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

instead of ac I would go for the kkk to get you out of trouble, once you have a full a groove meter you can pratically jump anywhere. You have a mixup with empty jump activate/empty jump to XX grab super, Im just getting to feel comfortable with her but I believe that one I master Maki that her running games will gurantee me a full meter and from there execution and patience is key. I also like to use her kkk move as an end game technique, ( run build meter foil their pursuits with kkk, alpha counter , wake up kkk/ run some more)

I’m assuming you mean airborn activate, because an empty jump 720 isn’t a mixup with activate per se, because they counter many of the same options (the pressing of any button). Also, empty jump 720 is counter productive, it’s not particularly better than your other options. If you are indeed mixing it up air activate then the use of meter will hurt a lot. The more logical mixup to air activate is a simple jumping attack (preferrably an early j.hp cus of the vertical range) followed by closed quartrs combat for which you have a lot of options.

I’ve come to learn that, unfortunately, Maki’s blocked CC options are pretty risky so if you guess wrong the chance of salvaging your failure aren’t as good as say with Bison or other characters with good crush CC’s and resets. I still see it being useful though on the occasion that you ‘know’ they’re gonna AA.

As for lv1 720 usage, it’s a good attack to stop okizeme with, but it might become costly if Maki is your battery. It’s more of a spam move in N and C.

BTW, this is all based on the assumption that you meant to say ‘air activate’ rather than empty jump activate. Empty jump activate I see as being useful for something they probably won’t have a chance/the reaction time to AA so you can go for unblockable low (which might be what you were going for). And the only thing Maki has outside her floaty jump is the wall jump. So a backwards tigerknee wall jump > land > activate is pretty likely to get them either standing or pressing a button. Another option off of the the TK walljump is j.hk > land > activate on reaction to them doing something so you know the j.hk will hit.

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It does mix up some one blocking. It isnt the most efficient way to use your meter and if they have a level three it is also not the safest but if you are pretty certain that you can regain that the meter it can be a handy maneuver.

I think that you can safely activate and just do run -> mk (if they block your first hit strings) , I personally like to do d.hk ,run -> hk . This sometimes creates a over head like crossup which can fruther be juggled into a 720. The constant d.hk , run -> hk sometimes requires the opponent to have to change their down-block to a strait-block which just adds more chances for them to mess up. It seems that Chang gets crossed up alot if he down-blocks her run -> hk attack

I’m gonna have to disagree. A mixup is a set of options that cover many/all/the most likely options they have to counter you.
lv1 720 counters: them pressing any button, nothing else because it’s jumpable on reaction to super freeze
CC activate counters: them pressing any button, them standing up (if you land unblockable)

The activate counters one extra option and the 720 counters nothing that the CC doesn’t, so it’s not a mixup at all actually.

crap!