back towards them. This may cross them back up the other way if they try to JD or parry (but won’t if they stand anyway), but the danger of doing it is that you’ll be point-blank when starting it and may just jump completely over them, leaving you vulnerable. Of course, only do this after you’ve trained them to block after the crossup.

Of course try quick run/stop/throws, too. And bushin chains, that jab comes out pretty fast after a small jump, I’ve even got it to combo once or twice after a regular small-jump-in. Just remember you can’t roll to cancel small jump recovery, meaning you can’t roll cancel moves after landing from a non-empty small jump.

Mysterious cancelling properties on the Genko Punch recovery :qcf::p:
I discovered this on accident while I was gauging the range of each punch strength. It turns out that the tail end of the recovery of the through punch (hit, blocked or whiffed) can be cancelled into another special move, including another Genko, the Hayagake runs and even supers. The timing on it is to input the next move when Maki’s front foot from the followthrough comes back down behind her. When you have the timing down, try to roll at the same point, and you’ll see you can’t do it. (Note that you cannot roll cancel the cancelling special move because of this.)

This makes the Genko a lot more safe to throw out, because if it’s blocked a little closer than you would have liked it to be, then you can high-tail it out of there by running away. By the time the full recovery of the punch would have ended, you would already be running backwards to safety. (Alternatively, you may want to wait for the move to fully recover, then do a roll cancel run-away, which may or may not be safer depending on the circumstances.)

This also means you can try to put together two or even three punches in a row to work that guard crush bar or punish heavy whiffs. The recovery cancelling makes the punches come out a lot faster than it appears they should, which is awesome for pressuring. Since the Genko is a move that people would prefer to roll through to punish, you can try to bait rolls (or roll cancels) by making them guess when you’re going to throw out a punch. It’s also good for getting shoto-types to use the jab shoruyken to thwart you on a guess, which can always be punished by a quick slide, or depending on distance, run-up fierce xx kick super.

If you want to really take a risk, try whiffing a short Genko on purpose, which may cause a punisher attempt by the other guy. Introduce him to the Level 3 kick super for his effort. You have plenty of time to see it coming, and since you can get the super off a little earlier than the other guy thinks you can, they won’t.

Can’t land kick super after solid small jump hit?
For the life of me, I can’t land the kick super off of a small jump fierce, roundhouse or anything else for that matter. The punch super hits no problem, but for whatever reason, the kick super never does. The opponent is still in hit stun when the super flash appears, too, but I guess since the super activation isn’t instant, there will always be a frame for them to magically recover from a small jump hit and have enough time to block. Oh well, that’s what the 720 is for. :slight_smile:

Oh dear, I just found another one…
Bushin Chain :lp::mp: --> 720
Say what? If you try to do this as-is, you will find that the first two hits of the chain push Maki back just enough to put her out of the grab range. However, if you can spin the 720 in such a way that the end of the spin moves Maki foward just before you cancel the spin with the punch, it will move her back into range to throw them, even with the Level 3. This is downright unfair. :slight_smile:

I’ll try to put together a small video of these findings later this week if some of it is unclear.