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

maybe you could keep pressing lk while buffering the super motion so you don’t accidentally start running because of the negative edge .

I found out by myself that c.mp, c.fp links, and is pretty good for hit confirming. Maybe it’s because I suck at linking but I can’t get it consistently.

btw, after I knockdown, I run up to the guy and pressure with s.mp xx qcf+lp, if blocked you’re totally safe, xcept for some supers I suppose.

What else can you do to pressure them? mk poke?

I also found out that lvl1 qcfx2+p is a pretty safe random super.

You have to be pretty close for it to connect. The hitstun isn’t very long, so if you don’t do the c.lp x2 -> c.lk XX super from cross up range (ie right in thier face) it’ll be kinda random. Like Kyo’s c.lk -> c.lp -> c.mp XX aragami. Sometimes all three normals won’t combo because of distance, but usually c.lk -> c.mp XX aragami always works. If you’re right in thier face, you can add the c.lp.

For better results, you might want to take out one of the c.lp in the combo to eliminate some pushback.

Right. c.lp,c.lp,c.lk only works on certain character… mainly large to mid size. Iam mad that I wasn’t connecting the c.lk to level 3 because I was not mashing hard enough? :frowning: I gotta use the kick super at level 3. Way too much damage not to use/ setup.:evil:

[quote]
*Originally posted by ZenFire *
**I found out by myself that c.mp, c.fp links, and is pretty good for hit confirming. Maybe it’s because I suck at linking but I can’t get it consistently.

c.mp link to all of Maki normals/except fk… I think? Standing mp also links too. It can link to standing lp ,and short moves.? :confused: You dont suck that timing is weird?!:frowning: :o

[quote]
*Originally posted by No defence *
**

whoa this all weird to me…i always thought maki was combo less…except for like her chain combo, c.mp xx specials, and s.hp xx specials and super links…

so c.mp combo’s into c.fp? so basically can’t you do c.mp, c.fp, kick super then?

EDIT: yea c.mp, c.hp, kick super works…i just went and checked
note, cross up mk, c.lp,c.lp, c.lk won’t work on Kyo

Meh, just do it from stand mk. You’re using it like all match anyway. Poke RAPE.

c.mp, c.fp prolly isn’t the best choice of a link since the c.fp will just whiff if the opponent is ducking…
however, I guess you can use that to setup for 720’s

if you don’t want to do c.lp, c.lp, c.lk xx kick super from a crossup, then you can just run up to a downed body and start it.
i think i’ve gotten that to land on chars like nakoruru and/or cammy so it SHOULD work (but I may be wrong…).
i don’t really remember which chars i’ve landed that on…
but yeah, that link is a LOT more practical than going for the s.lp, s.mp, c.lk, xx kick super
negative edge that shit
oh yeah, it also doesn’t hurt to do the button presses for this link as fast as possible…
that tends to work better because it eliminates some pushback.

oh yeah, if the c.lp, c.lp, c.lk link doesn’t seem to work on some of the characters, you can sub the c.lk for a s.lk at the end and it should add some range to the link.
you can still xx super at the end and it may/may not be easier using this link depending on how you like to link supers:

  1. some people like to buffer by doing qcf with k, then another qcf with k to cancel into super.
  2. others like to do a standing move (which sets the stick to neutral), and then quickly do the qcf x2 k into super

about mashing out the kicks after maki’s kick super…
i DON’T recommend mashing on just a single button as quickly as possible, because the timing will prolly only allow ONE of your inputs from the mashing to count as the one to successfully activate the super.
random mashing on ALL the kick buttons is better, but you had best make sure you’re actually mashing buttons individually, and not pressing 2 or 3 buttons simultaneously (this messes up timing and stuff)
the way I activate the super is this:
kick super, wait till that chi/maki’s yell ends, then right as that finishes, drum the 3 kick buttons (like you would do with moves like blanka’s electricity, or chun’s lighting kicks) JUST ONCE, and that really should be enough.
if you drum it quickly enough, you might get more than one button input in to activate the super, and that increases the chance of the super coming out asap.
drumming the buttons also ensures that you get 3 separated button inputs in a very short frame of time.
i use this method and can xx into her kick super with about 80-90% consistency (i still sometimes mess up when i’m not thinking straight or just straight up forget that i have to activate the super after doing it… :P)

