Holy Cow… Batman! I knew you could ,cross up with Maki after the punch throw?.. But Jesus! I never seen a cross up that deep before in my life!:eek:
It’s like “Maki’s sprite” is kicking right through the “other character’s sprite”.
PS. I wish I could give some strats on A groove Maki. I wouldn’t mind giving her a try in A, seem’s kinda cool since I play C groove / dashing groove.
I think “Mike Z” wrote down some “A”/cc combos in the old maki thread.
haha yeah, i just started implementing the post-grab crossup into my game and that isht is CRAZY deep.
i go for a lot of low-jump crossups but they’re harder to link moves after than normal crossups…
i gotta use that post-grab crossup more
i think the only thing i like about maki in a/c is the fact that she can RC her qcf.punch move and has that crazy fast ff hop.
her customs in aGroove aren’t that great with the exception of her anti-air custom that starts with the kkk move, and her level 2 cancels in cGroove are nowhere near as good as landing a solid level 3 kick super in n/kGroove.
she’s still pretty fun in a/c though.
were you lookin for the sbo dvd cuz of the a-maki player "VER?"
there isn’t anyone else that uses maki in the vids, and even VER only has a single match on it.
iyo didn’t make it far enough to be on the dvd, and i think VER’s maki got beat down by ino’s cammy or something (i forget…).
i wouldn’t rate the cvs2 footage on the sbo dvd that good…
most matches weren’t that close, and nothing really cool happened in them (with a couple of exceptions).
if you’re still looking for it though, you can prolly check eBay…
some guy from japan was selling them when they first came out, but it was pretty expensive (i think around $70 total)
Since you guys seem to like the super duper cross up after her punch throw, don’t forget her other super duper cross up after her cross up dive kick I posted earlier. Throw the opponent into the corner, jump over them into the corner and hit qcb+forward REALLY low to the ground. Again, nobody ever blocks it and it sets up another crazy cross up if you wait half a second, walk forward a tiny bit and jump forward.
Maki’s punch throw range doesn’t just seem longer than average… it actually is. Her punch throw range is the same as Rolento’s at 60 pixels… 8 pixels more than the average throw. 8 pixels might not seem like a lot more, but for some reason her grab goes a LOT farther than it looks like it should.
After messing with Maki’s standing roundhouse as anti-air for a while, I’ve come to the conclusion that it’s actually a BETTER anti-air than her low fierce since it covers a more useful angle. It doesn’t have as good set ups afterwards, though.
Maki’s KKK move is REALLY useful as an anti-custom. If your opponent activates and you have a move about to stick out, mash on KKK to cancel out of your move and hit your opponent out of his custom. (note: this works with Blanka’s, Vega’s and Hibiki’s KKK moves as well)
Maki’s RC punch is one of the riskiest RCs by far. It can be punished HARD by the normal RC counters, jumping straight up or rolling, and it can also be punished by an opponent jumping forward since she steps backwards during her recovery.
Maki’s slide, overhead and 720 all leave you pretty far away so you can’t really set up anything afterwards. The best thing I’ve found is (opponent in corner) after the knockdown, empty low jump and 720 again. I’ve actually had a 100% success rate with this, heh.
I figure this is common sense, but if people jump straight up out of your 720 grab you can low fierce every time. Free damage!
Far standing RH is Maki’s best Anti air (outside of RC kkk). HEh HEh…
Just use RC punch as a counter poke. On “opponets wake up” use it at “maX” Range. Usually if they try to roll… you can punch throw them on recovery. IF they block No bigE.
I think of one of you guys could write a Maki guide It would be great! :o I can’t type/lame.
I gave N groove a try. Tried to be like Iyo:lol: :o ?! But just for the record… S Maki is Dope. Probally one of the best S characters. Meh.
