it’s HCF
I’ve been wanting to learn Maki for quite some time, so when I went to Japan I made sure to pay attention to Iyo’s (best Maki in the world) matches and take notes.
-Maki has crazy throw range. Think Eagle/Rolento’ish. The majority of Maki’s offense stems from simple poke/throw/overhead stomp mix ups. Poke with stand jab/short. Standing short is Rolento’ish in that it goes pretty far and beats most anything. Unlike Rolento, counter hit standing short doesn’t get you anything good though.
-After the punch throw immediately command run back and hit forward kick for the super jump. Hit forward at the last second for a crazy deep (if a bit random) cross up. You can mix up the cross up with an air d+strong to hit from the front. You can also mix it up with empty jump, land, 720. The strange thing about this throw is that it seems to store commands inputted during the last part of it. You can hit qcb+kick almost a whole second early and it will still come out immediately after the throw is done. Just mash on forward kick afterwards to get the earliest possible super jump.
-Against Safe Fall grooves you can punish their Safe Falls after a throw with a running slide. Although it doesn’t look like it, you’re still safe even if they didn’t Safe Fall. In fact, this makes for a good (if a bit gimmicky) 720 set up. Run, whiff the slide, immediately 720 as they get up and try to punish you.
-Maki’s Bushin Chain (is it still called that?) has a a few good uses. Against short characters the fierce will whiff so just do jab strong. If it hits you can link low short into level 3 kick super, if it’s blocked you can either use the frame advantage for standard walk up throw/attack mix ups, or link the low short into a quick run-stop. Against bigger characters you can do the jab strong fierce into d+fierce throw every time. If it hits, great. After the throw walk backwards a little bit and roll for a really amibguous cross up. If it’s blocked the whiffed throw gives you a huge frame advantage to work with.
-There’s a way to do Maki’s running moves really quickly so that you don’t even see Maki go into her run first. Just hit qcf+short with your index finger then immediately roll your ring finger to either forward or roundhouse as if you were roll cancelling.
-Maki’s running overhead stomp can be used almost exactly like an anti-poke dp if you do it fast enough. For example, get them to block an overhead stomp at near max distance, than immediately do another one with the method above. If they tried to retaliate after the first stomp the second one will jump clear over their move and punish it. You should also mix the “quick stomp” into your poke/throw mix ups to discourage your opponent from pressing buttons. Another way you can use this is to low short into command run and push the opponent for a bit. When you think they’re going to press a button to hit you out of the run, hit roundhouse to jump over it and counter them. The quick stomp is also useful in eliminating lag from low jumps.
-Maki’s “quick slide” works great against characters who aren’t likely to block low from far away (pretty much all female characters and Sagat). It quickly hits low from about 3/5ths screen distance.
-Quickly running back and forth builds meter REALLY quickly.
-Tigerknee command wall jump is TOTALLY buff. Covers the whole screen in the blink of an eye, nearly impossible to uppercut on reaction. It’s pretty much a free jump in. For the opponent to uppercut it they need to hit the button pretty much right when you leave the wall, so you can easily bait that with tigerknee air qcb+short to drop straight down instead.
-If you’re near the corner, you can do things like buffer low short into command back run, hit roundhouse when you’re at the wall to jump back, then immediately hit qcb+any button to do a really fast wall dive of your choice right off the ground. It doesn’t sound all that practical, but for some reason you don’t get hit out of it hardly ever.
-There’s a whole mess of cross up off the wall shit in the corner after knocking the opponent down, but I dunno how to do most of em. Heh.
-There’s a whole bunch of other shit, like 720 set ups and stuff, but I’m already tired of typing.
Nice.
Hey, you’re thinking of using Maki Buk?
Nice…
Put her on yer tourney team and go to Bearcade weeklies…
Anyway, I guess I’ll continue with Maki’s footsie game and talk about her crouching fierce (cFP).
The most obvious use of this move is that it’s a KILLER anti air. However, for this move to be most effective, you’ll need to throw it out early. It’s not like a dp where you wait till the opponent lands deep before you toss it out. Your reflexes don’t have to be great to use this as a strong aa, but they definitely can’t be too slow. This is the main reason why people with fast jumps like blanka/vega don’t have as much problems with Maki’s cFP as most other chars do. I’m pretty sure her cFP can beat out their jump rh’s if you do it fast enough. Against the chars with normal or slower attacks though, you won’t have to react as fast to punish their jump-ins.
The faster you beat out their jump-in though, the better. Maki recovers pretty fast from her cFP, so if you knock them out of the air, you can run/dash right up to where they land for some pressure games or mixups. You MIGHT be able to run under them and get to the other side if you anti air their attack fast enough, but I’m not too sure. It’s just something I thought of right now…
Her cFP isn’t as good to punish short jumps as it is normal jumps because it kinda arcs straight up whereas short jump attacks are normally angled outwards a little more. However, if you can kinda predict that yer opponent is gonna go for a short jump attack, then you can throw out the cFP and it’ll most likely kill their attack before their attack can hit you. I normally wouldn’t recommend using the cFP to snuff out short jump attacks though…
I guess I’ve covered enough of how to use cFP as an anti air…
So what else can you use it for?
