i’m thinking of doing a maki write up.
i’ll probably let No D fill in the blanks where i have them as well.
i’m thinking of doing a maki write up.
i’ll probably let No D fill in the blanks where i have them as well.
does anyone kno the properties of d+mp(air)?
does anyone even use this?
I’ll get back to you, I haven’t ever used it. Maybe I have, but I can’t remember.
It’s pretty useless, the only use I’ve found is to pseudo crossup on a short jump on Blanka. J.HP has almost the same action but more priority.:o
Alright, my new A-ism combo I use a lot now, although its impossible to use online cause of lag. I’m sure this is old to some, but a japanese guy did it to me, and ever since then I’ve been loving it.
I dont have a good setup, but they almost always get caught in the first hit, so:
cc, qcf+k, hk, wait till she lands the flip, s.mp, qcf+k, hk, wait till she lands the flip, s.mp… etc. until your bar is almost out, then on the last qcf+k, hk, wait till she smashes em to the ground, start up the 720, then press punch right as she flies up into the air off the slam. It should connect.
The trickiest part is if your not in the corner, you gotta time the qcf+k, hk after the mp VERY quickly, you’ll push em into a corner after about 2 of these, and then its easy from the corner. Damn its easy to catch them in the qcf+k, hk, if you dont after first, just start towards hk them until they get frustrated, then grab em.
-Good Luck, its not that hard
-Chu
I have a contribution to make but it’s useless.
Whenever she rolls, I always think “Maki roll” and I imagine her as a big red blob of sushi. This makes me laugh and lose my concentration and I will lose that round for sure.
ok.
as stupid as that was…i actually laughed…i hope i never play against a maki in a roll groove or else i’ll lose as well
I had a friend who had sex with a girl named Maki and he had a tiny penis, so we called his penis a Maki Roll. We stopped though. He got mad after a while.
And jumping d+mp doesn’t do anything special for me as far as I have tested.
still…do you ever mix the d+mp in ur game?
also…how often do you try to cross up with maki’s mk(or was it lk…)
i never seen to find the opportunity to cross up because maki jumps so damn far…like to cross up someone is to jump from full screen…
You just have to know your distances properly. Remember that if you have short jump, it’s a quasi-normal jump because it’s so high and long, you can normal cross up with it as well. What you can do after it is very limited though.
Usually after an anti-air c.fp, if you immediately command run back and cancel right away into the mk forward jump, it’ll set up a cross up. Cross up attempts should be the only time you try to land a Final Fight chain (and when your opponent whiffs shit).
Generally, Maki shouldn’t be jumping very much. She’s like Bison with less priority, and you don’t see Bison jumping very often at all unless it’s j.mp x3 into Paint the Fence CC.
how awkward…i flying through the air a lot with maki
i haven’t seen any extremely good maki players (with my eyes) so i dont’ really kno what to expect for maki
but i use her so much that i pretty much do trial and error with her
speaking of trial and error
when i do qcb+k, i notice some opponents like to jump in instead of dash or run
seeing this i do the qcb+k, mk, air command(you probably kno this already)
but i was just trying to state that people are very prone to jumping when i run back
here’s a summary of my maki game:
bait and run, run grab
jump around, jd,
c.mk xx kick super
knock down, run stop grab super
pressure, run stop grab super
this is pretty much what i do most minus a few random things i try out…
i rarely do her final fight chains(i’m guessing it’s the lp, mp, hp, throw or whiff, hk chain)
is this how you guys play her?
I poke with stand mk ALOT. Like… ALOT. Run poke.
The only people I don’t freely do this against is Blanka and turtle Sagat. I have to be more careful about it. It’s generally a mixture of poking with the stand mk, whiffing it on purpose to bait a poke, and punishing the lag. I also command run back and fk alot to create space. This sounds stupid, but you would be amazed how many people will chase after her when you put her clear across the screen. I basically try to zone them using c.fp anti-air or against Blanka sometimes straight up j.fk (it’s almost like the Blanka pimp slap), using full range wall dive kick moves (these are virtually unpunishable when they are blocked at full range), and baiting them to come in closer so I can lp hop of the wall and run away Mai style.
I would say the most viable technique against really solid top tiers would be runaway/zone. Her rushdown dies. Stand mk is a very good poke, but the top tiers have better range, stand mk is too short. And that poke is like the pillar of her rushdown. When you get raged, don’t focus on landing a super, you will die trying to get in close enough. Instead, keep running and poking and shit and use your offense bonus to dish out some extra damage. IF the opportunity presents itself, land a super. It is better to run away and deal some damage than take a shitload trying to land a super and probably whiffing it. After a JD, I almost always KKK - but like someone else said here before DO NOT DO THIS AGAINST SOMEONE WITH SAFE FALL. They will stand up and punish your ass, especially if you’re near the corner.
I use d+mp as an Air Brake its kinda like Rolento’s d+mk. It can be use to fake people out.
It also works air to air surprisingly. d+mp also lingers for a long time you can use It really early and it will still combo. The priority is pretty good… also it can trade ,and stuff out moves (standing normal anti air’s ect.). I personally stuffed a fierce tiger uppercut with d+mp. This move is randomally good most of the time. Sometimes it will trade/stuff out moves and sometimes it wont? It probally depends on how early you do the…d+mp move,and how early they do their AA blah blah blah…
P.S d.mp does cross up on blanka :wtf: the hit boxes are hella weird in this game.
