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

It’s possible, but you’d have to link something pretty fucking fast.

It’s almost as impossible as doing what you said up there, and instead of CCing, linking and standing RH XX kick super. That is POSSIBLE but sure as shit I can’t do it. Not if I tried. So yes, this combo is possible:

cross up mk -> (final fight chain) stand lp -> stand mp -> stand fp <whiff throw at the end> link Stand RH XX Level 3 Kick super

for a whopping damage of something like over 10000. If you could consistently get this link in K Groove, you would fuck shit up with just one combo.

Thanx for testing Mummy B!!!:smiley: It’s strange but I find S.RK into Tesshinhou pretty easy, just do RK, QCFx2 and tap Kick twice. Learning it only took me 30 minutes. Also c.mp, s.hp is VERY hard to chain too.

But that CC setup I just tried it and it took me 2 literal hours to do it ONCE!!!:mad: Oh and what I find EXTREMELY hard is to do s.lp, s.mp, c.lk Tesshinhou!!! Not only is canceling into the c.lk hard but the c.lk doesn’t even give you enough time to hit from the stun.:mad:

Funny Tidbit: Maki’s c.mp, Genko does the EXACT amount of damage as her Final Fight 1 chain!!!:lol:

huh?

D’oh!!!:confused: :stuck_out_tongue: Sorry I wrote that like 11:30AM, what I was trying to say was that running back and forth (the QCF&QCB K move) was good in N-Groove because you could build meter that way.
But I K-Groove excessive running doesn’t build any meter.:slight_smile:

No no no, the stand rh XX kick super is easy I can do that at the drop of a dime.

Try the WHOLE COMBO.

Stand lp -> stand mp -> stand fp <whiff the command grab at the end of the chain> LINK stand rh XX kick super

Emphasis added because that shit is fucking hard to link. If you can do it consistently, you’re my fucking hero.

Hi everyone

Sorry in advance about the long post. Ignore it if u want, I dont care.

There have been a lot of posts here lately, mostly good stuff. I thought I would share some things too. IMO Maki is very weak against the top tier. My game revolves around hitting cr.hp AA, and hit and run tactics. The only thing that can save u against the top tier is not being predictable, the bane of Maki’s play. Fortunately, she has quite a selection of random, if risky, tricks up her sleeve. Here are some that I use.

General Maki stuff
Everyone knows Maki’s basic mindgame is a classic high/low mixup… ie knockdown with KKK or whatever, Maki can start a forward run, then as the opponent is rising, hit mk to slide low, or hk to hit high. Duh. Unfortunately for Maki, among many other factors in the opponent’s favor, the slide is very vulnerable if blocked. Secondly, the hk option is easily blockable on reaction. Once the opponent gets used to things, they can just hold downback to block the slide, and move to back if they see the start of the hop.

Thankfully the recovery on a run into the hop is short, and relatively safe. Maki’s only real option (statistically) is to run+hk, expecting the opp to block this. Fortunately, this does set up a mindgame where by you can do this repeatedly, and then after the fourth or so blocked overhead kick, the opponent would have to be a robot not to eat a slide.

Try it, it should work. The secret is to slide vary rarely. Again, the downside is that the recovery on the slide is horrible, you have to pick your moments.

Of course, this is all void if opp has a wakeup uppercut or lvl 3 ready. However, they will have to have perfect execution to reversal here, Maki’s run+mk/hk seem to hit fairly early. The priority on these is also quite good. Many times I have beaten Blanka Balls, Spiral Arrows etc, use wisely.

One option is to run up to the body, keep running, and the hk just as they wake so that your hop goes over their wake up attempt. This works against Tiger Uppercuts and Cannon Spikes, also most wakeup supers. Combo to retaliate. Use this very rarely. If the opponent expects it, prepare to be punished.