720 setups!!!
If you get into the habit of randomly whiffing cFP’s during your match (just a style thing… not really TOO useful), then using the cFP to setup 720 will be a LOT more effective simply due to the fact that you won’t LOOK like you’re really setting up for something. I haven’t really implemented this into my game yet, but I guess I’ll work on it since it sounds like it’ll help make the setups a little more unpredictable. Try not to get too crazy with the whiffing though, because you don’t want to get punished for doing it nonstop…
Onto the actual setups and stuff…
One of the first things I noticed (and HATED) about Maki when I first started using her was the fact that her standing AND crouching FP’s would only hit high and whiff at close range. I didn’t like that at first because I was so use to chars who’s standing and crouching FP’s would hit crouching opponents that I would always whiff Maki’s FP’s on accident and get punished because of it. Then when I switched to K and C, I realized that whiffing the cFP would be great for buffering into the 720. Here are a couple of reasons why this actually works:
- the whiff is fast enough so that you probably won’t get punished that often unless yer opponent knows you’re setting up for the 720 and conditions himself to punish you everytime he sees a whiffed 720
- say you whiff the cFP, and your opponent decides to punish you, BUT he does it a little late so his attack just gets eaten by the 720 anyway
- you can actually work the cFP into your poking games so your opponent is busy blocking your pokes and can’t react fast enough to attack you before the 720 comes out
- the cFP gives you plenty of time to buffer the 720, so it’s not even that hard…
Examples of the setup:
knockdown, whiff cFP xx 720 as they get up…
this one works sometimes, but isn’t as reliable as others since it’s a knockdown setup and you can eat wakeup specials/supers if you time it too slow
pointblank, blocked cJab, whiff cFP xx 720
this one is a LOT better than the previous one because it can catch yer opponent off guard after the blocked jab, and you don’t have to worry about timing issues because your opponent is grounded and will for sure get caught in the 720 unless he decides to jump.
I guess those are the main cFP xx 720 setups that I normally go for, but you can mix-match with whatever else works for you.
Um, that’s all I can think for the cFP for now…
Actually it’s easier to whiff close standing fierce into 720 on thier wake up, mainly because it looks meaty and usually baits something. Against anyone who likes to wake RC something, this is fucking mean.
Anti-airs should be a combination of c.fp and stand rh, depending on the range and the hitbox of the opponent’s jump in. Like against Blanka and Balrog (claw), unless you’re almost right under them, c.fp is kinda iffy at best. Stand rh basically covers an entire section of the screen that c.fp doesn’t at all and works better to anti-air certain angle jump ins. Stand rh to stop front side jump ins is much more effective. Stand rh also takes nice care of short jumps, but it has to be anticipated because of its start up. You’re usually better off just sticking out a stand mk against a short jump, because outside of mashing KKK you’re not usually garaunteed a clean AA against a short jump attack with Maki. Not in my experience anyway.
And I listed it before, but a neat little ground cross up that is really tricky is anti-airing with c.fp, immediately doing a command run for a split second and the stopping. You’ll end up on the other side of the opponent right in his face. If you’re quick enough, you can 720 and 9 times out of 10 it’s free.
stand lk XX 720 is the shit.
You didn’t know? I can’t stand UCB sticks so I boycott their tourneys… along with a few other people. It’s an old story but a while back the sticks were so horrible John donated $50 of his winnings so that they would fix the sticks. I came back about a year later and the 2nd player side for 3s was totally jacked (whoever won the coin toss for sides won the match) and the 2nd player side on CvS2 went completely out and the tourney had to be cancelled since there were no techs available.
Hm… Yeah, I think one of my friends mentioned that a few (or a lot?) of the svgl regulars boycotted the Bearcade, but I never knew why and when it happened.
If it really is just the machines that bothered you, I’m pretty sure they’re a lot better these days. I only play cvs2 so I can’t really say much for the other cabinets, but they seem to be ok. They aren’t the best, but they’re more than playable. Our manager actually fixes things asap so things pretty much run smoothly.
Haha, I was kinda kidding when I said you should come down to play at the weeklies. You would probably run through all of the regulars here (our best cvs2er is eChoi), and Ricky normally comes to the weeklies just to win money so it probably wouldn’t even be worth it for you to drive down and enter. I just wanted to see some other Maki user who actually knew what he was doing with her. Maybe I’ll catch you at the next svgl tourney or something.
Oh yeah, did you happen to get any new footage of iyo’s n-team? I got the stuff from the Ino cd’s a while back, but that’s about it.
Iyo?.. so that’s his name! That guy is crazy. N maki,sim, rolento R2 I saw him play. I cried, and laughed at the same time. He made me love cvs 2 again. He kicked some dude ass badly. I think he name was “shiryo”(spelling:confused: ) play’s C sagat rolento yamma R2 Iyo’s maki took out Sagat , and rolento. Then his Sim cleaned up yamma. I think the vid was new? I saw it a friends house though :bluu: my computer sucks! I think he got it from Srk. If you have not see him play lately… your missing some top tier Maki shit!
