I’d really like to play Maki, but it’s soooooooooo hard for me to do a 720 (especially since I play on pad. Anyone got any tips (for stick or pad)?
There are two things you can try if you’re on a pad. First off, make sure analog control is on so you can use the analog stick, which is a lot easier to do for most people. Just switch over to the stick from the pad when you’re ready to do a 720.
If not that, then pick a 360 character like Zangief and just practice doing 360s. Once you get those down, just do it twice in a row. Start slow and work on precision, then speed things up once you have it down. Remember that to do a 720, you only need to do a 630, which is only 1 rotations, not 2.
Thats a nice find, I’d had some inclination towards that but never would’ve found it.
For anyone looking for clarification, do it right after you see her hands pop coming off the punch.
edit: better yet, dont look at her hands, look at her feet. Her back foot pivots forward, steps and hits the ground, then theres like 1-3 frames or so where her foot is pointed kinda at an angle into the screen, right there is where the game is accepting the special only commands, and you cant buffer the motions before that frame. Supers work too, I couldnt a 720 to reach tho, even on meaty blocked punch. Its still cool tho, and not really that hard once you get it down.
FINAL call: early buffer see buk’s post below.
Windyman:
Are you sure the recovery of the punch is a cancel and not just the way the move naturally recovers? Do you have any tests I can try for myself to prove it? When you use the jab punch in counter hit attempts, it is for the most part quite safe after all. Stuff like…
-d.LP, close s.HP xx qcf+LP
-d.LK, d.MP xx qcf+LP
-s.LP~s.MP, d.LK xx qcf+LP
Sagat needs to block all the Maki punches high if he wants to punish with a super, and normals won’t even reach.
Give me some kind of example I can try where canceling recovery of punch will let Maki avoid something she would otherwise be hit by. I’m about to try using a super to go through Sagat trying to punish the natural recovery of my punch right now.
Zenfire:
Are you going to ever going to update your Maki page?
I’m not Maki expert, but since I like this character, I just thoroughly read and want to comment now.
I don’t think anybody ever just blatantly walks up and goes throw/counter hit on you when the match is just starting out, so maybe you should get rid of that? Walking up and mixing up between roll or poke is a low level tactic too. Maki’s roll is exact same as the the Shoto’s roll. That’s very slow compared to say Kim or King’s. There’s no reason to ever try to randomly roll and get in I think. Even against something laggy like a Sagat stand forward, you’re better off fighting against it with one of your normals (sweep maybe)?
I would never fight against somebody trying to poke me by using a random RC punch (maybe from max range it might be useful though?). That’s like trying to fight against Sagat short with a Rolento random RC patriot circle. No possible way that’s in your favor.
d.MP must be blocked low and the overhead kick must be blocked high (not to mention the overhead kick is completely safe). Canceling stuff into overhead kick or doing overhead kick as the other guy gets up is a big part of her game in my opinion.
Learning far s.LK xx kick super is an absolute must too (especially if you’re using N-groove where your level 3 is on a timer). d.LP, far s.LK xx level 3 is her bnb combo. She has the far punch throw (which you talked about) to set up counter hits so well, but you didn’t mention three frame d.LK (+4). Walk up, counter hit d.LK, d.LP, far s.LK xx level 3 is very good. If opponent doesn’t take the bait and mash, then walk up, punch throw them all day. Maki is an great throw character (unlike Sagat or Blanka) and can tick a throw after a single light attack without having to walk a single step forward too. Use that to your advantage to land the counter hits.
close s.LP (+3) is another major setup move she needs. It hits everybody crouching or not regardless of height.
Meaty d.MP, d.HK is lazy man’s counter hit attempt, safe on block, and gives you great position afterwards.
Don’t forget what a great tool she has with backwards tiger knee wall hop too. qcb, ub+LP when you’re near the wall let’s you come at the opponent extremely fast and from a very low angle. Awesome tool to catch people off guard and get you in with.