No D
just a side note, the d+mp(air) looks a lot like Guy’s move
i’m having a lot of trouble landing my 720 super or even a c.mk xx kick super
i use K groove maki and whenever i’m raged i’m having the biggest problem with getting close enough to do the super
something i used to do is knock down, command run, stop, 720 super on their wake up…(against non-shoto’s)
but some people use the tactical recover and safe fall so i have no way to land that on them…
this makes me resort to mk xx kick super, but the range for the c. mk seems to be just out of reach
i’ve tried the run, whiff FP, 720…but i get knocked out of it when they see me whiff FP(i’m probably just not timing it right)
i even tried, knock down, command run+HK(whiff), 720, but i get hit before i finish
i also find it incredibly hard to land a super when i’m playing a turtler(he seriously runs and jumps away when i’m raged…)
besides the ones i mention, what are some effective setups that i can try landing when raged…
i saw a video of someone doing a standing FP(far) xx kick super
does anyone kno the mechanics behind that one? i have no idea how to pull that one off, but it seems goood because the FP(far) has good range…
EDIT:i think the reason why the setups i used to use stopped working is because they play my maki often and learned all of the setups i kno for her
Far fp works the same as far fk.
Just poke with it and do a qcf motion immediate after you hit the button. If you see it blocked, do nothing (and hope you don’t get hit). If it hits, complete the super input. I believe just like far fk, only Level 3 super will cancel it.
As far as the deadbody fp whiff 720… it’s difficult. I only know it because I’ve done it. I nailed dj-b13 with it the first time I played him with Maki and he was like wtf was that. It’s hard to explain. One thing I noticed is that if you do it right, you never see her standing animation going from whiffed fp to 720, and you have to slightly delay the fp when they fall.
maybe one day I’ll do a vid of all this shit. it would have to wait until I get home at the end of the month though.
cool i’ll be waiting for that video
do you do any negative edging for the fp/fk xx kick super?
I am personally not a fan of negative edge. It usually never works for me.
What I do is Japanese button tap (double tap button quickly), then buffer the motion quickly afterward.
Like with Rock, most people do c.lp -> c.lk -> c.mk (hold down c.mk) XX qcb (let go and hit) fp. I don’t. Tap c.mk quickly and let off then to the qcb fp motion completely separate and quickly.
The only problem I would see with Negative Edge with the far fp is that you might end up canceling into the Level 3 PUNCH super. Which would really, really suck. With kick whatever.
The other thing I’m trying to master is the hitbox on off the wall kick dive, both versions. If you do it right, one will cross up and the other won’t and the cross up is pretty unpunishable… hrm…
yea i tried negative edge and i often do c.mk xx run xx die
the dive kick cross up thing is kind of interesting…i think i’ll try it out…i i’ll just get DP’ed as many people over here use shoto’s or shoto wannabe’s…
Argh…
I was gonna go wild with a longass post on footsies with Maki and then I realized it was like 4am and I have classes tomorrow…
Um, I guess I’ll just start out slow and focus on one thing at a time:
Standing MK
IMO, this is her BEST footsie and one of the better footsies (close ranged) of any char in the entire game. I can’t stress enough how important it is if you expect to play competitive with Maki that you learn how to use the standing MK.
Pros:
High priority
Quick
OK range
Safe
Buffer to LV 1/2/3 kick super from FULL range
Whiff move and immediately follow with MK to snuff out opponent’s moves
Cons:
I dunno, you’d have to tell me…
Seriously though, I’m guessing you’ll encounter a player along the way who has good enough reflexes to punish you for a whiffed MK, but it usually doesn’t happen that much. Your opponent would have to throw out a move with just as much range and be fast enough to hit Maki before the MK recoiled. You won’t have to worry about this much if you’re spacing out the MK correctly.
Honestly, if you’re picking Maki just to jump around and try to mess people up with run -> low/high mixups or other fancy shit, then you’re not gonna get too far in competitive play with her. You’ll really need a solid footsie game to hurt the top tier players.
I’d say that Maki’s standing MK is ALMOST comparable to ChunLi’s standing MP. I don’t think it comes out as fast as the MP, and it might not have as much range, but you can really whore the MK the same way Chun whores the MP xx kick super. Also, you’ll have to remember that Maki ISN’T top tier, so don’t expect anything of hers to be really that much better than the other people’s. You’re gonna have to work with what’s given, and her standing MK is a pretty damn good already.
Overall, it’s more of an annoyance move that slowly builds up damage against yer opponent. You’ll have to learn how to play a more patient footsie game if you wanna utilize the standing MK to it’s fullest capabilities. If you don’t feel comfortable abusing her MK, then try changing yer style a bit with Maki. See if you can get adjusted to playing without running and jumping all around the screen. Her walk is already pretty damn good/fast, so it complements her footsie game well. She can zone in a way similar to the way Cammy players zone with standing FP/FK. Just kinda get use to walking back and forth while trying to snuff out yer opponent with the MK. This change of style may be difficult at first, but you’ll get use to it eventually. Then, you’ll have something more reliable with Maki, and not just her parlor tricks.
T.F.G… s.mk is… Too FREAK "n "GOOD. Counter’s hit everywhere.:lol: This thread is the Truth!
No D out!