Sorry if I sound uninformed or ignorant but… You can 720 grab on the ground? I could’ve sworn it was air only… I remember trying to do it on the ground too… maybe I just fucked up. I always used the c.mk xx kick super anyway, cause it does so much goddamned damage, seemed like 720 was useless, but I guess if its a ground throw too… or if I figure out how to land it consistently… I’ll incorporate it into my game.
yea K groove maki is really effective…
it lets maki be airborne more safely
well it’s good for me cuz then i can try to attempt more of her insanely hard to do cross ups from half screen++ away…
c.mk xx kick super is gold in k groove
when ur raged…people tend to get a little defensive…which allows you to do simple command run/stop 720 grab super…
but then again…i play a scrub maki…i’m pretty sure tournament lvl play will take out my maki with ease…
s.mk xx k.super is ever golder…
the only thing better about starting off with a c.mk is that you can buffer the super starting with the c.mk so it’s a lot easier than doing a s.mk into the super.
however, the s.mk has more range than c.mk and i think it comes out faster as well.
true, c.mk hits low so it gets standing characters, but it’s range isn’t that great so you can’t really abuse it like sagats c.mk xx super or chun’s c.mp xx super.
random info:
punish a blocked chun kick super with a
s.mp xx k.super > s.mk xx k.super > s.fp xx k.super
in terms of damage
in this situation, you can’t even use the c.mk xx k.super because it doesn’t have enough range. there goes another reason to practice s.mk xx k.super instead of c.mk…
ooo…i always thought s.mk was less practical, because of the blocking high thing, i forget about punishing moves with it though, c.mk still has a lot of range…so i usually use that…but yea i’ve been in situations where s.mk would have been more useful…
anyways…i notice that almost no one blocks my c.mk…i think it’s cuz i keep running up and doing the overhead kick grab so much that everyone likes to block high when i’m on the ground… which is good for me since i want to hit low for my kick super
Hey is anyone going to the “MWC”.?
I will be attending… if all goes well. Iam going to get owned soooooooo badly. If you guys see me Ill be the C groove player playing Maki,Zangief,Ken R2. All pink :wtf: :wasted: Thank’s for the knowledge hommies.
Mummy B K groove is great for Maki.
K and N groove are the best so far… I think? Oh well… cant change horse’s in mid-stream.:lame:
Finally… I get to play more than 3 different people. Not including the " James Paige Bmore chun crew"/ Ex gametime.
Ill show you guys ,I got “GUFF”. You cat’s never seem to want to battle out side of money bets.:lol:
My Maki is getting rusty as HELL…
must practice more…
BTW, word of advice for any of you who might be losin faith at Maki’s low-mid tier status:
I ditched Maki in one of my tourney matches today and replaced her with Cammy simply based on the fact that I thought I would be able to do better because Cammy is overall a better char than Maki…
Big mistake…
I obviously didn’t know how to use Cammy as well as Maki and ended up getting perfected with Cammy.
That’s what I get for putting my money on tiers rather than skill…
Besides that point, I’d say that judging by all my past experiences with Maki that Sagat (at least an OK Sagat, but definitely not a scrub Sagat) is her worst matchup (a LOT worse it seems than even Blanka).
Anyone else feel the same about this?
It’s REALLY dangerous for Maki to be running and jumping around when Sagat begins to throw out random s and c.hp’s, and his zoning game seems to beat Maki’s in every way imaginable. For every good poke that Maki can use while zoning, Sagat has one that either matches it, or is a lot better (in terms of both speed AND damage). Her anti-airs don’t work that well against Sagat unless you see his jump early and react asap with a c.fp or s.fk.
Any time Sagat is able to punish you for something whiffed you pay BIG because of Maki’s below-avg life (you take MAJOR damage if you eat his lvl2 xx lvl1 cGroove combos).
Your game really has to be straight SOLID when you’re playing against Sagat. Punish EVERY mistake he does, and slowly chip away at his life.
It’s just frustrating as uFck when you work so hard to do damage and then you eat a random fierce or two and the match is totally back on his side…
I think I’m gonna force myself to put Maki vs Sagat until I get the matchup down really well
low-mid tier? No way. Maki was considered top 6 in the game for a while in Japan, and is still a fairly popular character.
Personally, I think that Maki fights Sagat really well. First off, random command runs will get you killed against any character, much less Sagat. You can fight Sagat toe-to-toe on the ground really well with just s.forwards… anti-air with s.rh mostly and look for opportunities to cross up/wall jump/get in.
