repost from the general discussion
C-maki vs Honda
C-maki (yes, C-MAKI) does VERY well against honda. C-maki can literally play hit and run the entire round and her attributes get her out of stupid honda tricks and 50/50 guessing games.
-C-maki obviously has air-block, you can use that to punish accordingly (i don’t have my DC to test what works, i’ll edit sometime). her lofty jump makes normal or super jumping backwards to bait a headbutt quite feasible.
-Maki’s throw range is 60 pixels, and honda’s fierce 360 range is 56 pixels (strong is 57, jab is 58), so she SHOULD be able to throw him out of his roll before the 360 comes out. haven’t tested this quite yet either. and maki has some crazy mixup options after her punch throw, just check the maki thread.
-Even if maki’s added throw range doesn’t catch the RC 360 or if you don’t like the timing of throwing honda out of his RC 360, she can just scrap it and do a level 1 720. this is a VERY defensive super, and takes all the guessing out of throwing OR going low with honda’s fierce or rh. if honda jumps straight up to bait the 720, maki recovers quick enough to do a low fierce or standing rh as AA (so it’s basically free damage). to get a reversal level 1 720, just spin the stick like an idiot, and double tap jab (or triple tap all the punches if you only have a level 1).
THIS IS IF MAKI GETS KNOCKED DOWN IN THE FIRST PLACE. which really shouldn’t happen. and C-maki should always have a level 1 considering how quickly C-maki builds meter. honda dashed forward and did a 720 SUPER? maki’s whiff throw animation makes her unthrowable for 24 frames. as long as maki gets reversal timing on the level 1 720, then honda’s 720 SHOULD whiff even if honda’s super flash occurs after maki’s.
-70 stun points is nice so she won’t get dizzied very easily.
-Most characters are usually at a disadvantage when honda corner them, but maki is at a huge advantage. all her off the wall tricks are nice, or just spring off the wall and run away some more.
-Honda does RC hands to poke with? just jump up and down and press roundhouse because of it’s good hitting angle. or air block if they do a headbutt.
-Once maki gets her level 3, a level 3 720 OR standing mk/fp into level 3 kick super gets some serious damage for maki to run away the rest of the round. linking into a level 2/3 punch super from a mp also works if honda messes up his timing on a RC move on wakeup.
CONCLUSION?
all in all, maki has the tools to nullify a bunch of honda’s RC 360 50/50 bullshit and RC cheese. always have a level 1 for a reversal 720, and run away and use airblock. get a throw, and capitalize off the mixup. i’d go as far as to call it a counter match, but you have to have a solid knowledge of maki for it to work. and lots and lots of PATIENCE.
peace
PS- as i said, i don’t have my DC on me to test some of this stuff, but it sounds right from what i know about the properties of reversals and throw ranges. if buktooth or somebody who has a better knowledge of the properties of frame data on reversal timing or whatever else, please post up if i’m incorrect on any of this stuff.