about the c.mp linking to all her moves except for fk…
cool, i never knew that
does the c.mp have to be meaty though?
or can you just link a normal c.mp into stuff like c.fp, etc, etc…
can you link 2 c.mp’s in a row?
haha, i’m kinda lazy to check this out on my own…
:stuck_out_tongue:

Yo, the computer just linked standing jab and FAR mp on me. wtf?

Random shit.

Landing a punch throw is a perfect setup for a superjump crossup. Maybe be different on larger sprites, but worked every time on training mode on Ryu.

c.lk XX Level 3 kick super works IF you’re point blank and IF when the chi gathering animation starts and the screen freezes, your opponent’s sprite is in full reel animation. If they are just starting to come out of it, it won’t connect. Tricky timing.

If your opponent is kind of away from the corner, you can do this really tricky cross up by superjumping to the wall behind them, falling a bit, doing the lp hop off the wall and cross up with mk. It’s pretty neato after a knockdown.

Cross up mk into 720 when you land is l33t. Punch throw, superjump mk cross up, RAPE.

Yeah, that’s about it.

It’s kind of sad that there isn’t much more to be said about Maki then there already has.

One thing that may have been understressed IMO, is that her “konyara” punch (qcf+p) recovers really fast (0 frame adv. I’m guessing here), and pushes ppl far enough to be safe. The MP en HP could be JD bait.

The way I see it, her post-knockdown game is weak. I think the best option (as opposed to what I mentioned earlier) would be to mixup:
run->HK hop throw
run->stop->throw/lvl3 720 (I love that it’s so easy to do 720 while running)
run->stop->bait wakeup

When run-stopping stop a bit early since you slide in a bit, and and you don’t want to be thrown by a character that’s waking up (it makes me feel soo dumb).

I may be reaching here… but her great cr.HP anti-air, can also be followed up by those thre things a just mentioned above, including a sweep.

And the thing I said about random lvl1 punch supers… please forget I said that. Instaed I’d say use random “konyara” punches, this actually BUILDS meter (xcept in K of ourse :slight_smile: )

Hrm. Forgot about this thread. More shit:

  • After throwing opponent into the corner (either throw), jump into the corner and hit qcb+forward RIGHT before you land to dive kick off the wall. Crosses up the opponent and NOBODY ever blocks it. After it hits, wait about a full second and normal jump forward. Fattest cross up in the universe. I’ve never had this cross up blocked either. (well, I’ve only been messing with this for a couple days but that’s besides the point)

  • Another set up after throwing the opponent into the corner would be to hit qcb+short right before you land. You’ll land behind the opponent (2p or not) and can do something tricky from there. I usually just land and 720.

  • Low jump forward/roundhouse kick early and from max range, then immediately cancel into the hop overhead when you land. People ALWAYS press something when you attack so early in the low jump, and the overhead conveniently hops over anything they stick out and snags them. Of course, you can also 720 when you land for the same effect, but I try to ration my meter usage.

  • Standing short/low short, then low strong is a great counter hit set up. After the counter hit low strong you can link pretty much whatever you want, but I just stick with standing forward into super. This works great with her repeated walking standing shorts, since you now have a big reason for your opponent to NOT stick anything out… which gets you tons of punch throws.

Low short, low strong can’t be jumped out of, so keep that in mind when you have your level 3 ready since people get so fidgety around her. Low strong into run-stop is also really good. If it counter hit it usually mentally stuns the opponent long enough for you to throw them. Maki’s best set ups come from her punch throw, so…

  • Speaking of her punch throw, I can’t seem to get her super duper cross up off of her mid-screen cross up consistently. Punch throw, qcb+k command run back and hit forward kick to jump forward… but whether I cross up or not seems totally random… which I guess is a good thing. Somebody mess with that for me and try to find a way to get the super deep cross up consistently.