If Sagat is doing random s.fierces to try to zone you, duck it/bait the whiff, then smack him with s.fierce into kick super. Depending on where you are, you can follow that up with a deep cross up or cross up dive kick (into another cross up) for a lot of potential damage.
Maki also doesn’t really suffer from having less life: she has 14000 life… which is only 400 less than a shoto. 400 damage is like a jab. She also has 70 stun, which is average (above average for female characters).
As far as a damage discrepency between Sagat and Maki… it’s actually a lot less than you think. A simple s.fierce into lv3 kick super from Maki does 8040… which is actually MORE than most of Sagat’s lv2~lv1 combos.
If your foot games aren’t good enough to keep up with Sagat, try playing the wall jump/fake metagame. Run back to the wall, hit rh to jump, then immediately qcb+jab. If Sagat doesn’t react in time (90% won’t), free jump in for you. If he starts to get wise to it, hit qcb+short instead to attempt to bait something like an uppercut or jumping fierce from Sagat, either of which you can punish easily. Also, remember that quick run~overheads go over any move Sagat is likely to stick out against Maki.
LoL, yeah I guess I didn’t know much of the specific facts about the characters and was mostly goin on my experience with the Maki v Sagat matchup.
Thanks for the insight though. I understand some of the stuff that makes my Maki less effective are simply crappy parts of my cvs2 game in general.
For example, I have a hard time doing the s.mk or s.fp xx k.super link during time-critical moments on the 1p side because I can’t do the super motion as well as on the 2p side. I can still punish BIG whiffs with that link on 1p side, but if they were to whiff something fast like a footsie, I would normally mess up and just not link into super…
That’s probably the main thing that hurts my Maki game the most.
My reactions in using the c.fp as anti-air is pretty solid, but I haven’t gotten use to relying on s.fk that much yet. It seems like a really solid AA, but seems to require a bit more speed in reaction than the c.fp.
I guess my main problem with fighting Sagat is mostly the intimidation factor when he begins to close in on you and stuff.
I’ll sometimes get nervous and start doing stoopid stuff or start reacting hella slow to things.
Guess that’s the same with all my chars though.
Need to work on my nerves and stuff, haha…
I’m kinda surprised that Maki was ranked so high in Japan, but I can understand how solid she can be in the hands of a really good player.
LoL, that’s actually a pretty damn good setup. Wish I used something other than k-Maki so I could try that out on some people. I can imagine it being a little tough to get down consistently though. Execution has to be pretty good to land QUICK run, stop xx 720’s. Nice setup though.
As for the matchups that give her problems… I’d have to say that a lot of the higher tier characters can pose problems mostly because they have normals that out prioritize/range Maki.
Stuff like Blanka’s c.fp, Chun’s s.mp, Cammy’s s.fk, etc…
It’s not as safe to throw out Maki’s s.mk when you’re fighting chars like Chun/Cammy because some of the better players may react on a whiff and punish with a normal xx super.
I’ve always had some troubles playing Sagat, but that’s getting a little better. You just have to be really patient and punish any whiffed footsies.
It’s hard to get in on Blanka when he’s throwing out the c.fp’s and her normal jump is one of those long ones that can get aa’d by his u.fp pretty easily on reaction. However, you can substitute some of those normal jumpins for LOW qcb.wp off the wall jumpins because those are angled a lot better and seem to come out faster.
Other than stuff like that, make sure you land your super combos and are able to do the 720 super during critical moments of matches. Practice your execution and timing with Maki. She’s not as good if you’re just relying on parlor tricks from time to time to get people with specials/supers. You really need solid ground/air games with her to be successful. Know when to use c.fp and when to use s.fk for aa’s because they have different success rates depending on the spacing of the opponent. KKK is also pretty good for aa if you waited too long to land one of the normal aa’s. Try to keep your opponent pinned down with her pokes and mix things up after knockdowns. Her c.mp is KINDA good for meaty wakeup games but you can’t whore it as much as you can Sagat’s c.fp or Blanka’s s.fp because it doesn’t seem to have as many hit frames. It’s still good though because you can time it to link into any other poke so it allows you to keep up the pressure.
Ok, those were just some random tips to help improve your Maki game a little…
You really just have to get a feel for the character because she has so many unorthodox command run/jump moves.