I want tips on how to use Maki’s air d+MP move. Thanks.
it’s not true. it looks like a cancel, but that’s basically the point when the move recovers anyway. remember, cvs2 is really lenient with special move inputs and stuff, so you can buffer them quite a bit early and they’ll still come out, like after maki’s punch throw
like someone said around here, maki’s air d+mp stuffs or trades with blanka’s pimp slap. i use air d+mp for blanka slaps, vega any airs, bison’s higher jump attacks, against air throw attempts, but people can aa super those slow landing so becareful.
after hitting someone with air d+mp, a quick qcf+k,hk on landing can catch some people off guard. you could also try wall hop, d+mp to fake, then overhead also. it’s fun letting people aa your wall hop a couple of times and then doing wall hop, d+mp fake. queen o’ deception.
Probably when/if I start playing again. I think only then will I have something useful to add or change.
First of all, thanks for taking the time and reading it.
I didn’t mean to imply that this happens at the start of a match. It’s simply something that I see happening a lot in matches and used to get into myself too. Ppl walk forward a split second and trying to hit-confirm into super. It happens all the time and in different places in a match as you well know. The situations I outlined are just that, things that happen put into neat little categories so it’s easier to plan your defence/counter.
I can see why you would call it low level, since it doesn’t take any skill or insight. It’s still something I like to do (probably once or twice a match) and to good effect. I need to be rather close to land c.lp*2, s.lk xx kick-super and the roll provides a nice way to get there. I think part of my love of this ‘tactic’ has to do with my lack of dexterity which makes it hard for me to punish laggy moves with s.hp/mk into super. To me it’s just another option, as valid as any other.
Ranging Genko punch right isn’t that hard. I think it’s kind of similar to Rock’s lp elbow. The recovery sucks, this is true but just like the mixup I describe there somewhere it’s all a matter of context. At the right range and against a meterless opponent it’s a good option.
I don’t think it’s that important really. Having an overhead available as another mixup option is nice, but consider the fact that you need to be close to have one of her moves canceled into hayagake AND that the positioning after the hop kick is worse than her punch throw. I admit hayagake overhead is underappreciated on that page. On wake up it works better I suppose, worthy of a mention no doubt.
Just like that? I can’t see this ever being better than s.mk, not only that… it seems rather hard to do as well
That’s a terminoligy issue I guess. I don’t dare call anything with meter involved (maybe a level1) a BnB.
I don’t see a reason to ever use that over rapid fire c.lp*2, s.lk xx super. I just checked, and the kick doesn’t even do more damage.
Agreed.
I actually mentioned that at the end of the seventh paragraph. Maybe it need more attention that that one sentence though.
I mean it’s an execution thing you have to be able to do without messing up whenever you want. Canceling stand short is a lot harder execution-wise than say, canceling a low forward for example. If I can cancel s.LK into super whenever I want, then I should never mess up d.LP, s.LK xx super combo and always make the most of my openings.
Sorry. Guess I didn’t read as good as I thought after all. I see it now though.
Anybody in this thread:
Hey, I’m having a REALLY hard time being able to do ground 720’s without getting air 720 instead. It’s making me angry because I just want to be able to do d.LK, tick 720 or whiff d.LK, 720. I’m seconding Chibi in asking for 720 help (I’m on stick already).
Does it make a difference if I’m in a low jump groove or not? I think K-Maki is hands down the best Maki because I can’t seem to make her level 2 kick supers ever combo in C-groove, her level one grab super can be jumped away from in N-groove (and plus I don’t get as many level 3’s as I do in K), and A-Maki is so difficult to use execution-wise that I don’t think she’s even worth the effort. Even in the low jump groove though (where jump startup might make 720’s easier?), I still always get those jumping 720’s I don’t want.
Maybe it’s the way I spin the stick? I try to go from forward to back since I always get accidental punch super or Maki punch if I spin the other way.
The only 720 setups I can do whenever I want so far are d.MP xx run~stop, 720 (which loses to mashers and isn’t as useful as I thought it was) or something scrubby like low jump HP, land, 720. It would be nasty if I could do s.LP, s.LP, walk forward, 720 too. Is there any possible way to make that work?
in low jump grooves:
i buffer 720 motion(i do the direction that doens’t get a punch super out) at a speed so that right when my normal recovers, i’m just passing down(so you see a very very short ducking animation). from that point i speed up a little and finish off the 720.
the ducking animation ensures that they are completely out of hit stun. iirc it should be just enough so they can’t mash you out before your super flashes.