Actually the best option is to run forward and then stop. Time it to so that a wakeup super (if any) is blocked. This sets up the following:

  • do nothing (to bait DPs and supers)
  • throw, repeat
  • 720 super
  • wait, block string (use whatever, jabs, shorts, st.mk)
  • wait, kkk
  • wait, RCd qcf+p
  • instant ohead kick (run+hk, performed so that the hop comes out immediately)

At some stage you will probably be at the Sirlin distance (just outside of the st.mk range) and eating cr.fierces. Some options here include:

  • whiff st.mk repeatedly (but not predictably, otherwise eat super)
  • instant overhead hop (run+hk instantly), downside is that this is beaten straight out by cr.fierce or any short jump counters
  • run back, immediately run forward and slide (!). Actually works from time to time.

More pressure tactics include using her wall dives offensively. Unfortunately, her best wall dive (qcb+lp) is often Tiger Uppercut fodder if timed incorrectly. Usually, I favour using mk after a qcb+lp dive as a crossup. But since her arc is so long, the opp usually has enough time to prepare a counter (uppercut, counter, AA super). One solution is to start the wall dive very low. ie jump back, but do qcb+lp as low as possible against the wall… the closer to the ground the better. Not only will the opp be thinking about ground pokes, but the arc of the jump is shorter (basically its a horzontal jump) and still possesses a fat crossup box (if using mk). Think of this as a short jump, but better, you can go straight into normal moves if you want to after the air attack.

Actually this is my best setup for the 720 super. LOW Wall dive with lp, do nothing, land, 720. Hell, at least its better than normal jump, land, 720!

Another thing… Buktooth awhile ago posted the strat of crossing up opp with a mk wall dive. ie knock opp down in corner, jump FORWARD, and then mk wall dive directly above them. True, this can crossup, but I would only ever attempt this on big charas. This almost NEVER hits shorter characters, but does depend on how low u can execute it. Again, the lower the better.

One last thing, scraping the bottom here but anyway, if you cant manage to create an opportunity to combo the qcfx2+k super and start getting desperate, instead of trying to roll>super, after a knockdown activate the run portion of the super and let the opp just sit there going wtf… you are now just running into the opp, going nowhere, at the slightest twitch press kick to nail it. Same principle as whiffing a meaty attack to counter their wakeup with your own (better move). Obviously, dont do this too often.

That iss all, hopefully I added a few more little tidbits here.

Dear God NO!!!:mad: I’ve only done this combo 3 times in training mode and once in actual battle from a crossup. :mad: IT’S SO FRICKIN’ HARD!!!:mad: Even the s.lp,s.mp,c.lk is hard!!!

Coldsnap good post.:slight_smile:
One think I have to note is that if you press the MK early you will hit your opponent with the tip of the slide making recovery 100% faster. The HK run throw is good but not as abusable as the slide IMO cuz of the AA risk (even though I’ve thrown Blanka out of his ball!!!:evil:). Through experience I’ve found the slide can go under Blanka Ball, Sagat’s C.FP, Tiger Shot (ground), Tiger Cannon, Hadouken (you can use the HK run to go over it too.)

I made a big post in the top of this thread if you wanna see other strats. :slight_smile:

EDIT: BTW, how good is RC run? And if you press MK or HK will the RC effect still last?:bluu:

Invincibility lasts for 27 frames. So if you RC the run and then IMMEDIATELY do something else, she stays invincible IIRC.

Thanks but now I’m I’m conflicted N or K/ K or N ARGHHH!!! :mad:

Naw I’ll still stick with K-Groove I gotta love the 7260 damage Tesshinhou!!!:smiley: But seeing Maki run through a Shinku Hadoken would be so tight!!!:frowning:

BTW do u think this combo is possible: S.LP, S.MP, C.LK, QCF K, MK. Man wouldn’t that be flashy as hell!!!:eek: But also hard as hell!!!:mad:

The combo at the bottom isn’t possible. While you could probably link the c.lk, it doesn’t cause enough hitstun for the run to combo.

Also, the damage for short hop fk -> kick super isn’t that bad either.

More mix up shit.

In a Groove with short hop, you can really fuck with people with high/low. Short hop rh, low poke, short hop rh, command run overhead kick throw move (do it so you don’t get hardly any running). Just watch out for obvious shit like getting DPed and stuff.