  • Standing roundhouse works great against people who like to jump up and down a lot… which is pretty much 98% of all CvS2 players. It beats Sagat’s jumping roundhouse clean, and I really don’t ask for more than that.

Although a little difficult, A-Maki can even verify off a hitting low strong, hit custom, stand short, low roundhouse, Low fierce, whiff low jab etc,etc.

A maki

I can understand maki doing about 8000+ in the namonaki custom
(close s.FKx2, far FKx20, c.FK, s.LP, J.FK, air grab super)

What I cant seem to acomplish is getting 20 far FK’s in the custom
and then nailing the rest of it due to low bar by the time I finish the…

Even if you start the begining of the custom super fast and hold forward and FKx whatever, you still have to slow the fk’s down at some point in order for the remaining fk’s to connect.
This is where I have trouble completing the combo. ) help…(

By the way, you can use the namonaki anti-air custom as a ground custom and still get 7500+ on a opponent even if they are crouching, because the KKK will connect on a crouching opponent. This is nice as long as you dont mind wasting a slight bit of your life bar.

Then again that might just be your motivation for landing it consistentley…:lol:
(mother f?cker make me waste my life bar to land this custom!,
I will rape your face fool~!..:mad: )

Later…

What you’re doing here should only cross up on larger sprites IIRC.

I was testing out cross up range on punch throws and on normal sprites, punch throw, standing still and then superjumping will give a nice cross up 9 out of 10 times. For some reason, if I move her even a little, it seems to fuck up the cross up to where it whiffs for some reason. When used to try what you’re doing, I’d either get a mk in the front or a really early cross up.

I guess I might be timing the jump wrong sometimes, too, the same way I do 720 on other person’s wake up too fast and even though the sprite is standing I whiff it :frowning:

A maki

if you don’t wanna waste life doing kkk on a crouching opponent, then just start out the custom like this:

c.mk, c.fk, c.fp, etc etc…
i almost never go for her s.fk custom when I use her in aGroove because it just doesn’t seem that practical to ONLY work on a standing opponent.
might as well get use to doing customs that work in every situation as opposed to learning customs that only work well against dizzied opponents and stuff

do you mean it works well against sagat’s j.fk if he’s just jumping straight up? or does it work well against his j.fk even if he’s jumping towards you?
it seems to me like sagat’s j.fk is one of the moves maki has a hard time against… i normally try to c.fp it but i’ll either trade hits or just get hit unless i do it REALLY early.
does the s.fk work against his j.fk even if he’s already in the air and has the leg sticking out?

oh yeah, another question buk…
how do you normally do against blanka/sagat?
i usually have the most troubles playing maki against those two top tier chars (cammy/chun/sak/etc… don’t give me as much trouble as blanka/sagat).
i know there are good blanka/sagat users at svgl so I was just wondering how you do overall when you have to match up maki against either of them.
another problem is that blanka/sagat are normally R2 chars so just eating a random fierce or two puts maki into the hospital.
her main poke(at least for me), s.mk isn’t as good against those two as it is against other chars because they have pokes that are better in nearly every way (damage/range/maybe speed).
i normally just try to bait out counter hits and get raged so i can go for poke xx super or some kinda 720 setup, but i’d rather have something a little more solid to rely on against those two.

on another note, here are some random maki tricks/strats:

  1. it seems to me a pretty good way of ticking into the 720 would be to low jump wp (normally blocked), then time it right so the 720 gets them after the blockstun ends.
    the reason why I use a jab is because jabs normally snuff out a lot of moves because it comes out so fast, and it has less block stun than the stronger moves (i think???).
    starting it with the low jump helps the jab a bit too because your opponent would have to react faster to punish it, so normally they’ll just block.
    the hard part is to get the timing down so you don’t end up doing the 720 while the guy is still in block stun…