in non-low jump grooves(C-groove since A-groove don’t need 720 setups):
if you do the same method, there’s a small enough chance you’ll get air 720 out still.
if you’re in C-groove, you should just stick with normal xx run/stop 720s, if the player often mashes out of it, that’s good, cuz then you’ll know your c.jab, c.jab(counterhit probably), s.short xx lvl 3 will work more, and that’s more damage anyways.
so basically, when i have lvl 3(or lvl 2 sometimes), i go for counterhit jab, short xx super. if after a couple tries, they arne’t getting hit by my counterhit setups(i rather call it anti masher setups), then i start going for run/stop 720s cuz i know they aren’t mashing.
doing run/stop, 720(failing) then doing lvl 3 kick super is giving them the chance to get hits in(and possibly into super), so obviously you wanna stick with getting the kick super first, before you try run/stop xx 720
edit:
the “look for ducking animation” stuff is someting i use in training mode to get the timing down. it’s not a “see ducking animation and finish on reaction” kind of thing.
I’ll try that tip for the timing. As for any kind of super on reaction thing, there’s no way that’s possible I think. I random guess throw attempts anyway so I just do it instead of ever considering even trying so hard. Maybe if there was a way to do some kind of delayed input so I have time to walk forward slightly before I hit punch to activate the 720?
Thanks, I’ll try buffering the low shorts during my hcb motion for the 720’s from now on and see if I like it too.
Jab, jab, 720 works fine for me when I have Raiden, but yeah, Maki and her air 720 makes doing what I want hard.
Maki? yessss.
Maki’s 720 is different. For me, it seems like u to have a fast rotation when buffering Maki’s 720.(or u fly off the ground and the Air 720 comes out)
just practice… standing jab 720 s.lk 720, c.jab 720, c.lk 720
IF u can get those buffers down, without flying off the screen then u should be in good shape.
hmm, so i’m going back to K-maki for a bit.
what’s the method for doing s.jab->s.strong, walk foward, 720?
i don’t have a working copy of the game right now so i won’t really be able to figure it out myself
Somebody break down Maki’s anti-air game for me please? Are there any situations where I HAVE to use the suicide kick?
vs Sagat
-s.LPs to beat Sagat’s far s.LKs
-far s.MP > Sagat far s.LKs
-Sagat d.HP >>>> Maki d.HK
Just don’t even think about it Maki’s sweep is so horrible to use against Sagat using d.HP.
-Sagat d.HP > Maki far s.MP
-Maki d.HK > Sagat far s.HP
That pretty much is universal for every character though.
-Punish whiffed Sagat d.HPs with Maki far s.HP
It’s not safe when you with your Maki move though.
-Punish whiffed Sagat d.HP with Maki far s.MK
You need to be inside Sagat’s far s.HP range in order to do this so it’s not very easy at all. The sweep will beat the Sagat far fierce, but if Sagat did crouching fierce, you get hurt. If you’re looking for the crouching fierce to punish, you have to worry about the far fierce or stand short. It’s not very useful I think.
for big guys, gief raiden, s.hk works for me.
corner back jumping hk people, s.hk.
blanka jump ins, c.hp or s.hk sometimes. blanka jump in deep hk, i usually have to block or kkk.
jumpers with a not so high jumping arc and hk, like ryo & yama, i have to do kkk or a far s.mk. s.mp or s.hp might work because of the tonfa.
against yamazaki and sagat’s jump ins, use KKK. unless you wanna get beat clean 90% of the time or trade the other 10%
but then again, i never sat in training mode to see if she can win at any angle, but most of the time i played a sagat or yama, her normal AAs loses.
i can’t even do jab, jab, short xx super anymore
same with runstop 720
god damn maki
this hoe is fun again
cept when you see allen use her
maki is beastly. i need to re-learn all my tricks. i actually had really good results with C-maki in casual at FR9 just doing basic stuff.
what i really need to do is master A-maki, she’s got some good shit going for her…
quick tip- if you’re against P-groove and they’re parrying all your AA options, meet them in mid-air with jumping strong xx hcf + p throw. if they eat the jumping strong, great. if they parry the jumping strong, they get grabbed. win-win.
C-maki destroys honda.
I’ve heard ppl say hat before (maki being a good zounter to honda), but someone remind me please why that is the case.