Thanx I do something like that once a match but only ONCE, otherwise it’ll be predictable. The early slide thing is more abusable. :evil:

BTW what are your views on C-Maki? Fast leveling Tesshinhous is pretty cool and air blocking and landing before your opponent Throw Super is pretty nice too.:stuck_out_tongue:

Eh. I don’t personally like C for a number of reasons.

First of all, I’m an aggressive player. Even when I play P Groove (which is not good sometimes). I run and poke with Maki all day because it keeps pressure on. Dash is okay, but… I think run is just way better. Second, she doesn’t have any really good Level 2 cancels. The priority on the punch super is alright, but it sucks. 720 without invincibility is pretty shitty too. Not having short hop I think is a bad thing too.

Overall, I think you’re giving up more in a C, A, and P Grooves for her. A would be the best out of the three because the CC provides a nice alternative to damage dealing. Sticking to N and K I think are the best options.

Agree, N Groove all the way.

Not only is a short jump a good way to add variety to her crossup game, I believe her run is better than dash… In fact, Maki in a run groove adds a little to her high/low mixup. Opponents can sometimes be confused into guessing which run you’re doing (ie f,f or qcf+k), leading to:

f,f run>pull back to stop (u want to do this, rather than hit jab or short to cancel the run), straight into cr.hk.

Works for Maki as people are thinking about avoiding the slide/hop/stop throw, and conditioning people to worry about more things than u do is what you’re trying to achieve.

A weird thing in run grooves is that u can (if u want) cancel your f,f run into command runs, but obviously not vice versa. Have not yet investigated applications for this though. Meh.

That iss all.

I should add that f,f run into cr.hk is just like sliding, but quicker and with less recovery. The distance u finish at isnt as good though. I prefer the opp to be knocked down far away rather than righ next to me, as It gives me more time to mindgame with the high/low mixup.

However, knocking down with hk is a good way to set up off the wall dives though, preferably the ones where you jump forward over the opponent.

Yah I guess so, just trying to do something different.:stuck_out_tongue: I like K-Groove more anyways. Oh and another N-Groove trick, though S.FP, Genko does good damage it doesn’t build as much meter as the FF Chain.1 so choose which one you want depending on the situation.

BTW how hard is it to punish Genko when distanced correctly? I find that most people never seem to punish me when I do it, 'cept for Balrog GIGATON BLOW!!!:mad: :lol:

More 720 bullshit.

Sweep. Command run, cancel immediately into rh overhead hop move (whiff - it goes right over the dead body). Reverse 720. Peace out.

short hop mk. land 720.
Why mk? short attacks don’t cause enough block/hitstun, and fierces cause too MUCH block/hitstun so the 720 will actually whiff.
only thing you have to worry about is crossing them up, because when this happens the punch super usually comes out… because Maki’s short hop is kinda… well not very short if you ask me.

Run (f,f) mk. Run mk. Run lk XX 720. Self explanatory.

Deadbody on the ground. Short hop over it. 360 motion, then reverse 360+p. This is hard as fuck, and I only did it 2 out of like 15 tries in training mode. If you can master this, it would be golden, I am not good enough. But thought I’d throw it out there.

EDIT:

Non 720 bullshit.

Anti air with c.fp, command run and stop. You’ll cross them up on the ground as they land. Do as you wish.

how does the reverse 360 help?

Good stuff. I think you can also start a CC from AA C.FP too. :bluu:

Ahahaha… thats some good stuff Mummy B, nice!

I tried the run+hk over dead body into 720 yesterday and it worked first time :smiley: lol

Can u really activate CC after anti air cr.fp? That would be too good! Must test this…

Because by the time you hit punch for the full input of the 720, Maki’s turned around. So at the midpoint when you cross up the body to the other side in the air, if you don’t do reverse 360, the game system will read your input at 360 facing right, 360 facing left + p, instead of 720+p. Both 360 motions have to be consistent in one direction.

it’s kind of complicated because she still faces the same direction as she crosses up the body, but it doesn’t treat the input like she is. the only thing I can compare it to is Ibuki’s jab kunai into unblockable super, you have to qcf,qcb+p even though the motion is qcf x2+p because of how you cross them up