  2. low jump INSTANT fp works almost like an instant overhead on large characters(similar to kyo’s, but nowhere near as good). this is good if u want some quick damage on a crouching opponent, or if you wanna do it after a knockdown. the timing seems pretty damn weird though… i think you have to press it as early as possible or something, because there are times when i do it, but it just whiffs (maybe i did the fp too late?).
    another bad thing about this is that it DOESN’T knockdown… so you may/may not get punished for doing this (i haven’t tested it enough to know for sure if you can get beat even after this connects).
    it’s good to use when you’re kinda rushing down and yer opponent is just afraid to really do anything to you at the moment, so he might not react fast enough to punish you for it

Originaly posted by iKlEiTlH

if you don’t wanna waste life doing kkk on a crouching opponent, then just start out the custom like this:

c.mk, c.fk, c.fp, etc etc…
i almost never go for her s.fk custom when I use her in aGroove because it just doesn’t seem that practical to ONLY work on a standing opponent.
might as well get use to doing customs that work in every situation as opposed to learning customs that only work well against dizzied opponents and stuff


Yeah, I know about the alternative but it sucks damage wise.

I think that I’ll waste a little bit of the life bar only because any other custom would most likely only take about roughly 7000.
(c.mk, c.fk, c.fp, etc etc…)

The anti air ground custom is worth it in the long run because of the 7500+ dmg.

I guess the only practical use for the FKx20 custom is if they whiff a fp shoryuken or something stupid like that…

Anyway can someone still help me out with my last request:

I can understand maki doing about 8000+ in the namonaki custom
(close s.FKx2, far FKx20, c.FK, s.LP, J.FK, air grab super)
What I cant seem to acomplish is getting 20 far FK’s in the custom
and then nailing the rest of it due to low bar by the time I finish the…

Even if you start the begining of the custom super fast and hold forward and FKx whatever, you still have to slow the fk’s down at some point in order for the remaining fk’s to connect.
This is where I have trouble completing the combo. ) help…(

Re: A maki

It all depends on the angles. When Sagat is right over you low fierce or close roundhouse work fine. At that 60 degree angle standing roundhouse works good. At the tip of Sagat’s jump roundhouse range I normally do RC punch thingie. Standing roundhouse might work, too. I dunno for sure.

Sagat I fight like any other character. Mid-range game is basic s.short/s.forward footsies, try to bait a whiff and punish with s.forward/s.fierce into super. Random qcb+jab wall jumps every now and then to easily get in and start my counter hit/throw mix ups. A nice thing against Sagat is that he’s big enough to use Maki’s bushin chain into whiff grab as a guard crush pattern. The whiff grab creates enough frame advantage for you to walk up and do more stuff afterwards.

The fight against Blanka is way harder because it’s way easier for Blanka to keep you out and run away when you have your lv3 charged, thus eliminating the grab super from your attacking options. I dunno, I just try to get random wall jumps off to get in.

Re: Re: A maki

Damn for real? That is ill. I will try that out tonight.

And I will have to agree that fighting Blanka is probably the most fucked up match up. I can’t seem to beat him with Maki, ever. Then again my name is not Iyo so it’s all good.

Oh yea I forgot to add this.

After messing with her super duper cross up after the punch throw for a little bit, I found the best way to do it consistently is to throw, then simply time the qcb+short then roll your hand over and hit forward as if you were roll cancelling. Doing it this way I could consistently cross up even skinny characters like Kyo. So… I guess that thing about the punch throw storing special move commands (like the backwards run) is kinda worthless.

i’ve been having a lil problem with maki’s c.fp for anti air…against blanka/sagat/ i seem to trade hits when i c.fp them

for some reason why i do c.fp against iori’s j.rh i get snuffed out of it all the time

on everyone else it works fine(well so far…)

a nice setup for the 720 to mix in is …cross up j.foward, land, s.jab, s.strong, c.short (note that this first half can be blocked or not) then cancel the c.short into command run/stop while buffering 720 in it…since maki’s done a cross up, and kept attacking, chances are the opponent will be too afraid to attack back(esp if you can pull off c.foward xx kick super)