P.S
I got to start doing cross up mk, s.lp,s.mp,c.lk to qcf*2 kick super. That guy Iyo actually make that shit practical. :mad: You cant buffer the c.lk
No D
yeah, i’ve seen the vid where he lands that combo.
unless you can link the c.lk after the s.mp consistently, then i wouldn’t really recommend using that combo because you’ll most likely finish with the super regardless of whether or not the c.lk linked or not.
Unless you have the reflexes to ONLY do the super if you see the entire string link OR get the string to link everytime, then this is more of a mess around thing to beat on scrubs with and be flashy.
I think linking the c.lk after the s.mp is almost the same as sak’s rh hk linking to a s.lp in terms of critical timing.
Iyo’s execution with Maki is just too damn good…
Heh. Those vids are almost TWO YEARS OLD. Ino brought them to Evo2k2 and they were still considered old even then.
Anyway, Iyo indeed has some inhuman technical skill. Not only have I never seen him miss the jab strong, low short link, but he also misses the low strong, standing forward link even without counter hitting. And when he does standing forward/fierce into super it ALWAYS hits. I don’t really understand how somebody can be so consistent but yeah. Imagine if he was using Chun…
He’s also a soldier. He’s been using this team since forever.
Hey Buktooth, have you ever seen anyone land Maki’s combo of death? I heard from James Chen earlier in the thread that its only possible if you do the FF chain to fierce, whiff the d+fp throw, link stand rh XX kick super. I’ve been trying to do this in training mode like, since I ever picked up Maki.
I’ve only seen this done in Sai Rec’s video, but he actually linked even more shit afterwards…
Yeah I know which one you’re talking about, it’s not exactly the same thing though. Same idea. You’re talking about the Level 2 punch super cancel into run/stop and linking bushin chain into normals for a dizzy combo right?
I would think if the c.lk link into super combo could be made practical, so could this one. The Level 2 bullshit is just eye candy though if anyone ever actually pulled that off in any match, even against a total scrub, I’d probably be his slave for a week.
Here’s hoping the only person who can pull it off in match play is Milla Jovovich.
So I’ve heard. He must be one stubborn S.O.B He probally lost like… a billion times before he got his team working together. I guess he really enjoy’s his team. I can actually see the “love” when he play’s Maki (cough… “B.T.88 morrigan”…cough):lame:. Dam yo! You guy’s are getting me Hyped. I want my Maki to be Hell crazy(Mummbles the best). I also heard Iyo does not use RC I wonder if he changed his mind after 2 year?
RC kkk /GETOFFMYNUTS is a must for me! I stoped caring about the lost of life. I probally abuse/use it way too much. My friend’s are like… “why dont use d.fp”. MY responce is… “you guys are some bitches… that’s why!”
Good uses for RC kkk is after the overhead stomp move/ after a throw break/after a blocked qcf- punch/all so on a wake up/mixed with 720. I just started to use RC Run/RUN-back. I am trying to come up with some cool use for it though.
RC kkk beats Blanka’s RC elect. Meh
No D
I’m glad I helped out somehow, but you gave much better uses.
EDIT Has anyone else used this?: “Not only that when you jump people will use a DP which you can super throw, meet you in the air with an attack which you can super throw, in Blanka’s case use his AA J.FP which you can still super throw, or even E.Honda’s AA headbut RCed or not!!! But the timing is kinda hard. The most impressive thing I’ve done is air super throw Ken’s Shinryuken!!! The guy was in absolute SH:eek:CK!!! Too Good!!!”
i heard there’s a japanese player who use n-groove maki really well
does anyone kno his name? or where i can find a video of his n-groove maki…
actually…does anyone kno where i can find a video of anyone’s maki? i seem to be the only one who uses maki in my area so i just liek to see how other people play their maki game…
that would be Iyo. his name has been mentioned MANY times in this thread. he plays N-maki/dhalsim/rolento R2, and has been playing that team forever. get on the go for broke hub and you’ll find many vids of him.
EDIT- there’s 3 vids of Iyo in the srk multimedia section alone
thanks
This is the most random thread ever.
It dies for like weeks and then resurges with life for a few days and then dies again.
True so true.:lol: You made me choke on my lunch.:lol: :lol: :mad: Does anyone get c.lk to level 3 kick super consistently? Every time I buffered c.lk to level 3 the accuracy was allways random. It can be buffered. Once the “chi” animation starts you just have to “mash the hell” out of the kick button’s (“Ah la” MVC 2). I am not much of a masher?:o Dam Yo? Do like cross up mk…c.lp,c.lp.c.lk to qcf*2 kick/ level 3 (damage 8875) It hell easier than cross up, s.lp,s.mp,c.lk to kick super (damage 8925) Meh.:o More practical?
No D… " you will get a head ache reading my post". The c o l o r s/Smilies?:wasted: